draw one card at the end of their turn (drawing a card signals that you've
completed your turn). The player that did not move first in the game may draw
a card instead. Custom decks or cards can be used for specific scenarios or
individual unit with the "Card" advantage starts the game with a
BattleCard that it may use (once) on itself or on a friendly unit in the same
hex. This can be drawn randomly at the start of the game, or can be an
established card (provided both players agree). This is intended to add
“flavor” to the unit.
shot: Give one unit
+1 Offense on it's next attack
||Rapid fire: Allow one a unit to make an additional attack on it's next
||Blind luck: Make the next attack die rolled automatically a 6
||Stuck: Choose a unit. This unit cannot move on it's next movement
|Nerves of steel: Re-roll any one attack die.
them napping!: Give
one unit +1 Offense on it's next attack
||Charge!: Give one unit +2 Move until end of turn.
weapon: Give one unit +1 Offense on it's next attack
|Heroic action: Make the next attack die rolled
automatically a 1
||Ambush: Give one unit +2 Offense on it's next attack if it attacks a
unit within 1 hex.
Mission: Move one of your unit's to any spot on the board.
||Trump: Counter a just played card
|Re-enforcement: Randomly "Resurrect"
one of your previously destroyed units and place it on your edge of the
||Surrender: Automatically remove one of opponents lowest cost units.
||Miscommunication: Control the movement for
any one unit on it's next turn.
planning: Give one unit +2 Defense on the next attack phase
|Friendly-fire: Decide the target for any one
unit for one of it's attacks
||Hidden: One (non-vehicle) stand cannot be attacked this turn.
||Misfire: Choose a unit. This unit cannot attack this turn.
Tactics: Give one unit +1 Defense (Can be declared after
the dice are rolled against it.)
|Salvage: 'Resurrect' and control any one
vehicle unit that was just destroyed
slob: Re-roll any one die
||Smoke: Choose a unit. This unit cannot fire this turn.
||Medic!: 'Resurrect' a just destroyed non-vehicle unit
|Pathfinder: Choose a unit. This unit get's +1
move and may ignore obstacles on it's next movement phase
barrage: All units in a hex of your choice suffer a
strength 4 attack.
Warfare: All units in hex of your choice, and in adjacent
hex, suffer a strength 2 attack.
turn: Choose a unit that has just moved. That unit instead
moves in the opposite direction
|Spies: Look at opponent's hand and remove one
Intelligence: Look at opponent's hand and randomly remove
||Gremlins: Randomly remove one card from opponent's hand
Fatigue: Choose a unit. That unit cannot move or fire for
|Heavy rains (weather): Maximum range for all
units is now 3 hexes
||Nightfall: All movement and range values are now halved
weather: maximum movement for all units is now 2 hexes
weather: All range values are halved
|Snow (weather): All movement values are halved
skies: Cancels all weather cards
'Painting': Give a unit's attack a 1 hex affect for one
||Infiltration: at the end of your turn, move one of your units to any location.
|Decoy: move a unit up to 1 hex in any
direction (can be played after an attack has been declared on it).
on the Battlefield: Choose one unit. That unit cannot be
attacked this turn.
of ammo: Choose a unit. This unit cannot attack on it's
next attack phase.
of Gas: Choose a unit. This unit cannot move on it's next
|Sandstorm (weather): Maximum range for all
units is now 1 hex
Maps!: During you opponent's next turn no unit gets a road
||Propaganda: Opponent selects one of his own units to remove.
||Defection: Opponent selects one of his own units for you to take control
|Repair: 'Resurrect' a just destroyed vehicle