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 Trading Card Game Tips from fans

 


From: Anteaus44@aol.com
Subject: Help me get a brand new game!-Anteaus



Hello, and welcome to another rousing edition of Anteaus [insert cool name here]!

Today, my loyal followers, is not a Yu-Gi-Oh! day, sadly, but rather a day where I, Anteaus, has another awesome game ready to go. This one's called Seek and Destroy, and here's the low-down:

Seek and Destroy:

Basic rules of play:

Object of the game: get your opponent's Life down to 0. Also, if you run out of cards to draw, you lose as well.

There are eight countries that you can build your deck around: the United States, Germany, Russia, China, Britain, France, Japan, and Israel. Each country has different strengths and weaknesses, which make for good play-strategy all around and unique decks that can go any number of ways.

There are four "sites" in the game: the Garrison, the Country, the Junkyard, and the Battlefield. Each Site has a unique place in the game that will also be explained later on in the rules.

There are also three different types of cards: Units, Operation Cards, and Deception Cards.

Starting the Game:

First off, before you do anything else, shake your opponent's hand and wish him/her good luck. Remember, it is just a game.

Determine who will go first. Anything from a toss of a coin to the roll of a die will suffice.

Each player draws four cards.

The player who goes first draws one card. The player who goes first cannot enter their Battle Stage during their turn; however, they can enter all other Stages. Then, once the player's turn ends, play shift to their opponent and the player who goes second now can enter all Stages of their turn.

The Units:

There are three distinct unit types in Seek and Destroy: Army, Navy, and Air Force. However, each Unit type also has a unit sub-type as well, and there are many different sub-types for each Unit that will be explained later on in the rules.

Units and their Effects:

Different Units will have different Effects. There are three types of Unit Effects: Initiate Effects, Swift Effects and Mobilization Effects.

Initiate Effects:

These Units can only use their effects if they are "initiated," which means taking a Unit that is face-down in Defend Position and switching it to Attack Position.

Swift Effects:

These Units can use their effects only once per turn (unless otherwise noted) and can use their effect during either players' turn.

Mobilization Effects:

These Units use their effects only once: when they are Mobilized.

What do the Units do?

The Units are your basic means for Attacking and Defending your Life. Your draw-pile is also called your country, but the thing that you want to defend most is your Life. There are two things that you can do with your Units:

Attack:

This is where your Unit declares an attack on an opponent's Unit or on your opponent's Life.

Block:

This is where your Unit is designated as an Attack target by your opponent's Unit.

Mobilizing Units:

All units have a Mobility Cost. If this cost is 4 or higher, the Unit must wait one turn before Attacking, but it can still Block. The Unit that has a Mobility Cost 4 or higher comes out "depleted," or as they say in other games, "tapped." However, if the Mobility Cost is 3 or less, then the Unit can Attack the same turn it is Mobilized.

You can only Mobilize one unit per turn, but you can Secret Mobilize as many units as you want per turn. Secret Mobilizations consist of any Unit being Mobilized due to an Operation/Deception effect or a Unit Effect.

Operation Cards:

Operation Cards are the cards that you can use at any time during your turn (except during a Battle). These cards constitute the cards that help your Units gain an advantage during Battle as well as before and after Battle. They can do anything from destroy your opponent's Units to draw cards from your Country. There are three different types of Operation Cards:

Normal Operation Cards:

These cards are Operation Cards that are activated and then junked directly after activation. It has a Stack Count of 1.

Constant Operation Cards:

These cards are Operation Cards that remain in your Garrison, face-up, after activation and stay in your Garrison until they are destroyed. It has a Stack Count of 1.

Swift Operation Cards:

These cards are Operation Cards that can be activated during your opponent's turn. They are the only Operation Cards that can do that. It has a Stack Count of 2.

Deception Cards:

Deception Cards are the cards that can only be activated after being Garrisoned (placed face-down in your Garrison) for one turn. These cards are used for a variety of reasons and there are different types of Deception Cards as well as Operation Cards:

Normal Deception Cards:

These cards are Deception Cards that are activated and then junked directly after activation. It has a Stack Count of 2.

Constant Deception Cards:

These cards are Deception Cards that remain in your Garrison, face-up, after activation and stay in your Garrison until they are destroyed. It has a Stack Count of 2.

Swift Deception Cards:

Swift Deception Cards are the only type of card that cannot be stacked on top of by any other card. It has a Stack Count of 3.

The Stack:

The Stack is the way in which Operation, Deception, and certain Unit cards are activated and their effects resolved. The Stack builds effects of cards on top of each other, and then resolves down. Here is an example:

Player A activates an Operation Card with Stack Count 1. Player B activates Deception Card with Stack Count 2 to counter the effect of Player A's Operation Card. The effects then resolve down, like this:

Activation Order:
Player A
Player B

Resolution Order:
Player B
Player A

A more complicated version of the Stack goes like this:

Activation Order:
Player A
Player B responds to Player A
Player A responds to Player B

Resolution Order:
Player A's last card played
Player B's card
Players A's initial card

The Stack is only relevant when responding to other Players' Operation/Deception Cards.

Stack Count:

Each card has a Stack Count. A card with a Stack Count of 1 cannot be activated in response to any card. A card with Stack Count of 2 can be activated in response to a card with a Stack Count of 1 or 2 only. A card with Stack Count of 3 can be activated in response to any card with any Stack Count.

These cards have a Stack Count of 1:

Normal Operation
Constant Operation
Initiate Effect Units
Mobilization Effect Units

These Cards have a Stack Count of 2:

Normal Deception
Constant Deception
Swift Operation
Swift Effect Units

These Cards have a Stack Count of 3:

Swift Deception

Treaties:

There are certain cards in Seek and Destroy that allow a player to have cards of more than one Country in their deck. These cards are special and are called Treaty Cards. These cards have their own special Zone and cannot be destroyed by any card effect. The Treaty Card is there merely to let your opponent and any judges know that you are legally using more than one Country in your deck. However, you can only have one Treaty in your deck. Repeat: You can only have one Treaty card in your deck. Before starting the game, make sure that your Treaty Card is in its respective Zone so there is no confusion. A Treaty Card does not count toward the 50 Card minimum.

Stages during a Turn:

There are several different stages throughout the course of your turn that you must enter. During any stage any Deception Card as well as any Swift Operation Card can be activated (unless otherwise noted) as long as you have met the requirements for that Card.

The Different Stages are:

Draw Stage:

This Stage is where you draw your next card from your Country.

Deploy Stage:

This is the Stage where you can Mobilize Units (only one per turn, remember), Activate/Garrison Operation Cards, Garrison Deception Cards, Initiate Units or use any Swift Effects that a Unit may have.

Battle Stage:

This is where you declare an Attack on one of your opponent's Units or his/her Life. His is how the Battle Stage is set up:

1. Declare an Attack. You do this by selecting your Unit and selecting one Opponent's Unit.

2. If no Operation/Deception Cards are activated, compare your Units' Attack Value to your Opponent's Units' Defense Value. If your Attack Value is higher, then your opponent's Unit is destroyed and junked. If your Attack Value is lower, your Unit is destroyed and junked. If both values are the same, then both Units are destroyed and junked.

3. After the Battle is resolved, you may either a) declare another attack with another Unit you control or b) exit the Battle Stage and proceed to the Supply Stage.

Supply Stage:

This stage comes after the Battle Stage and is basically a second Deploy Stage. Anything you can do in the Deploy Stage you can do in the Supply Stage.

End Stage:

This is the stage where you declare that your turn is over and your opponent's turn is about to begin.

Unit Sub-types:

As stated earlier, there are different sub-types for each Type of unit. They are as follows:

Army sub-types:

Infantry
Battalion
Division
Regiment
Corp
Marine
Artillery

Navy sub-types:

Patrol
Cruiser
Battleship/Battle cruiser
Aircraft Carriers
Submarines

Air Force sub-types:

Bombers
Fighters
Stealth fighters
Light craft
Helicopters

Special Privileges for certain sub-types:

Bombers and Fighters can only be blocked by face-down units.

Battleships and Stealth Fighters can only be blocked by other Battleships and can only block Air Force and Navy Units.

Submarines can only be destroyed by other Submarines.

Sites:

There are four Sites in Seek and Destroy: The Garrison, Country, Junkyard, and Battlefield. Here's a breakdown of each:

Garrison:

The Garrison is where any Operation/Deception cards are played. In this Site, you can place Deception Cards, activate Operation Cards, and store face-up Constant Operation/Deception Cards. There is a 6-card limit (you can only have a maximum of six Operation/Deception cards at any given time here), which means that if all your Garrison spaces are filled, you cannot activate any Operation Cards until you free a zone (remember, Deception cards must be placed for one turn before use).

Country:

The Country is your deck. There is a minimum card limit of 50 cards, but other than that your deck can go as high as you want.

Junkyard:

This is where any spent Operation/Deception Cards go, as well as discarded cards and Units that have been destroyed. It's your "Graveyard."

Battlefield:

This is where the Units actually wage war. There is a seven-unit limit (which means that you can only have up to seven Units on the Battlefield at any given time) on the Battlefield. Here you can Mobilize Units in either face-up Attack position or face-down Defend position, Initiate Units that have been face-down for a turn, Attack your opponent's Units and switch a Unit from face-up Attack to face-up Defend position.

© 2006 Ian Couture. No part of this document may be used or reproduced in any way, shape or form without the direct written consent of the author.

Yeah, it's way long, but you know what? It's really cool, so e-mail me and let me know what you think!

Cheers,
Anteaus

P.S. Be sure that you don't break the copywright without consulting me first. I know it sounds mean, but I will go after you if you do. This is years of work right here, so don't mess with it!

:)
 


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