MODERN WAR DOMAINS






INTRODUCTION
Card game with a near-future, modern war theme.
2-4+ Players.  
In addition to the Ground, Air, and Naval theatres of war, Space and 
Cyberspace are now equally important factors. 

VICTORY
Reduce all of your opponents to zero Strength Points (SP). 
Players with 0 SP are eliminated from the game. 

STRENGTH POINT TOKENS
Use tokens to represent SP.
Players share a common pile of SP Tokens. 
Use denominations of 1, 5, 10, and 20.  
These represent a Nation’s ability and willingness to continue to wage War.  

ACTION COUNTERS
Players share a common set of Action Counters. 
These are used to denote the readiness of Surviving Units to 
Reuse their Special Abilities. 

DICE
Six sided dice are needed. 

DEFENSE CHIT POOL
Players share a common Pool of Defense Chits. 
Keep these in a cup to be drawn from and discarded back into. 
The pool should contain 10 copies of each type of chit. 
There are 6 types of Chit:
Abrv: 	Defense:	Notes:
H	Hardened	Unit has Armor, Physical Damage Resistance
A	Active		Point Defense, Jamming, Electronic Warfare
E	Evasion		Unit relies on Speed, Agility, Flares to avoid Attacks
D	Dispersed	Large Force. Surviving Units continue to function
S	Stealth		Invisibility to Detection: Sonar, Radar, EM Spectrum
V	Vast		Units protected by great Distances
Note: Defense Chits are discarded immediately back to the pool when used. 

THE DECK
Players share a common deck. 
If the Deck ever runs out, shuffle the discard and draw from it. 

CARD TERMINOLOGY
Each Card will have 6 Traits: 
1. Type: Unit, Attack, or Counter
2. Search: This is how a card is identified when one is being searched for. 
The search trait will be 1 or more of the 5 Domains. 
3. Target: This is how a card is identified when it is being targeted for Attack. 
The target trait will be 1 or more of the 5 Domains. 
4. Hits: How many successful attacks are needed to destroy this target. (1 or 2)
5. Defense Type: Which types of Defense Chits can be used to neutralize 
Attacks against this card
6. Ability: The effect that is activated when this card is played: Kill, Draw, Search, 
Gain SP, Spy, Neutralize, Opponent discard or lose SP. 

MINOR TRAITS
Some Cards will have the Minor designation of Missile or Base. 

BASIC CARD TYPES
There are 4 Basic Types of Cards: 
U = Units- These remain in play after being used.
A = Attacks- These are discarded once used.
C = Counters- Discarded once used, these negate an attack card just played or an 
Attack made by a Unit. 
X = Special- These are discarded once used. 

DOMAINS
There are 5 Domains: 
G = Ground
N = Naval
A = Air
S = Space
C = Cyber

ABILITIES
NOTE: As noted in the Card text a Unit with 2 or more Abilities might be able 
To do both (AND) or just one (OR) during a turn.  
Kill: (Destroy, Degrade) Cause a Target Unit of the indicated Target 
Type to be discarded. 
Neutralize: (Counter, Negate) Cause an Attack of the indicated 
Search Type to be cancelled. 
Draw: Draw 1 or 2 cards from the top of the Deck and add them to your hand. 
Search: look at the next 10 cards in the Deck and place 1 of them of the 
Indicated Search Type into your hand.  
Gain SP: You gain the indicted number of SP (1 or 2). 
Spy: Look at opponent’s hand. 
IMPORTANT: If a Unit can do the Spy ability OR another ability, there is a 50% it 
Must pick the Spy Ability. 

SETUP
Shuffle the Deck. 
Each player starts with 50 Strength Points. 

ROUND SEQUENCE
Each round has 5 Phases: 
1. Readiness Phase
2. Resupply Phase
3. Initiative Phase
4. Deployment Phase
5. End Phase

READINESS PHASE
Each player draws 10 cards and 3 Defense Chit. 

RESUPPLY PHASE
Place 1 Action Counter on all Surviving Units.
A Unit may have a Maximum of 1 Action Counter on it. 

INITIATIVE PHASE
Players roll 1 Die each. 
High roll goes first in Deployment Phase. 
Play proceeds clockwise. 

DEPLOYMENT PHASE
Players take turns conducting 1 Deployment each. 
An Deployment may be either: 
1. Playing a Unit and resolving it’s action if there is a target. 
2. Playing an Attack card and resolving it. 
3. Removing an Action Counter from a Unit to resolve its action. 
In order to pass, a player must discard a card if he has one. 
As a reaction to an action or an attack, a player may immediately play a 
Counter Card (Match attack’s Search type) or a Defense Chit (Match Target’s 
Defense Type) out of turn to Negate it. 
Deployment phase ends when everyone has no cards left in hand, no useable 
Action counters, and/or Passes in turn. 
IMPORTANT: Every time an Enemy Unit is destroyed the enemy loses 1 SP for 
Every Hit the Unit had. 
If a Base is Destroyed the Enemy loses 2 SP. 

END PHASE
Players discard Cards and Defense Chits they did not use. 


COMMON DECK CARD LIST
Unit Name:		Type	Search	Target	Hits	Def	Ability
Carrier Task Force	U	NA	N	2	A	Kill GNA
Boomer Sub		U	N	N	1	Z	Kill GN (Missile)
Hunter Killer Sub	U	N	N	1	Z	Kill N
Armored Division	U	G	G	2	XH	Kill G or SP +1
Artillery Brigade	U	G	G	1	X	Kill G or SP -1
Infantry Division	U	G	G	2	X	Kill G or SP +1
Destroyer Group 	U	N	N	1	A	Kill NA
Air Cavalry		U	A	A	1	E	Kill G or Search G
Missile Cruiser		U	N	N	1	A	Kill GN (Missile)
Marines 		U	GN	G	1	X	Kill G or SP +1
Army Group		U	G	G	2	XA	Kill G or SP +1
Special Forces		U	GNA	G	1	Z	Kill G or SP -1
Stealth Fighter		U	A	A	1	Z	Kill GN or SP -1
Bombers  		U	A	A	1	E	Kill G or SP -1
Interceptors		U	A	A	1	E	Kill A
Drones			U	A	A	1	E	Kill G
Mobile Launchers	U	G	G	1	X	Kill GNA (Missile)
Air Defense		A	G	G	-	-	Kill A
Naval Base		U	N	G	1	H	Search N (Base)
Army Base		U	G	G	1	H	Search G (Base)
Air Base		U	A	G	1	H	Search A (Base)
Laser Satellite		U	S	S	1	V	Kill GNA
Missile Satellite	U	S	S	1	V	Kill GNS (Missile)
EMP Attack		A	NotC	NotC	-	-	Kill NSAC
Hunter Killer Sat	U	S	S	1	V	Kill S
Cyber Command   	U	C	GC	1	H	Spy or Search C (Base)
Cyber Security		C	C	C	-	-	Negate C Attack
Cyber Network		C	C	GC	1	X	Spy or Search C
Hacker Groups		U	C	GC	1	ZX	Spy or Search C
Comm Sat		U	SC	SC	1	V	Draw 1 
Militias		U	G	G	1	X	Kill G or SP -1
ICBM Silos		U	GA	G	2	H	Kill GSN (Missile, Base)	
Military Base		U	Any	G	1	H	Draw 1 (Base)
Stockpiles		U	G	G	1	-	SP +2 (Base)
Strategic Point		U	G	G	1	-	SP -1 (Base)
Industrial Area		U	G	G	2	-	SP +1 (Base)
Population Center	U	G	G	2	X	SP +1 (Base)
Biological Attack	A	GNA	GNA	-	-	Kill G
Chemical Attack 	A	GNA	GNA	-	-	Kill G
Nuclear Attack		A	NotC	NotC	-	-	Kill GNS (Missile)
Hyperkinetic Sat	U	S	S	1	V	Kill GNS
Air Command		U	A	A	1	Z	Spy or Search Any
Fighter Bomber		U	A	A	1	E	Kill GNA
Ground Support  	U	A	A	1	E	Kill G
Antiship Missiles	A	GNA	GNA	-	-	Kill N (Missile)
Merchant Marine 	U	N	N	1	-	SP +1
Reserves		X	-	-	-	-	Draw 2
Diplomacy		X	-	-	-	-	End Round. Shuffle Discard into Deck
Cruise Missile		A	GN	GN	-	-	Kill GN (Missile)
Mechanized Infantry	U	G	G	1	XH	Kill G or SP +1 or -1
Mission Control 	U	S	G	1	H	Spy or Search S (Base)
Spy Satellite		U	SC	S	1	V	Spy
Missile Defense 	C	All	All	-	-	Negate Missile Attack
Orbital Attack		A	S	S	-	-	Kill GN
Orbital Battle Station	U	S	S	1	VA	Spy or Kill GSN (Base)
Scram Jet		U	A	A	1	E	Kill S
Attack Shuttle		U	S	S	1	VE	Kill S
Multistage Rocket	A	S	G	-	-	Kill S (Missile)
Micro Satellites	U	S	S	1	VX	Kill S
Denial of Service	A	All	All	-	-	Kill C or SP -1 
Spam: Propaganda	A	C	C	-	-	Draw 1 and Foe Discard 1 Card
Malware: Sabotage	A	C	C	-	-	SP -2
Trojan: Intercept	C	C	C	-	-	Negate Any Attack
Spoof: Replace		C	C	C	-	-	Redirect Any Attack to new target
Virus: Compromise	A	C	C	-	-	SP -1 and Foe Discard 1 Card
Worm: Disruption	A	C	C	-	-	Foe Discard 2 Cards


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