Solo Science Fiction Card game with two decks.
You control the Mega Tank trying to wipe out the defenders more conventional forces.
VICTORY & DEFEAT
If the Mega Tank Deck has no cards left then the Tank is destroyed and you lose.
If all of the Command Post cards have been destroyed you win.
If you reach the Target Zone you win (Have 15+ cards in the Transit Pile).
The Mega Tank starts with 40 Armor Points (AP).
If the Mega Tank is ever reduced to zero AP then every additional
point of damage done causes the top card of the Mega Tank deck to
be removed from the game.
MTD = Mega Tank Deck
DFD = Defense Force Deck
DF = Defense Force
MT = Mega Tank
AP = Armor Points
Six sided dice are needed.
If you ever have 15 or more cards in the Transit pile, you have
reached the Target Zone and you win.
Each turn has 6 phases:
1. Deploy Defenders Phase
2. Reload Phase
3. Attack Phase
4. Counter Attack Phase
5. Movement Phase
6. End Phase
DEPLOY DEFENDERS PHASE
Draw 1D6 Defender cards from the DFD and place them face up on the table.
This is called the Deployment Roll.
If the DFD is ever out of cards, shuffle the Defender Reserve Pile and draw from it.
If a command post is already out, draw and place an extra card.
If a post is already out and you draw another discard it to the Defender Reserve pile.
Draw 5 cards from the Megatank Deck.
If there are no cards left in the deck shuffle the discard and draw from it.
Discard Megatank cards from your hand to destroy deployed Defender cards of
the appropriate type. Defender units roll saving throws in response:
Roll 1D6: If this is equal to or less than the Units Save value it survives.
(Saves are based on having protective armor and the ability to find
shelter, evade attacks, and stay out of sight)
Destroyed defender cards go to the Defender Casualty pile.
COUNTER ATTACK PHASE
Remaining Deployed Defenders attack.
Discard Armor cards and Anti-Missile System cards to negate attacks.
Subtract the damage inflicted from the Mega Tank Armor Value.
Defender cards may remain in play unless the card description says to discard:
Roll 1D6 for each such Unit: (This is called the Resupply Roll)
On a roll of 1-3 the Unit stays in play and continues to fight.
On a roll of 4-6+ the unit runs out of fuel or ammo and is forced to
retreat: place it on the bottom of the DFD.
Place one card from the Casualty pile into your Transit Pile.
If there are no cards in the Casualty pile, use the top card of the DFD.
Max hand size is 5 cards.
Discard excess cards.
RADAR CARD OPTIONS
After you look at the next 10 cards in the DFD you may do one of the following:
1. Search the MTD for 1 card and put it in your hand. Shuffle the deck afterwards.
2. Draw 2 cards from the top of the MTD.
3. Cause any 2 of the DF cards you looked at to be placed on the bottom of the DFD.
MAIN GUN CARD OPTIONS
Indirect Fire Option: You may discard a Main Gun card to cause 1D6-3 cards from the
top of the DFD deck to be put in the Casualty pile. (If the result is zero or
negative no defending cards are destroyed)
MISSLES CARD OPTIONS
These can be used against non-Air Defenders as well but roll
1D6: on 1-3 the missles miss. On 4-6+ they hit.
GUN BATTERY CARD OPTIONS
Rolling Barrage Option: Use to attack ALL Ground Defenders in play.
Roll 1D6 for each: On a roll of 4 or better they are destroyed.
Bombardment Option: Flip over the top card of the DFD. If it is a
Ground unit it is destroyed.
Flak Attack Option: Use to attack ALL Air Defenders in play.
Roll 1D6 for each: On a roll of 5 or better they are destroyed.
ANTIPERSONNEL SYSTEM CARD OPTIONS
When used this card targets ALL Infantry in play.
Damage Control Systems Option: Repair 1 point of Damage.
ARMOR CARD OPTIONS
Deflection Option: Reduce the Damage from any Non-Energy Attack by 1D6 Points.
Internal Protection: When discarded from the deck as a result of damage
past 40 AP, no further damage is done to the tank from that particular Attack.
Merely a Scratch: When used to negate a Light attack, draw 1 card from the MTD.
MOVE CARD OPTIONS
Crush Underneath Option: Destroy 1 Ground Unit on a roll of 3 or more on 1D6.
Evasive Maneuver Option: Negate any 1 attack on a roll of 3 or more on 1D6.
Veer Off Option: Defenders get +1 to their Resupply rolls this turn.
Steer Clear Option: Negate a Minefield. Remove a card from the Transit Pile.
Acceleration Option: Add a card to the Transit Pile.
ANTI-MISSLE SYSTEMS CARD OPTIONS
Targeting Analysis Option: Draw 3 cards from the MTD. Keep 2 and discard 1.
Battle Computer Option: Modify any target roll by +1 or -1.
ENERGY ABSORPTION GRID CARD OPTIONS
Recharge Option: Put a card from your discard into your hand.
Disrupt Communications: Next Turns Deployment roll is at -1.
Inertia Screen: All Defender Attacks do one less damage this turn.
MEGATANK DECK CARD LIST
Card: Num# Notes:
Main Gun 5 Kill Far Away Ground Unit or Command Post
Missiles 10 Kill Air Unit
Gun Battery 10 Kill Ground Unit or Command Post
Antipersonnel System 10 Kill Infantry Unit
Armor 5 Negate 1 Light Attack
Move 10 Cause 1 Defender card to be discarded to the reserve pile
Anti-Missile System 5 Negate 1 Missile Attack
Energy Absorption Grid 5 Negate 1 Energy Attack
Radar 5 Look at next 10 cards in Defense Force Deck
Num# = Number of that card in the deck.
DEFENCE FORCE DECK CARD LIST
Card: Num# Type Dam Save Use Notes
Power Infantry 10 G 1 2 - L
Tac-Air Raider 6 A 4 2 - M
Drone Cluster Bomber 4 A 8 - R M
Heavy Laser Tank 4 G 4 2 - E
Plasma Tank 2 G 5 1 - E
Selfpropelled Rail Gun 2 G 3 1 -
Howitzer Battery 4 G 5 1 - F
Missile Launchers 2 G 7 - R FM
Light Attack Vehicle 4 G 2 1 - L
Command Post 3 G - - -
Mine Field 2 - 1D6 - R X
Save = If unit attacked it is not destroyed on a roll of this or less on 1D6.
G = Ground Unit
A = Air Unit
F = Far Away
L = Light Attack
M = Missile
E = Energy Attack
R = Unit goes to reserve pile after attacking in Counter Attack Phase.
X = Discard to Casualty pile after attacking
END GAME SCORING
+ Number of cards in the Transit Pile
+ Number of cards in the Casualty Pile
+ Number of AP you have remaining
- Cards removed from the MTD as Damage