OCCULT WWII







INTRODUCTION
Card Game for 2 players. 
WII with Wonder Weapons and the Occult as the main determinants of victory. 

VICTORY
You win if you reduce your opponent to zero Morale or zero Force. 

SIDES
One players is the Allies. The other is the Germans. 

STATS
Players have scores in 9 Stats. 
These stats are increased/decreased during play. 
Players begin with scores in each stat as listed on the Starting Stat Chart. 

STARTING STAT CHART
Stat:			ABR	AIR	GIR
Intelligence		I	1	1
Attack			A	4	5
Occult			O	0	1
Research		R	1	1
Propaganda		P	1	2
Morale			M	20	20
Force			F	20	10
Economy			E	3	1
Defense			D	0	0
ABR = Abbreviation
AIR = Allied Player Initial Ratings
GIR = German Player Initial Ratings

SETUP
Players choose sides. 
Shuffle the deck. 

TURN SEQUENCE
Players take turns. 
The German player goes first. 
Each turn has 9 Phases: 
Economy Phase
War Phase
Home Front  Phase
Propaganda Phase
Intelligence Phase
Research Phase
Occult Phase
Development Phase
Investigations Phase

ECONOMY PHASE
Increase your Force Stat by an amount 
Equal to your Economy Stat. 

WAR PHASE
Roll a number of dice equal to your combined 
Attack and Intelligence Stats. 
Every roll of 4+ is considered a Hit. 
Your opponent Rolls a number of dice equal to his combined 
Defense and Intelligence Stats. 
Every roll of 4+ is considered a Block.
Subtract Blocks from Hits. 
For each unblocked Hit decrease your opponents Force and 
Morale Stats by 1. 

HOME FRONT PHASE
Increase your Morale Stat by an amount 
Equal to your Propaganda Stat. 

PROPAGANDA PHASE
Roll a number of dice equal to your  Propaganda Stat. 
Every roll of 5+ is considered a Hit. 
For each Hit, decrease your opponents Morale by 1. 

INTELLIGENCE PHASE
Roll a number of dice equal to your Intelligence Stat. 
Every roll of 4+ is considered a Find. 
Your opponent Rolls a number of dice equal to his Intelligence Stat. 
Every roll of 4+ is considered a Counter.
If you have 1 more Find than your opponent has counters, it is 
Called a Sabotage: Destroy 1 card in Development or an Active Artifact. 
If you have 2 or more Finds than your opponent has counters, it is 
Called a Heist: Steal 1 card in Development or an Active Artifact. 

RESEARCH PHASE
Draw X cards from the deck. 
X = Your Research Level. 
If any of those cards are Tech cards place them face up in front of you. 
They are considered to be in Development.
Discard any non-tech cards you draw. 

OCCULT PHASE
Draw X cards from the deck. 
X = Your Occult Level. 
If any of those cards are Supernatural cards place them face up in front of you. 
They are considered to be in Development.
Discard any non-supernatural cards you draw. 

DEVELOPMENT PHASE
Place a Token on all cards of yours that are in Development. 
Cards in development do not provide any benefits. 
If a card has 3 Development Tokens on it, remove them; 
The card is now said to be active. 
Once it is active, a card provides all of its Stat bonuses. 

INVESTIGATIONS PHASE
Draw 5 cards. 
Discard Tech and Supernatural cards. 
All other cards are called Asset cards. 
Discard all Asset cards except 1. 
Place the asset card you chose face up in front of you. 
It is considered to be active and  immediately provides its Stat bonuses. 

CARD LIST NOTATION
S = Supernatural
T = Tech
Z = Asset
I = Intelligence	
A = Attack		
O = Occult		
R = Research	
P = Propaganda	
M = Morale		
F = Force		
E = Economy	
D = Defense		
GPO = German Player Only


CARD LIST
Name:				Type	Notes:
Guided Missiles			T	A +1
Jet Fighters			T	A +1
Hydrogen Bomb			T	A +3
Zombie Battalions		S	E +1
Spear of Destiny		S	A +2; Artifact
Giant Robots			T	A +2
Holy Grail			S	E +1
Giant Tesla Coils		T	A +1, D +1
Rocket Subs			T	A +1
Gas Warfare			T	A +2
Super Soldiers			T	A +1
Prophecies of Nostradamus	Z	P +1
Nietzschian Doctrine		Z	P +1; GPO
Cyborg Shock Troops		T	A +1
Wagnerian Music			Z	P +1; GPO 
Psychic Divination		S	I +1
Propaganda Machine		Z	P +1
Spy Master			Z	I +1
Necromancy			Z	O +1
Black Magic			Z	O +1
Demonic Powers			S	A +1
Counter Intelligence		Z	I +1
Super Powered Agents		T	I +1
Scientific Geniuses		Z	R +1
Secret Sciences			Z	R +1
Suicide Troops			Z	A +1; Requires Propaganda 5+
Akashic Records			Z	O +1
Mediums				Z	I +1
Messianic Power			S	P +2
Propaganda Art Films		Z	P +1
Teutonic Mythology		Z	P +1; GPO
Subhuman Labor			Z	E +1
Alien Saucer Crash		Z	R +1
Slavic Mutants			T	A +1
Rail Cannons			T	A +1
Time Travel Portal		T	I +2; Artifact
Super Heavy Tanks		T	A +1
Cryptography			Z	I +1
Witchcraft			Z	O +1
Magic Circle			S	D +1
Astral Cone			S	D +1
Occult Think Tank		Z	O +1
Secret Service			Z	I +1
The Four Horsemen		S	A +4; Discard after 4 Turns
Combat Drugs			T	A +1
Brainwashing			Z	P +1
Jet Pack Troops			T	A +1
Esoteric Astrology		Z	I +1
The Dogs of War			S	A +1
Unholy Alliance			S	A +1
Psychological Warfare		Z	P +1
Ideological Manifesto		Z	P +1
Geomancy			Z	O +1
Eugenics			Z	E +1; GPO
Ley Line Strongpoints		S	D +1
Pseudo Science			Z	O +1
Aryan Master Race		Z	P +1
Ark of the Covenant		S	A +3; Artifact
Medical Experimentation		Z	R +1
Rune Lore			Z	P +1; Requires Occult 3+
Satanic Pact			S	I +1, P +1, D +1
Secret Projects			Z	R +1
Secret Laboratories		Z	R +1
















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