TANK KILLERS








INTRODUCTION
2 player card game.
Simulates a battle between two tank formations during WW2.
The current version of the game has decks for: 
Germans, British, and Americans circa 1944-5.

THE DECKS
During play there are 3 decks.
Players share a common Tactics Deck.
Each player also has his own unique Formation Deck.
The tactics deck has 80+ cards.
The German deck has 40 cards.
The American and British decks have 50 cards.

DISCARD PILES
There is one common discard pile for the Tactics deck.
Each player keeps two discard piles for his Formation deck.
One pile is the Reserve discard pile.
The other is called the Casualty discard pile.

VICTORY
You win if half of your opponent’s formation cards are in his casualty pile.
Your opponent’s forces break and either rout or surrender.
Other Scenario conditions are possible.

SETUP
Each player starts with 3 Tactics cards in their hand.
Formation cards never go in your hand.

TURN SEQUENCE
Players take turns.
The player taking his turn is called the active player.
The other player is referred to as the opponent or defender.
Each turn is divided up into 3 Phases with sub-phases:
I. Maneuver Phase
II. Attack Phase
	1. Attacker Subphase
	2. Target Subphase
	3. Lost Attack Subphase
	4. Modifier Subphase
	5. Resolution Subphase
III. Free Attack Phase
	7. Free Attack Subphase
	8. Free Attacker Subphase
	9. Attack Subphase

MANEUVER PHASE
The active player draws 3 Tactics cards.
Maximum hand  = 9 cards. Discard excess cards.
If the Tactics deck runs out, shuffle the discard and draw from it.

ATTACKER SUBPHASE
Discard any face up units you have in play, that attacked on 
your last turn, to your reserve pile.
Take the top card form your Formation deck and 
Put it face up on the table in front of you.
This is the unit or support unit that is attacking this phase.

TARGET SUBPHASE
The attacker has a choice of units to attack this phase:
1. Any opposing unit that is still in play, or
2. The top card of the opponents Formation deck.
The top card is turned face up, and remains on the deck.
The target unit is also called the defending unit.
If the target is a support unit, discard it to its reserve pile, and 
the phase ends immediately.

LOST ATTACK SUBPHASE
The defender may play a card from his hand that has the “Lost Action” effect.
This ends the current phase immediately.
The defender may play a card from his hand that has the “End Turn” effect.
This ends the active players turn immediately.
The defender may play a Logistics or Mine card from his hand that has 
the “Out of Action” effect. This ends the current phase immediately and 
the attacking unit goes to its casualty pile.
These cards cannot be played against Support attacks unless the card specifically says so.
The played card is discarded.

MODIFIER SUBPHASE
The attacker and defender may take turns (attacker first) playing tactics cards that
Modify the “Penetration Factor” of the attacking unit.
Only one “Range” card may be played.
Only one “Hit” card may be played.
Only one “Ammo” card may be played.
In general the attacker will play cards with a positive bonus.
The defender will play cards with a negative penalty.
If Range card is played that is farther than the Range factor of the 
Attacker, the current phase ends immediately.
Range cards cannot be used by or against support attacks.
Played tactics cards are discarded.

RESOLUTION SUBPHASE
If the attackers modified penetration factor is equal to or greater than the defenders
Defense factor, the defending unit is destroyed. 
When attacking Infantry, use the Infantry factor instead of the penetration factor.
A destroyed unit goes to its casualty pile.
If the defending unit is not destroyed, it remains in play.
Whenever a phase or turn ends, discard any attacking support card, to its casualty pile. 
Non-support attacking units stay in play.
If the defender was not destroyed, the attacker may play a Damage or Morale 
card with an “Out of Action” effect. A target put out of action is destroyed.

FREE ATTACK SUBPHASE
The active player may play a card from his hand that has the “Free Action” effect.
This basically gives the player another attack phase.
After every attack phase, the active player may have another attack phase as long as 
he plays a Free Action card.

FREE ATTACKER SUBPHASE
If the Free Action card also says “Same unit”, then the attacker may be a non-
support unit that already attacked this turn. Otherwise:
Take the top card form your Formation deck and 
Put it face up on the table in front of you.
This is the unit or support unit that is attacking this phase.

ATTACK SUBPHASE
This is a repeat of Subphases 2-5 of the Attack Phase.

FULL EXCHANGE RULE
If your Formation deck ever runs out of cards, shuffle your 
reserve pile, this becomes your new formation deck.
However, you cannot attack until your opponent uses up his 
formation deck. Everytime both players finish going through 
both their decks, this is known as a “Full Exchange”. 

TACTICS DECK CARD LIST NOTATION
FA = Free Action
ATK = Attacking

TACTICS DECK	
Card Name:		Type:		Effect:
Point Blank		Range		P +2
500 yards		Range		P -1
750 yards		Range		P -2
1000 yards		Range		P -3
1500 yards		Range		P -4
2000 yards		Range		P -5
Underside Hit		Hit		P +10  Cannot be used by support
Topside Hit		Hit		P +8
Rear Hit		Hit		P +6
Flank Hit		Hit		P +4
Shot Trap		Hit		P +8
HEAT Round		Ammo		P +2
AP Round		Ammo		P +3
Flame Thrower		Ammo		P & I +3 ATK Tanks and Infantry. Max range = PB
Panzerschrek/faust      Ammo		P +5 ATK German Infantry vs Vehicles
Bazooka/PIAT		Ammo		P +5 ATK Anglo Infantry vs Vehicles
Satchel Charge		Ammo		P +6 ATK Infantry vs Tanks
Machine Gun		Ammo		I +3 ATK Tanks and Infantry 
Grenade down the Hatch	Damage		OOA, ATK Infantry vs Tanks
Barrel Damaged		Damage		OOA, Vehicle or Gun only
Treads Damaged		Damage		OOA, Vehicle only
Commander Killed	Damage		OOA
Turret Jammed		Damage		OOA, Tank only
Buttoned Down		Morale		Lost Action, Target Tank only
Suppressed		Morale		Lost Action
Veteran Unit		Morale		FA 
Green Unit		Morale		Lost Action
Pinned Down		Morale		Lost Action
Shaken			Morale		Lost Action
Abandon Tank		Morale		Out of Action, Target Tank only
Rally			Morale		Negate Morale card just played
Professionalism		Morale		Negate Morale card just played, German only
Entrenched		Armor		P -3
Sloping Armor		Armor		P -1, Target Tank only
Skirt Armor		Armor		P –2, Target Tank only
Out of Fuel		Logistics	Lost Action
Out of Ammo		Logistics	Lost Action
Air Drop Supplies	Logistics	FA , Anglo only
Supply Depot		Logistics	FA 
Breakdown		Logistics	Out of Action
Repairs			Logistics	Negate Hit card or Breakdown card
Reserves		Logistics	Put top casualty card onto bottom of reserve deck
Reinforcements		Logistics	Put top casualty card onto bottom of reserve deck
Anti-Tank Mine		Mine		Out of Action, vehicles only
Forward Observer	Command		FA 
Radio			Command		FA 
Quick Kill		Command		FA , Same unit
Fast Turret Traverse	Command		FA , Same unit, Anglo Tank
High Rate of Fire	Command		FA , Same unit
Crossfire		Command		FA 
Air Superiority		Command		Lost Action, Anglos use vs Germans
Seasoned Commander	Command		FA 
Combat Engineers	Command		FA 
Indirect Fire		Command		FA 
Reconaissance		Command		FA 
Opportunity Fire	Command		FA 
Tracers			Command		P +1
Rugged Defense		Command		P -8
Unit Separated		Command		Lost Action
Fog of War		Command		Lost Action
Missed by a Mile	Command		Lost Action, Can be used vs Support
Take Cover		Command		Lost Action, Can be used vs Support
Awaiting Orders		Command		Lost Action
Formation Disorder	Command		Lost Action
Counter Attack		Command		End Turn
Surprise Contact	Command		End Turn
Ambush			Command		End Turn
Tanks vs Infantry	Command		Lost Action, Tank Attacking Inf 
Infantry vs Tanks	Command		FA , Inf attacking Tank
Fast Tank		Maneuver	FA , ATK Light/Med Tank
Overrun			Maneuver	FA , ATK Light/Med Tank
Surrounded		Maneuver	FA , ATK Light/Med Tank
Breakthrough		Maneuver	FA , ATK Light/Med Tank
Blitzkrieg		Maneuver	FA , ATK Light/Med Tank, Germans only
Outmaneuver		Maneuver	FA , ATK Light/Med Tank
Concentrate Force	Maneuver	FA 
Trapped			Terrain		FA 
Burning Wreck		Terrain		Lost Action
Hilltop Vantage		Terrain		P +2
Camouflage		Terrain		Lost Action, Can be used vs Support
Road Block		Terrain		Lost Action
Mud			Terrain		Lost Action
Tank Traps		Terrain		Lost Action
Smoke			Terrain		Lost Action
Roads			Terrain		FA 
Broken Ground		Terrain		Lost Action
Soft Ground		Terrain		Lost Action, Target Heavy Tank
Trees			Terrain		Lost Action
Buildings		Terrain		Lost Action
Bocage			Terrain		Lost Action
Bridge Crossing		Terrain		FA 
Poor Visibility		Terrain		Lost Action, Can be used vs Support

INTERPRETATION OF CARDS
Each card is an abstraction that could mean several things but 
still just having one game effect.
For example: The 'Trees' card might mean your opponent is slowed down 
by moving through forest, or that your unit has found cover in the woods.
Anglos = British or Americans.
OOA = Out of Action


FORMATION CARD LIST ABBREVIATIONS
Type = Formation cards can be of two types: Units or Support
LT = Light Tank Unit
MT = Medium Tank Unit
HT = Heavy Tank Unit
TD = Tank Destroyer Unit
AT = Anti-Tank Gun Unit
Inf = Infantry Unit
FA = Field Artillery Unit
SP = Self Propelled Gun
AC = Armored Car Unit
APC = Armored Personnel Carrier Unit
M = Mortar
MI = Mechanized Infantry Unit
AA = Anti-Aircraft Unit
Air = Air Support 
Art = Artillery Support
Pen = Penetration Factor: Used for attacking vehicles.
Inf = Infantry Factor: Used for attacking Infantry
Def = Defense Factor: Used to determine if the card survives an attack.
Rng = Maximum Range: Range cards can be used to negate attacks.
# = Number of that card in the deck.

GERMAN 1944-5 WEST FRONT FORMATION DECK VERSION 001 CARD LIST
Card Name		Type	Pen	Inf	Def	Rng	#
PzIVh			MT	9	4	6	2000	6
Panther			MT	12	4	8	2000	6
JpzIV			TD	12	3	8	2000	2
JpzV			TD	15	3	8	2000	2
StgIIIf			SP	9	3	5	2000	4
Hetzer			SP	9	3	7	2000	2
Tiger			HT	10	4	9	2000	2
Tiger II		HT	15	4	12	2000	1
Panzergrenadiers	Inf	1	3	3	PB	2
Fallschirmjaeger	Inf	4	5	4	PB	2
Panzerschrek Team	Inf	7	1	2	PB	2
50mmPaK			AT	7	2	2	2000	2
75mmPak			AT	12	2	1	2000	2
88mmPak43		AT	15	3	1	2000	1
150mm s IG 33		Art	2	8	--	2000	2
150mm s FH 18		Art	4	16	--	2000	2			

AMERICAN 1944-5 FORMATION DECK VERSION 001 CARD LIST
Card Name		Type	Pen	Inf	Def	Rng	#
M4 Sherman		MT	7	4	6	2000	6
M4-76			MT	12	4	6	2000	8
M4-105			MT	6	5	6	2000	2
M5			LT	4	3	4	1000	2
M24 Chaffe		LT	7	4	5	2000	2
M10			MT	9	3	5	2000	6
M36			MT	13	3	5	2000	2
M8			AC	4	2	3	1000	2
M7			SP	2	6	2	2000	2
Infantry Platoon	Inf	3	3	3	PB	4
M-Gun Platoon		Inf	2	6	2	PB	2
M1 81mm Mortar		M 	1	7	2	2000	1
57mm			AT	6	2	2	2000	2
M8 Rocket Salvo		Art 	3	10	--	2000	1
155mm Howitzers		Art	4	10	--	2000	2
240mm Howitzers		Art	6	16	--	2000	2
B-25 Mitchells		Air	10	12	--	2000	2
P-51 Mustangs		Air	12	4	--	2000	2

BRITISH 1944-5 FORMATION DECK VERSION 001 CARD LIST
Card Name		Type	Pen	Inf	Def	Rng	#
M4 Sherman		MT	7	4	6	2000	6
M4 Firefly		MT	11	2	6	2000	4
Comet			MT	9	3	9	2000	2
M3 Stuart		LT	4	3	4	1000	4
Archer			SP	11	3	5	2000	4
Achilles		TD	12	3	6	2000	2
Humber			AC	4	3	2	1000	2
6 Pounder		AT	8	1	1	2000	4
British Infantry	Inf	2	3	3	PB	4
Bren Gun Platoon	Inf	1	5	2	PB	2
155mm Howitzers		Art	4	10	--	2000	2
240mm Howitzers		Art	6	16	--	2000	2
Hawker Typhoons		Air	10	10	--	2000	2
Spitfire V		Air	12	4	--	2000	2




OPTIONAL RULE: ADD RANDOM FACTORS
Requires use of dice.
When attacking add 1D6 - 1D6 to the penetration factor.
Note that negative results are possible.




CARD SET AVAILABLE!
Thank you Janne Thörne (jan.thorne@mail.bip.net) for this work of art.
Click here to get the Card Set




GAME DESIGNERS NOTES
I originally planned doing a game with maps and chits, however 
there is at least 300+ games that already fit this description, so I decided 
it would be better as a light, quick, filler card game.
You'll notice the American units are mostly inferior to
the German units. Historically, this is more than made
up for by the fact that as the war progressed, Allied
manpower and production of materials swamped that of the Axis. 
To make things more fair, you may want to add cards to the Allies decks.














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