AFV






INTRODUCTION
Two Player Card Game of Modern Tank Combat.

VICTORY
Reduce your opponent to 0 AFV tokens.

AFV TOKENS
Each player starts the game with 16 AFV (Armored Fighting Vehicle) Tokens

SETUP
Flip a coin to see who goes first.
Each player is dealt a hand of 10 cards

THE DECK
Players share a common Deck.
The Deck contains 10 types of Cards:
Offensive Attack
Defensive Attack
Units
Weapons
Movement
Obstacle
Protection
Leadership
Morale
Reconnaissance

TURN SEQUENCE
Players take turns.
The current player is called the Active player.
His opponent is called the Defending player.
Each turn has 8 phases:
1. Deploy Phase
2. Leadership Phase
3. Reconnaissance Phase
4. Defensive Phase
5. Defensive Movement Phase
6. Offensive Phase
7. Offensive Movement Phase
8. Redeploy Phase

DEPLOY PHASE
Both players fill their hands to 10 cards from the deck.
If the deck ever runs out, shuffle the discard and draw from it.

LEADERSHIP PHASE
Players may discard Leader Cards.
For each Leader card he discards, a player may draw 2 cards from the deck.

RECONNAISSANCE PHASE
Players discard Reconnaissance cards. 
The player who discards the most Recon cards gets to look at his 
opponent’s hand and may discard up to 4 cards and draw replacements.
If it is a tie, both players may discard and redraw up to 3 cards.

DEFENSIVE PHASE
The Defending player may discard a Defensive Attack card or Leader card.
He must also discard either a Unit card or a Weapon card.
The Active player must lose an AFV token unless he discards a Protection 
card if a Weapon card was played or a Morale Card if a Unit card was played.

DEFENSIVE MOVEMENT PHASE
The Defending player may discard a Movement Card or Leader card.
If he does so he may repeat the Defensive Phase.
The Active player may play an Obstacle card to negate the Defenders play.

OFFENSIVE PHASE
The Active player may discard an Offensive Attack card or a Leader card.
He must also discard either a Unit card or a Weapon card.
The Defending player must lose an AFV token unless he discards a Protection 
card if a Weapon card was played or a Morale Card if a Unit card was played.

OFFENSIVE MOVEMENT PHASE
The Active player may discard a Movement Card or Leader Card.
If he does so he may repeat the Offensive Phase.
The Defending player may play an Obstacle card to negate the Active Players play.

REDEPLOY PHASE
Each player may discard up to 5 cards.

_________________________________________________________________


OFFENSIVE ATTACK CARD LIST
Deliberate Attack		
Frontal Attack		
Hasty Attack		
Main Attack		
Supporting Attack		
Decisive Engagement		
Direct Fire			
Fire & Movement		
Bounding Overwatch		
Clear Enemy in Zone
Wedge Formation
Offensive Front
Seize Initiative
Pursuit
Exploit Gap
Secure Sector
Massed Attack
Infiltrate
Flank Attack
Surprise Attack
Skirmish
Strike Enemy Rear
Overwhelm at Short Range
Advance Guard
Drive Head-on
Blitz

DEFENSIVE ATTACK CARD LIST
Base of Fire	
Primary Position	
Battle Position		
Counter Attack		
Kill Sack
Decisive Terrain		
Defile			
Engagement Area		
Field of Fire		
Overwatch			
Coil Formation
Defensive Front
Key Terrain
Killing Zones
Mine Field
Fire from Concealment		
Strongpoint
Blocking Position
Fortified Position
Ambush
Long Range Gun Duel
ATGW at 4000m

UNITS CARD LIST
Armored Fighting Vehicle
Close Air Support Fighter		
Main Battle Tank
Infantry Fighting Vehicle
Cavalry Fighting Vehicle
122mm Self-Propelled Howitzer
155mm Self-Propelled Howitzer 
Tank Destroyer
SP Anti-Tank Gun
Gun-over-Hull Tank 
Helicopter Gunship
Mechanized Infantry
Tank Platoon
Fire Support Team
Light Tank
Hunter-Killer Tank
Air Supremacy
Heavy ATGM Weapon Teams
Combined Arms 
Armored Personnel Carrier
Mortar Carrier
Numerical Superiority

WEAPONS CARD LIST
Dual Purpose Improved Conventional Munitions (DPICM)
Family of Scatterable Mines (FASCAM)	
Armor-Piercing Discarding Sabot (APDS)
Hypervelocity AP Fin-Stabilized DS (HAPFSDS)
IR Night Vision Devices
Thermal Imaging System
Laser Rangefinder
105mm Rifled Cannon
120mm Smooth Bore Gun
Anti-Tank Guided Missile (ATGM)
High Explosive AT Ammo (HEAT)
High Explosive Squash Head Ammo (HESH)
Rocket Propelled Grenade
Fire Control Systems
25mm Automatic Cannon
Laser Guided Artillery
Air Dispensed Munitions
Terminally Guided Munitions
Supersonic Fire & Forget ATGM
Stabilized Gun
Artillery Fire
First Round Hit
Pin Point Accuracy
Depleted Uranium Ammo		

MOVEMENT CARD LIST
Alternate Position		
Avenue of Approach		
Checkpoint		
Coordinating Point		
Covered Approach		
Displace			
Traveling			
Traveling Overwatch		
Maneuver 
Mobility
Phase Lines
Movement to Contact
Advance to Fire Position
Passage of Lines
Withdrawal
Breakthrough
Detachments
Automotive Performance
Gas Turbine Engines
Momentum
Overrun
Bypass Enemy Position
Lure (Bait)

OBSTACLE CARD LIST
Anti-Tank Ditch
Tracks Damaged
Out of Gas
Soft Ground
Water Barrier

PROTECTION CARD LIST
Defilade		
Cover			
Dead Space		
Hull Down
Reverse Slope 
Turret Down
Smoke Screens
Electronic Countermeasures
Camouflage
Dug In
Laminate Armor
Reactive Armor
Composite Armor
Inclement Weather
Halogen Gas Extinguishers
Wet Ammo Stowage
Sloped Armor
Thick Frontal Armor
Visual & IR Screening System
Dust Clouds
Evasive Action

LEADERSHIP CARD LIST
Combat Multiplier		
Commanders Intent		
Economy of Force		
Fire Support Coordination
Concept of Operations
Fragmentary Order
Integrate Enemy Doctrine
Concentrate Mass
Mission
Attainable Objective
Priority Target
Command Post
Task Organization
Tank Commander
Terrain Analysis
Courage & Tenacity
Guile & Cunning
Skill & Determination
Branch Plans
Logistics
Command & Control

MORALE CARD LIST
Exhaustion
Fatigue
Confusion
Suppression
Fear
Shattered Nerves
Lack of Sleep
Weakened
Unbalanced
Counter Fire
Cowed
Heavy Casualties
Shaken
Wrecked Lines of Communication
Demoralized
Unsupported Attack

RECONNAISSANCE CARD LIST
Surveillance
Forward Observers
Group of Targets
Grid Coordinates
Intelligence Preparation
Scouting Elements
Line of Contact
Enemy Disposition
Target Acquisition
Reconnoiter
Early Warning
Air Reconnaissance
Remotely Piloted Vehicles
Armored Cars
Artillery Observers
Screen Front & Flanks
Locate Resistance
Radio Intercept
Caught in the Open

OPTIONAL DOUBLE HIT RULE by Ronald Pehr
During Defensive or Offensive phase, As an alternative rule, allow a combined 
Attack + Leadership + Unit + Weapon, which would hit two tokens unless opponent 
plays both Protection + Morale.  





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