GO JOE







INTRODUCTION
G.I. Joe vs Cobra.
2 player game: Board, Cards, Dice.

THE DECKS
There are 2 decks.
One player gets the Joe Deck.
The other player gets the Cobra Deck.
A deck contains one of each card on its card list.
The decks are kept face down.

VICTORY
You win if you ever capture your opponents base, or you 
control all "Urban" spaces on the board. 

THE MAP
The map is a 8 X 8 grid.
Map spaces must be large enough to place a card onto.
In one corner is the Joe Base.
In the opposite corner is the Cobra Base.
The other 62 spaces are a random even mix of these 8 terrain types:
Jungle
Swamp
Sea (Water)
Desert
Mountain
Forest
Urban
Artic (Snow)

TEAMS
Each player starts with 4 teams.
Teams are represented by numbered counters on the map.
Teams may not stack.

SETUP
In setup one of a players teams starts in his base.
The other 3 teams are adjacent to the players base.
Each player starts with a hand of 8 cards.
Roll high on 1D6 to see who goes first.

THE CARDS
Each card represents a Soldier or a vehicle and driver.
Each card has 3 Value Categories:
Firepower (FP)
Close Combat (CC)
Tactics (TAC)

TURN SEQUENCE
Players take turns.
Each turn has 4 Phases:
1. Planning Phase
2. Logistics Phase
3. Mission Phase
4. Combat Phase

PLANNING PHASE
Draw 2 cards from your deck or 
Place a new Team Counter on your base if it is empty.
A Team may have a maximum of 5 team Members.
If your deck runs out shuffle the discard and draw from it.
Maximum hand size is 10 cards. Discard excess.

LOGISTICS PHASE
You may place unit cards from your hand face down under any team counter that is
on or adjacent to your base. 
If a team is in your base you may put all of its cards into your hand.

MISSION PHASE
You may move all of your teams up to one space each or
Move 2 of your teams 2 spaces each or
Move 1 of your teams 3 spaces.
A team cannot move through other teams.
You may move your teams onto Enemy teams.
Armor (& Driver) Units can move face up on their own up to 2 spaces.
Air ( & Pilot) Units can move face up on their own up to 4 spaces.
Armor & Air units moved seperately can join another Team. 
Reveal an Intelligence Unit to look at the cards in an adjacent enemy team.

COMBAT PHASE
If two opposing teams occupy the same space they will fight.
Both players flip their cards face up.
Next, roll 1D6 to determine the type of fight: 
Roll:	Result:
1-2	All units use their Firepower Score in this Fight.
3-4	All units use their Close Combat Score in this Fight.
5-6	All units use their Tactics Score in this Fight.
Each player Adds up the appropriate score for all their units.
Friendly Artillery units within 2 spaces can add their Firepower score to 
a Firepower or Tactics type Fight if either team has a communications unit.
Leader units give a +1 to each other unit in the Team.
If 3 or more of your units are from the same Service branch get +1 per unit.
If you are the attacking (current) player and you have Recon units get +1D6.
If you are the defending player and you have Ambush units get +1D6.
For each unit has skill in the current terrain type get +1D6.
A Team defending its base gets +1D6.
If an Armor unit Faces an Anti-Armor unit the Armor unit gets -3.
If an Air unit Faces an Anti-Air unit the Air unit gets -3.
The player who had the highest total wins the combat.
The losing team counter and all of its units are discarded.
The winning team loses 1D6-3 random units (1D6-5 if the team has a Medic).
Air Units are never casualties in Close Combat fights. Retreat them to a friendly team.


SERVICE
Service (SV) relates to what military organization the Trooper is closest to.
GJ = G.I. Joes 
NF = Night Force
TF = Tiger Force
SM = Slaughter’s Marauders
RG = Renegades
CB = Cobra
PP = Python Patrol
IG = Iron Grenadier
DN = Dreadnoks

JOE DECK CARD LIST
HERO			SV	FP	CC	TAC	NOTES
Muskrat			NF	2	4	4	(Swamp) Fighter
Repeater		NF	4	2	2	Machine Gunner
Shockwave		NF	2	3	4	SWAT Specialist (Urban)
Spearhead & Max		NF	3	4	4	Point man & Bobcat
Charbroil		NF	5	2	2	Flame Thrower
Lightfoot		NF	2	2	5	Explosives Expert (Demolitions)
Bazooka			TF	6	1	3	Missile Specialist (Anti-Armor)
Duke			TF	3	3	4	First Sergeant (Leader)
Dusty			TF	3	3	4	(Desert) Trooper
Flint			TF	2	4	4	Warrant Officer (Leader)
Lifeline		TF	1	1	2	Medic
Roadblock		TF	5	4	2	Heavy Machine Gunner
Footloose		SM	3	3	3	Infantry Trooper
Low-Light		SM	4	3	4	(Recon) Spotter
Mutt & Junkyard		SM	2	4	4	Animal Control
Spirit			SM	4	4	4	Tracker (Forest)
Sgt. Slaughter		SM	3	4	5	Commander (Leader)
Stormshadow		GJ	2	6	5	Ninja (Recon)
Downtown		GJ	6	2	3	Mortarman (Artillery)
Recoil			GJ	3	4	5	Long Range (Recon) Patrol
Rock & Roll		GJ	6	2	2	Gatling Gunner
Scoop			GJ	1	1	3	Communications 
Snake-Eyes		GJ	3	5	5	Commando (Leader)
Ambush			GJ	3	3	5	Concealment Specialist (Ambush)
Capt. Grid Iron		GJ	3	4	4	Captain (Leader)
Free Fall		GJ	3	3	4	Paratrooper (Air)
Pathfinder		GJ	3	3	4	(Jungle) Assault Specialist
Salvo			GJ	6	1	3	Anti-Armor Trooper
General Flagg		GJ	3	2	4	General (Leader)
Wet-Suit		GJ	5	2	4	S.E.A.L. (Water)
Wild Bill		GJ	4	2	4	(Air) Cavalry Scout
Sub-Zero		GJ	4	2	4	Winter Operations Spec. (Snow)
Topside			GJ	3	3	4	Navy Assault (Sea)man
Breaker			GJ	2	2	4	Communications(& Leader)Officer
Flash			GJ	4	2	3	Laser Rifle Trooper
Grunt			GJ	2	2	2	Infantry Trooper
Rock n’ Roll		GJ	5	2	2	Machine Gunner
Scarlet			GJ	4	5	5	Counter (Intelligence)
Short Fuze		GJ	6	2	3	FLAK* (Anti-Air)
Stalker			GJ	3	4	4	Ranger (Leader)
Zap			GJ	6	2	2	Bazooka Soldier (Anti-Armor)
Steeler			GJ	8	4	3	MOBAT* Commander (Armor)
Grand Slam		GJ	4	2	4	HAL* (Artillery)
Airborne		GJ	3	3	4	Helicopter Assault Trooper (Air)
Doc			GJ	1	1	3	Medic 
Clutch			GJ	6	2	3	VAMP* Driver (Armor)
Gung-Ho			GJ	3	4	3	Jarhead Marine (Water)
Snow Job		GJ	4	3	4	Arctic Trooper (Snow)
Trip Wire		GJ	2	2	4	Mine Detector (Demolitions)
Ace			GJ	8	2	4	Fighter Pilot (Air)
Hawk			GJ	6	3	4	MMS* (Artillery)
Cover Girl		GJ	7	3	4	Wolverine Driver (Armor)
Falcon			GJ	3	2	4	Glider Pilot (Air)
Recondo			TF	3	4	4	(Jungle) Trooper
Rip Cord		GJ	3	3	4	HALO* Jumper (Air)
Cutter			GJ	6	2	4	Hovercraft Pilot (Water)
Deep Six		GJ	5	3	4	S.H.A.R.C. Sub Pilot* (Water)
Thunder			GJ	9	3	4	Self-Propelled Gun (Artillery)
Shipwreck		GJ	3	3	4	Sailor (Water)
Quick Kick		GJ	0	5	5	Martial Artist 
Lady Jaye		GJ	2	2	5	Covert Operations (Intelligence)
Alpine			GJ	3	4	4	(Mountain) Trooper
Airtight		GJ	3	3	4	Hostile Environments
Tollbooth		GJ	2	2	4	Combat Engineer (Demolitions)
Frostbite		TF	5	3	4	(Snow) Cat Driver
Heavy Metal		GJ	8	5	3	Mauler M.B.T. (Armor)*
Keel Haul		GJ	2	2	5	Admiral (Water & Leader)
Mainframe		GJ	2	2	4	Computer Specialist (Intelligence)
Beach Head		GJ	4	4	4	Ranger (Recon)
Dialtone		GJ	2	2	4	Communications
Sci-Fi			GJ	5	2	3	Laser Trooper
Cross-Country		GJ	6	4	3	H.A.V.O.C. Driver* (Armor)
Lift Ticket		GJ	6	2	4	Tomahawk Pilot (Air)
Slip-Stream		GJ	7	2	4	Conquest X-30 Pilot (Air)
Fast-Draw		GJ	6	2	3	Mobile Missile Specialist (Artlry)
Jinx			GJ	1	5	5	Ninja (Intelligence)
Crazylegs		GJ	3	3	4	Paratrooper (Air)
Sneak Peek		GJ	2	3	5	Advanced (Recon)
Law & Order		GJ	2	4	4	M.P. & K-9 (Urban)
Tunnel Rat		GJ	3	3	4	E.O.D. (Urban)
Psyche-Out		DJ	2	2	5	Psy-Ops (Intelligence)
Outback			GJ	3	4	5	Survivalist (Jungle)
Falcon			GJ	4	4	5	Green Beret (Recon)
Chuckles		GJ	2	3	5	Undercover (Intelligence)
Red-Dog			RG	3	5	3	Combat Specialist
Taurus			RG	3	3	4	Demolitions
Mercer			RG	4	3	3	Small arms Specialist
Rumbler			GJ	6	3	4	Fast Attack Vehicle (Armor)
Payload			GJ	8	2	4	Defiant Pilot (Air)
Back-Stop		GJ	7	4	3	Persuader Driver (Armor)
Hit & Run		GJ	3	3	3	Infantry 
Ghostrider		GJ	8	3	5	Phantom X-19 Stealth Fighter (Air)
Wildcard		GJ	7	4	3	Mean-Dog Driver (Armor)
Budo			GJ	0	7	3	Samurai
Skidmark		GJ	5	3	3	(Desert) Fox Driver 
Armadillo		GJ	10	5	3	Rolling Thunder Driver (Armor)
Windmill		GJ	7	2	4	X-Wing Chopper Pilot (Air)
Super Trooper		GJ	4	4	5	Secret Infiltration Unit (Recon)
Hard-Ball		GJ	6	2	4	Multi-Shot Grenadier (Artillery)
Blizzard		GJ	3	3	4	Arctic Attack Soldier (Snow)
Skystriker		TF	7	2	4	Tiger Rat Pilot (Air)
Stalker			GJ	4	4	5	Tundra Ranger (Recon)
Starduster		GJ	2	2	4	JUMP* Jet Pack (Air)
Stretcher		GJ	0	2	3	Medical Specialist
Wind-Chill		GJ	6	2	4	Arctic Blast Driver (Snow)
Hot-Seat		GJ	8	3	3	Raider AFV* Driver (Armor)
Dog-Fight		GJ	7	2	4	Mudfighter Pilot (Air)
Long Range		GJ	9	3	4	Thunderclap Driver (Artillery)
* Motorized Battle Tank
* Multi-Purpose Attack Vehicle 
* Field Light Attack Cannon
* Heavy Artillery Laser
* Jet Mobile Propulsion Unit
* Mobile Missile System
* Main Battle Tank
* High Altitude Low Opening
* Heavy Articlated Vehicle Ordinance Carrier
* Submersible High Speed Attack Recon Craft
* Armored Fighting Vehicle
* Wolverine = Armored Missile Vehicle

COBRA DECK CARD LIST
ENEMY			SV	FP	CC	TAC	NOTES
Copperhead		PP	3	3	4	(Swamp) Air Boat Pilot
Crimson Guard		PP	3	3	3	Elite Trooper (Intelligence)
Python Officer		PP	3	4	4	Officer (Leader)
Tele-Viper		PP	1	1	4	Communications 
Python Trooper		PP	2	2	2	Patrol Infantry
Python Viper		PP	3	3	4	Assault Trooper
Voltar			IG	3	3	6	General (Leader)
Metal-Head		IG	6	1	3	Anti-Tank Specialist (Anti-Armor)
Undertow		IG	3	5	4	Frogman & Barracuda (Water)
Annihilator		IG	3	3	4	Elite (Air)borne Heli-Pack Trooper
Gnawgahyde		DN	2	5	4	Poacher (Jungle)
Road Pig		DN	4	5	3	R.A.M. Rider* (Driver)
Alley-Viper		CB	4	4	4	(Urban) Assault Trooper
Frag-Viper		CB	6	2	4	Grenade Thrower
Toxo-Viper		CB	3	2	4	Hostile Environment Trooper
HEAT Viper		CB	6	1	3	Bazooka Man (Anti-Armor)
Night-Viper		CB	3	3	5	(Recon) Fighter
Laser-Viper		CB	5	2	3	Laser Trooper
Night Creeper		CB	3	5	4	Cobra Ninja (Recon)
Range-Viper		CB	4	3	4	Wilderness Trooper (Forest)
Rock-Viper		CB	3	4	4	(Mountain) Trooper
SAW-Viper		CB	5	2	3	Heavy Machine Gunner
Cobra Commander		CB	3	3	6	Supreme Commander (Leader)
Destro			CB	3	3	5	Weapons Supplier (Leader)
B.A.T.			CB	4	4	3	Battle Armored Trooper
Overkill		CB	3	5	4	B.A.T. (Leader)
Eel			CB	5	2	4	Under(water) Specialist
Firefly			CB	3	3	4	Saboteur (Demolitions)
Incinerator		CB	5	2	2	Flamethrower
T.A.R.G.A.T.*		CB	3	3	5	(Air)
Cobra Officer		CB	3	4	4	Officer (Leader)
Cobra Trooper		CB	2	2	2	Infantry
S.N.A.K.E. trooper	CB	5	5	3	Heavy Infantry
H.I.S.S. Driver*	CB	6	4	3	Battle Tank (Armor)
F.A.N.G. Pilot*		CB	5	2	4	Attack Copter (Air)
Cobra Viper Glider	CB	3	1	4	Pilot (Air)
Major Bludd		CB	3	3	4	Mercenary Terrorist (Leader)
Wild Weasel		CB	8	2	4	Cobra Rattler Pilot (Air)
Stinger Driver		CB	7	4	3	AFV (Armor)
Baroness		CB	2	3	5	(Intelligence & Leader) Officer
Zartan			CB	2	5	6	Master of Disguise (Intelligence)
Torch			DN	2	4	1	Stupid Thug
Ripper			DN	0	5	2	Malignant Criminal
Buzzer			DN	0	5	3	Anti-social Intellectual
Snow Serpent		CB	3	3	4	Cobra Polar Assault (Snow)
Lampreys		CB	5	2	4	Cobra Hydrofoil Pilot (Water)
Tomax & Xamot		CB	2	3	5	Lawyers (Leader & Intelligence)
Zarana			CB	3	5	5	Assassin (Intelligence)
Zandar			CB	3	4	5	Camouflage Expert (Ambush)
Dr. Mindbender		CB	0	2	6	Master of Mind Control (Leader)
Vipers			CB	3	2	2	Cobra Infantry
Monkeywrench		DN	3	3	4	Terrorist (Demolitions)
Motor-Viper		CB	3	2	4	Cobra Stunt Driver
A.V.A.C. Pilot		CB	6	2	4	Firebat Rocket Fighter (Air)
Serpentor		CB	2	3	6	Cobra Emperor (Leader)
Strato-Viper		CB	6	2	4	Night Raven Pilot (Air)
Thrasher		DN	8	5	3	Thunder Machine Driver (Armor)
Sea Slug		CB	5	3	4	Sea Ray Navigator
W.O.R.M.S.		CB	7	4	4	Maggot Driver (Artillery)
Ice-Viper		CB	6	3	4	Wolf-Driver (Snow)
Zanzibar		DN	2	3	3	Pirate (Water)
Gyro-Viper		CB	7	2	4	Fast Attack Copter (Air)
Techno-Viper		CB	2	2	4	Battlefield Technician 
Raptor			CB	2	3	4	Cobra Falconer
Croc Master		CB	0	4	4	Reptile Trainer (Swamp)
Big Boa			CB	3	3	3	Boot Camp Trainer (Leader)
Crystal Ball		CB	0	2	5	Hypnotist (Intelligence)
Secto-Viper		CB	3	3	4	Amphibious Operations (Water)
Star-Viper		CB	7	2	4	Stiletto Pilot (Air)
Hydro-Viper		CB	2	3	4	Under(water) Elite Trooper
Astro-Viper		CB	8	3	5	Cobranauts (Air)
Ferret			IG	9	4	3	D.E.M.O.N. driver* (Armor)
Nullifier		IG	5	3	4	Anti-Gravity Pod Pilot (Air)
Aero-Viper		CB	6	2	4	Condor Z25 Pilot (Air)
Desert Scorpion		CB	3	3	4	(Desert) Fighter
Flak-Viper		CB	6	2	2	Anti-Aircraft Trooper (Anti-Air)
Darklon			IG	7	4	3	Evader Driver (Armor)
Wild Boar		CB	8	5	2	Razorback Driver (Armor)
Track-Viper		CB	9	5	3	H.I.S.S. II driver (Armor)
Cobra Overlord		CB	10	5	6	Dictator Driver (Leader & Armor)
Decimator		CB	5	2	4	Hammerhead Driver (Water)
Vapor			CB	6	2	5	Hurricane VTOL Pilot (Air)
* Trans Atmospheric Rapid Global Assault Trooper
* Rapid Fire Motorcycle
* High Speed Sentry
* Fully Armed Negator Gyrocopter
* Dual Elevating Multi Ordinance Neutralizer
* System: Neutralizer Armed Kloaking Equipment


NOTES
The troopers in the card lists are based on the Action Figures circa 1988-1992.
To make more cards follow the following Guidelines for determining
Firepower, Close Combat, and Tactics Values:

FIREPOWER VALUE
Firepower (FP) relates to long range combat.
Values were assigned according to the equipment carried by the action figure:
FP	Ranged weapon:
0	None
1	Pistol or Crossbow Pistol
2	Shotgun, Machine Pistol, Bow, Crossbow
3	Automatic Rifle, Sub-Machine Gun
4	Light Machine Gun, Sniper Rifle, Laser
5	Heavy Machine Gun, Flame Thrower
6	Bazooka, Missiles, Rockets, Mini-Gun, Grenade Launcher
7+	Vehicle mounted weapon systems

CLOSE COMBAT VALUE
Close Combat (CC) relates to Hand-to-Hand (HTH) combat, armed or unarmed.
Troopers are given a base value of 3 modified as follows:
Ninja or HTH specialist +1 
Big Muscles +1
Holds 1 HTH Weapon +1
Holds 2 HTH Weapons +2
Encumbered –1
Non-combat Specialist (Such as a Medic) –1
Animal Companion +1
Green -1
Vehicle -1
Armored vehicle +1/+2

TACTICS VALUE
Tactics (TAC) relates to employing winning combat strategies.
Troopers are given a base value of 3 modified as follows:
(Even Basic Troopers in this game are considered to be highly trained combat veterans)
Ninja +1
Survival Training (Desert, Aquatic, Arctic etc.) +1
SWAT Training +1
Demolitions +1
Leader +1
General +1
Non-combat Specialist –1
Character doesn’t look too smart -1
Green -1
Animal Companion +1
Flying +1

DISCLAIMER
G.I. Joe is a licensed, copyrighted, trademarked property.
This is merely a Fan site.

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