MARTIAN INVASION






INTRODUCTION
Run for your lives! The Martians are coming!! The Martians are coming!!!
Card game. One player is the menacing Martians. 
The other player is the hapless Humans.

THE DECKS
There are 2 unique decks: the Martian deck, and the Human deck.
Each deck has 52 cards containing 4 of each of the 13 cards in a list.

OBJECT
Be the first to acquire 3 Victory Points.

CARD TRAITS
All cards have a numerical force value of 0-9.
All cards have one or more of the following traits:
S = Space
A = Air
G = Ground
B = Bonus
X = Special

TURN SEQUENCE
Each turn has 7 phases:
1. Deploy Phase
2. Reserves Phase
3. Abduction Phase
4. Space Phase
5. Air Phase
6. Ground Phase
7. Regroup Phase

DEPLOY PHASE
Each player fills their hand to 7 cards from their own deck.

RESERVES PHASE
Each player may discard and redraw up to 2 cards.

ABDUCTION PHASE
The Martian player may discard an abduction card to cause the 
Human player to discard one random card.

SPACE PHASE
Each player may reveal none, some, or all of their cards with the Space trait.
If the Martian player played at least one such card, he may also play 
Bonus cards. Bonus cards must be attached to other non-bonus cards.
Players reveal all their cards simultaneously.
The Human player may discard an ‘Ambush’ card to cause one target 
Martian card and its bonus cards to be discarded.
Both sides add up the forces of the remaining played cards to get Force Totals.
The side with highest Force Total gains a Strategy Point.
If tied, the side with the most cards wins.
If still tied, both sides gains a SP.

AIR PHASE
Each player may reveal none, some, or all of their cards with the Air trait.
If the Martian player played at least one such card, he may also play 
Bonus cards. Bonus cards must be attached to other non-bonus cards.
Players reveal all their cards simultaneously.
The Martian player may discard a ‘Mind Control Devices’ card to cause 
One target Human card to switch sides.
The Human player may discard an ‘Ambush’ card to cause one target 
Martian card and its bonus cards to be discarded.
Both sides add up the forces of the remaining played cards to get Force Totals.
The side with highest Force Total gains a Strategy Point.
If tied, the side with the most cards wins.
If still tied, both sides gains a SP.

GROUND PHASE
Each player may reveal none, some, or all of their cards with the Ground trait.
If the Martian player played at least one such card, he may also play 
Bonus cards. Bonus cards must be attached to other non-bonus cards.
Players reveal all their cards simultaneously.
The Martian player may discard a ‘Mind Control Devices’ card to cause 
One target Human card to switch sides.
The Human player may discard an ‘Ambush’ card to cause one target 
Martian card and its bonus cards to be discarded.
Both sides add up the forces of the remaining played cards to get Force Totals.
The side with highest Force Total gains a Strategy Point.
If tied, the side with the most cards wins.
If still tied, both sides gains a SP.

REGROUP PHASE
If a player gained 2 Strategy points this turn he gains one Victory Point.
If a player gained 3 Strategy points this turn he gains two Victory Points.
0 or 1 SPs earn no VPs
All players must discard down to 4 or less cards.
Cards remaining in a players hand are carried over to next turn.

HUMAN CARD LIST
Card Name		Type	Force
Army			G	2
Tanks			G	3
Artillery		G	4
Helicopters		A	4
Jet Fighters		A	5
Bombers			A	6
Missiles		AS	7
Navy			G	5
Militias		G	1
Nukes			AS	9
Common Cold		SAG	10
Defense Satellites	S	8
Ambush			X	0


MARTIAN CARD LIST
Card Name			Type	Force
Mothership			S	9
Saucers				SA	8
Giant Robots			G	6
Landing Pods			SAG	1
Infantry			G	5
Jump Troops			AG	4
Force Fields			B	+3
Antigravity Beams		B	+2
Ray Guns			B	+1
Antimatter Cannons		G	7
Poison Gas			AG	10
Mind Control Devices		X	0
Abduction			X	0

MIND CONTROL DEVICES RULE
The ‘Mind Control Devices’ card can only be used against 
Human cards that do not have the Space Trait.

GAME DESIGNERS NOTES
For a longer game, play to 4 or more Victory Points.





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