OCCULT WWII
INTRODUCTION
Card Game for 2 players.
WII with Wonder Weapons and the Occult as the main determinants of victory.
VICTORY
Gain all 7 Victory Tokens to win.
SIDES
One players is the Allies. The other is the Germans.
STATS
Players have scores in 5 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 2 1
Attack A 1 2
Occult O 1 2
Morale M 1 1
Force F 2 1
ABR = Abbreviation
AIR = Allied Player Initial Ratings
GIR = German Player Initial Ratings
SETUP
Players choose sides.
Shuffle the deck.
The Allied player starts with 3 Victory Tokens.
The German player starts with 4 Victory Tokens.
TURN SEQUENCE
Each turn has 7 Phases:
1. Investigations Phase
2. War Phase
3. Intelligence Phase
4. Action Phase
5. Development Phase
6. Research Phase
7. Occult Phase
INVESTIGATIONS PHASE
Both players (German first):
Draw 4 cards and keep all 4 OR Draw 7 cards and keep 3.
Max hand size is 7 cards. Discard excess cards.
WAR PHASE
Roll 1D6 on the War Table 3 times.
Either player may discard a card to cause a target dieroll to be rerolled.
The player with the highest level in the indicated stat wins the roll.
This is called a stat contest.
Ties count as ties: no one wins or loses.
The loser must discard a card from his hand or in play.
If a player wins on 2 or 3 rolls in this Phase he takes a
Victory Token from his opponent.
WAR TABLE
1D6 Deciding Stat:
1 Force
2 Attack
3 Morale
4 Occult
5 Intelligence
6 None (No Contest)
INTELLIGENCE PHASE
Both players (Allies first):
Roll a number of dice equal to your Intelligence Stat.
Every roll of 5+ is considered a Find.
Your opponent Rolls a number of dice equal to his Intelligence Stat.
Every roll of 5+ is considered a Counter.
If you have 1 more Find than your opponent has counters, it is
Called a Sabotage: Opponent must discard 1 random card from hand.
If you have 2 or more Finds than your opponent has counters, it is
Called a Heist: Steal 1 Artifact or a random card from his hand
ACTION PHASE
First the German player, then the Allied player may discard 1 card...
Discard an occult card to look at opponents hand and next 7 cards in the deck.
Discard an intelligence card to draw 2 cards from the deck.
Discard an attack card to make opponent discard 1 random card from his hand.
Discard a morale card to pick up the top card of the discard.
Discard a force card to draw 3 cards and discard 2 cards.
DEVELOPMENT PHASE
Both players (German first):
You may put 1 Asset card into play from your hand.
RESEARCH PHASE
Both players (German first):
You may put 1 Tech card into play from your hand.
OCCULT PHASE
Both players (German first):
You may put 1 Supernatural card into play from your hand.
CARD LIST NOTATION
S = Supernatural
T = Tech
Z = Asset
I = Intelligence
A = Attack
O = Occult
M = Morale
F = Force
GPO = German Player Only
CARD LIST
Name: Type Notes:
Guided Missiles T A +2
Jet Fighters T A +3
Hydrogen Bomb T A +5
Zombie Battalions S F +3
Spear of Destiny S A +5; Artifact
Giant Robots T F +5
Holy Grail S O +4; Artifact
Giant Tesla Coils T A +2
Rocket Subs T A +1; F +2
Gas Warfare T A +2
Super Soldiers T F +4
Prophecies of Nostradamus Z M +1; I +2
Nietzschian Doctrine Z M +1; GPO
Cyborg Shock Troops T A +2; F +2
Wagnerian Music Z M +1; GPO
Psychic Divination S I +2
Propaganda Machine Z M +2
Spy Master Z I +3
Necromancy Z O +2
Black Magic Z O +1
Demonic Powers S A +2
Counter Intelligence Z I +2
Super Powered Agents T A +1; I +2
Scientific Geniuses Z I +2
Secret Sciences Z I +1; O +1
Suicide Troops Z A +2; F +1
Akashic Records Z O +1
Mediums Z I +1; O +1
Messianic Power S M +4
Propaganda Art Films Z M +2
Teutonic Mythology Z M +1; GPO
Subhuman Labor Z F +2
Alien Saucer Crash Z A +2
Slavic Mutants T F +3
Rail Cannons T A +3
Time Travel Portal T I +5; Artifact
Super Heavy Tanks T A +3; F +2
Cryptography Z I +2
Witchcraft Z O +2
Magic Circle S O +2
Astral Cone S O +3
Occult Think Tank Z O +2; I +1
Secret Service Z I +2
The Four Horsemen S A +4
Combat Drugs T A +2
Brainwashing Z M +2; F +2
Jet Pack Troops T A +2; F +1
Esoteric Astrology Z I +2; O +1
The Dogs of War S F +3
Unholy Alliance S A +2; O +2
Psychological Warfare Z M +2
Ideological Manifesto Z M +3
Geomancy Z O +2; A +1
Eugenics Z F +1; GPO
Ley Line Strongpoints S O +3
Pseudo Science Z O +2
Death Ray T A +4
Aryan Master Race Z M +1; GPO
Ark of the Covenant S O +5; Artifact
Medical Experimentation Z F +2
Rune Lore Z M +3; O +1
Satanic Pact S I +1, M +1, O +2
Secret Projects Z Draw 2 cards when played
Secret Laboratories Z Draw 2 cards when played
Wonder Weapons T A +3
Intricate Hoax Z I +4