DOGS OF WAR
INTRODUCTION
Card game for 2-4+ players.
Players build teams of Mercenaries (Mercs) and send them on missions.
OBJECTIVE
The player with the most money at the end of the game wins.
Players can keep their money hidden from each other.
SETUP
Roll high on 1D6 to determine turn order.
Each player starts with $100,000.
Shuffle the deck.
Each player is dealt 7 cards.
MONEY
Use spare change.
One penny = $1,000.
END OF GAME
The game ends when a player goes to draw a card from the deck, and there are no cards left.
THE DECK
Players share a common deck.
There are three types of cards in the deck:
1. Mission Cards
2. Mercenary Cards
3. Action Cards
MISSION CARDS
Mission cards contain 3 pieces of information:
1. A brief description of the mission.
2. The skill that applies to the mission.
3. The Danger level of the mission: Low, Medium, or High.
MERCENARY CARDS
These are professional “Character” Mercenaries.
Each Mercenary cards contain 3 pieces of information:
1. A brief description of the Mercenary: Name & Nationality
2. The Skills the Mercenary has.
3. The Fee the Mercenary charges to go on a mission.
Unless killed, a mercenary can be used from mission to mission.
When not on a mission the merc is kept face up in a ‘Base’ pile next
to the player that controls him.
SKILL TYPES
*Rescue- Hostage Situations
*Escort- Transport
*Guard- Protect Set Location
*Raid- Search & Destroy
*Clear- Take & Hold Territory
ACTION CARDS
Most of these affect combat in some way, others say when and how they are used.
BASIC MERCENARIES
Use tokens or whatever to represent basic mercs.
Basic mercs are relatively unskilled mercs hired on site in the third world countries where
the missions take place.
Basic mercs cost $5,000 each to recruit one Basic Merc Combat unit.
Each unit may actually represent several soldiers.
Basic Mercs stick around for only one mission.
After it is over they disband, and the units are discarded.
In combat each unit contributes one combat die and can sustain one casualty before being destroyed.
TURN SEQUENCE
Players take turns.
Each turn has 7 phases:
1. Contacts Phase
2. Negotiations Phase
3. Recruitment Phase
4. Insertion Phase
5. Execution Phase
6. Extraction Phase
7. Debriefing Phase
CONTACTS PHASE
The current or active player may draw 1 card.
The active player may draw an extra card for $10,000.
NEGOTIATIONS PHASE
The player may choose to conduct a mission.
The player plays a mission card from his hand onto the table face up.
The player rolls to determine the fee he negotiates:
Mission Danger Level Low = 2D6 X $10,000
Mission Danger Level Medium = 4D6 X $10,000
Mission Danger Level High= 6D6 X $10,000
If after the roll is made, the player does not like the roll, he may choose to not take the mission.
If a mission is not taken, another player may take the mission and put it into his hand.
If no one wants the mission it is discarded.
If more than one other player wants the mission, those players may make a money bid for it.
The bid is secret. Only the winner pays. The bid winner gets the card.
The active player may go on only one mission on his turn.
If the active player chooses not to take a mission, his turn ends.
Payment is made in Debriefing Phase, if the mission is completed successfully.
RECRUITMENT PHASE
The active player assembles his team of mercenaries.
There must be at least one Merc minimum.
The team can have a maximum of 12 mercenaries: Basic (Standard) and Character (Special).
At least one merc on a team must be a character merc to act as a Leader.
Basic Mercs cost $5000 to recruit.
Character mercs have their fee written on their card.
The character merc may be from the players hand or ‘Base’ pile.
INSERTION PHASE
Roll to determine the number of enemy units present at the mission that must be defeated:
Mission Danger Level Low = 1D6
Mission Danger Level Medium = 2D6
Mission Danger Level High= 3D6
Enemy units are similar to Basic merc units.
Use tokens or chits to represent Enemy units.
Each enemy unit can represent several soldiers, squads, defenses, weapon systems, or vehicles.
One random opponent is chosen to be in control of the enemy units.
EXECUTION PHASE
Execution or Combat phase is broken down into turns.
During each turn the enemy units (the resistance) roll 2 combat dice (CD).
Use six siders (D6) for Combat Dice.
Cardplay allows the resistance to roll additional dice.
During each turn every merc unit rolls one combat die each.
Some skills allow character mercs to gain extra combat dice rolls.
Combat Action cards may be played for a variety of effects.
Each side may play up to 2 action cards per combat turn.
Most cards allow a side to gain extra combat dice rolls.
For each DC roll made a result of 6 inflicts one casualty on the other side.
A roll of 1-5 has no effect.
Mercs inflict casualties before the resistance.
For each casualty inflicted on the enemy discard an enemy unit.
For each casualty inflicted on the mercs discard a basic merc unit or a character merc card.
Basic mercs become casualties before Character mercs.
Combat ends when one side is completely killed off.
At the end of a combat turn the active player may choose to abort the mission.
If a mission is aborted the character mercs return to base, and the mission card is discarded.
At the end of execution phase all enemy and basic merc units are discarded.
At the end of execution phase all surviving Character mercs return to base.
For each level of skill the Merc team has the skill listed on the mission card the merc
side gets +1 Combat Dice per combat turn.
EXTRACTION PHASE
For each Character merc that became a casualty in mission phase roll 1D6:
1-4 The merc was killed, maimed, or captured. (Discard)
5-6 The merc was wounded, escaped, retreated. (Goes to base pile)
Add +1 to the roll if the mercs have Medic skill.
DEBRIEFING PHASE
If all enemy units were destroyed and there were surviving Character mercs, the
mission is successfully completed, and the player may collect the Mission payment fee.
Between turns players may trade cards and money.
MERC SKILL LIST
Skill: Notes:
Pilot +1 CD Rescue
Medic +1 CD Rescue
Tactics +1 CD Rescue
Survival +1 CD Rescue
SWAT Training +1 CD Rescue
Delta Force +1 CD Rescue
Lucky +1 CD Rescue
Commando +1 CD Raid
Assassin +1 CD Raid
Frogman +1 CD Raid
Navy Seal +1 CD Raid
Demolitions +1 CD Raid
Recon +1 CD Raid
Sniper +1 CD Raid
Air Force Ranger +1 CD Clear
Guerilla Warfare +1 CD Clear
Leadership +1 CD Clear
Green Beret +1 CD Clear
Freedom Fighter +1 CD Clear
Special Forces +1 CD Clear
Search & Destroy +1 CD Clear
SOB +1 CD Clear
Bodyguard +1 CD Escort
Mechanic +1 CD Escort
Martial Artist +1 CD Escort
Soldier of Fortune +1 CD Escort
Fighting Machine +1 CD Escort
Kung Fu +1 CD Escort
Mercenary +1 CD Escort
Loyal +1 CD Guard
Ex-Marine +1 CD Guard
Tough Guy +1 CD Guard
Mafioso +1 CD Guard
Law Enforcement +1 CD Guard
Veteran +1 CD Guard
Security Expert +1 CD Guard
MISSION CARD LIST
Mission Name: Danger: Skills:
Rescue Survey Team M Rescue
Free Oil Workers H Rescue
Rescue TV Reporter M Rescue
Rescue Company Personnel L Rescue
Liberate Political Prisoners L Rescue
Rescue Kidnapped Diplomat H Rescue
Free Rebel Captives L Rescue
Rescue Hostages M Rescue
Escort Convoy L Escort
Evacuate Foreign Nationals L Escort
Escort Foreign Dignitary M Escort
Arrange escape of VIP M Escort
Escort Arms Shipment L Escort
Get supplies to Rebels L Escort
Evacuate Presidential Staff H Escort
Help Cabinet Minister Escape H Escort
Deliver Industrial Equipment M Escort
Protect Foreign Nationals L Guard
Protect Oil Tanker in Port H Guard
Security for Secret Meeting M Guard
Protect Well-capping Team H Guard
Protect Repair Crew L Guard
Protect Pipeline Workers M Guard
Guard Red Cross Team L Guard
Secure Airfield H Guard
Prevent Destruction of Mine M Guard
Prevent Looting of Holy Site L Guard
Protect Holiday Resort L Guard
Destroy Terrorist Cell H Raid
Destroy Insurrectionist Group M Raid
Hunt down Assassins L Raid
Exterminate Revolutionary Group H Raid
Destroy Radar Post M Raid
Raid Safe House M Raid
Retrieve Mining Equipment L Raid
Sabotage Bridge L Raid
Sabotage Rail Junction L Raid
Retrieve Secret Documents M Raid
Intercept Arms Shipment H Raid
Open up Border Crossing H Clear
Clear Area of Rebels H Clear
Clear Roadblocks M Clear
Establish Supply Route M Clear
Gain control of Mountain Passes H Clear
Clear out Village M Clear
Rescue Industrialists from Mobs M Clear
Foment Trouble L Clear
Save Art Treasures from Mobs L Clear
Suppress Uprising H Clear
Secure Support of Separatists L Clear
MERCENARY CARD LIST
Merc Name: Fee: Skills:
Patsy the Prick 15,000 Pilot, SOB
The Reverend 15,000 Veteran, Leadership
Demolition Dan 15,000 Demolition, Tough Guy
Big Johnson 15,000 Fighting Machine, Green Beret
Crazy Igor 10,000 Pilot
Doc 15,000 Medic, Leadership
Mohammed Abdul 15,000 Freedom Fighter, Loyal
Brass Balls Malone 15,000 Ex-Marine, Pilot
Old Blood & Guts 15,000 Veteran, Tough Guy
Snake Eyes 15,000 SWAT, Lucky
One Eyed Jake 15,000 Commando, Fighting Machine
Bullseye 15,000 Sniper, Mercenary
Captain Jack 15,000 Leadership, Pilot
Rosco 10,000 Recon
Mr. T. 10,000 Tough Guy
Bushbaby 15,000 Recon, Pilot
Boomer 15,000 Air Force Ranger, Search & Destroy
Fidel 20,000 Guerilla, Leadership, Mafioso
Chavez 20,000 Guerilla, Pilot, Mechanic
Victoria Cross 20,000 Sniper, Assassin, Medic
Sparky 15,000 Mechanic, Lucky
Helmut 10,000 Special Forces
Chang 10,000 Kung Fu
Vance 15,000 Security Expert, SOB
Luke 15,000 Mechanic, Soldier of Fortune
Frenchie 15,000 Frogman, Demolitions
Segal 15,000 Navy Seal, Martial Arts
Chuck 15,000 Martial Arts, Delta Force
McGuyver 20,000 Mechanic, Tactics, Loyal
Santos 15,000 Assassin, Pilot
Rambo 15,000 Commando, Fighting Machine
Clint 10,000 Ex-Marine, Tough Guy
Bruce 10,000 Law Enforcement, Tough Guy
COMBAT ACTION CARD ABBREVIATIONS
User: Which side plays the card.
Side: Which side that is affected by playing the card.
R= Resistance: The card can be used by Enemy units only
M= Merc: The card can be used by Mercenary units only
B= Both: Either side may use the card.
S = Same side as user.
Bonus: The number of additional Combat dice that side gets for playing the card.
U= The side that plays the card gets the indicated number of additional units:
Enemy units or Basic Mercs units as appropriate. Units remain until killed.
Duration: How many turns the CD bonus lasts for (or when the card is played):
F= First turn of Combat only
1= Any one turn of Combat
2= Any one turn of Combat except the first
T= Any two consecutive turns of Combat
O= Every other combat turn.
A= The entire rest of the combat
A1= The entire rest of the combat. The card must be played on the first turn
A2= The entire rest of the combat. The card must be played on the second turn or later.
COMBAT ACTION CARD LIST
Card Name: User Side Bonus Duration
Guard Tower R R +1 A1
Ambush R R +6 F
Heavy Machine Gun B S +1 A
Sniper R R +1 A
Surprise Attack M M +6 F
Grenades B S +6 1
Rocket Attack B S +6 1
Anti-Personnel Mines R R +6 F
Booby Traps R R +3 F
Reinforcements R R +2U -
Heavy Resistance R R +2U -
Light Resistance M R -2U -
Captured R R +6 1
Enemy Surrenders M M +6 1
Veteran Troops R R +1 A1
Fanatic Troops R R +1 A
Guerilla Troops R R +1 A1
They’ve got a Tank! R R +1 A
Conscript Troops M R -1 A1
Night Vision Equipment M M +1 A1
Helicopter Gunship M M +4 T
Mortar R R +4 O
Fortified Position R R +1 A1
Enemy Routs M R +6 1
Cut Communications B S +1 A
Kill Leader M R -1 A
Surrounded B S +1 A
Position Compromised B S +1 A
Smoke Screen M R -3 1
Civilian Resistance R R +1 A
Out of Ammo R M -1 A2
Local Contacts M M +1 A1
Crossfire B S +1 A
Doublecross R R +1 A1
Local Fanatics Ally M M +2U -
Local Warlord Allies M M +2U -
Local Rebels Ally M M +2U -
Disinformation R M -4 F
Death Squad R R +1 A1
Martyrs R R +1 A
Know the Terrain B S +1 A
Friendly Fire B S +3 1
Target Moved R M -1 A1
Everything goes to shit R R +1 A
Radio Intercept B S +1 A
Innocent Bystanders R M -1 A
MISCELLANEOUS ACTION CARD LIST
Careful Planning- Counts as having Rescue Skill this turn.
Freelancer- Take control of other players mercenary permanently in your recruit phase.
Native guide- - Counts as having Escort Skill this turn.
Bribe- Discard $10,000. Take control of other players mercenary permanently in your recruit phase.
Renegotiate- Reroll your Negotiations dice roll in Negotiations phase.
Political Pull- Add 2D6 to your negotiations roll.
Body Armor- Negate 1 casualty received during combat.
First Aid- Counts as having Medic skill this turn.
Unstable Situation- Cause opponent to discard a mission card in negotiations phase before roll is made.
Lower bid- Steal mission card from opponent in negotiations phase before roll is made.
Bloodbath- Both sides get +6 CD this combat turn.
Revenge Killing- Kill any 1 target character Merc during your Debriefing phase.