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.
JOE LINKS
Go to Yo Joe