JUNGLE SKIRMISH







INTRODUCTION
Two Player Board & Card Game of Modern Infantry Combat. 

VICTORY 
Destroy or Rout all enemy Squads or take and hold 3 Objectives. 

UNITS 
Use unique Miniatures, counters, or tokens to represent Squads.  
Each Squad starts with 10 men (or 10 men equivalents). 
A Squad is destroyed when no men remain. 
Players will have to keep records of how many men remain in each individual squad. 

SQUAD QUALITY RULES
Squad Types:	NS	CD
Rambo		1	6	
Elite		2	6
Veterans	3	5
Regulars	4	4
Sub-Standard	5	3
Green		6	2
NS = Number of Squads that player starts the game with.
CD = Number of cards that player draws each turn.
Rambo Squads can make multiple attacks per turn. 

SETUP 
Players pick whether they are Rebels or Government Troops. 
Each player picks one Squad type. 
Each player places one unit on each square of his back two rows. 
Units may not stack. Flip a coin to see who goes first. 
Deal 3 cards to the loser of the coin toss. 

THE MAP
The basic map is an 8x8 square grid.
Map sizes can be larger or smaller. 
The rules will also work with hex grids and irregular grids.  
Give each space a terrain type according to the Terrain type list. 
Mark 3 or more spaces as being objectives. 

TERRAIN TYPES LIST
Type:		Cover:  	Movement:
Buildings	Hard		-
Mountain	Hard		Difficult
Swamp		Soft		Difficult
Jungle		Soft		-
River		None		Difficult
Fields		None		-
Clearing	Exposed		-
Road		Exposed		Double while on road

TERRAIN COVER
Hard and soft cover are collectively referred to as Protected Terrain. 
None and Exposed terrain are collectively referred to as Open Terrain. 
Certain cards can be used by or can target units in certain terrain types. 
A squad entering Difficult Terrain must stop when entering and 
Cannot make any further moves. 

DICE
Six sided dice are needed. 

THE DECK 
Players share a common Deck. 

TURN SEQUENCE 
Players take turns. 
Each turn has 5 phases: 
Orders Phase 
Move Phase 
Defensive Fire Phase 
Offensive Fire Phase
Logistics Phase

ORDERS PHASE 
Draw a number of cards as determined by your Squad type. 
If the deck runs out, shuffle the discard and draw from it. 

MOVE PHASE 
Each of your units gets 1 free move to 1 adjacent space per turn. 
Play (discard) a Move card to move one of your units the extra distance indicated on the card. 
Moves can be to any space within range.  
Your opponent may play Negate cards to negate the (Free or Card driven) Move of a single unit. 

DEFENSIVE FIRE PHASE 
Your opponent may play (discard) an Defensive Attack card to have one of his units attack. 
A Squad can make a maximum of 1 Attack per turn. 
All Attacks have a range of 1 or more spaces. 
The enemy unit that is the target squad of the attack loses 1D6 Men.
If it is a half strength attack there are only 1D3 casualties.  
Your may play Protection cards to negate the Attack. 

OFFENSIVE FIRE PHASE 
Your may play (discard) an Attack card to have one of your units attack. 
A Squad can make a maximum of 1 Attack per turn. 
All Attacks have a range of 1 or more spaces. 
The enemy unit that is the target squad of the attack loses 1D6 Men.
If it is a half strength attack there are only 1D3 casualties.  
Your opponent may play Protection cards to negate your Attack. 

LOGISTICS PHASE
Max hand size = 3 cards. Discard excess cards. 

GOVERNMENT & REBEL FORCES
Certain cards can only be used be either Government troops or Rebel troops. 
It is possible for both players to be of the same type. 

CARD NOTATION 
A = Attack
M = Move
MA = Move first then Attack
N = Negate Move
P = Protection: Negates an Attack
PN = Can be used as a Protection or Negate card
PD = Protects from Fire in Defensive Phase only
D = Defensive Fire Only
O = Offensive Fire Only
H = Half Strength Attack
G = Government Troops only
R = Rebel Troops only
Y = Special 
Z = This Squad may make an additional attack this turn
X = Attack that cannot be used at Range 1 but only farther
XX = Attack that cannot be used at Range 1 or 2 but only farther
S = Suppression:  Opponent must discard 1 random card
Range = Farthest allowed range of a Move or Attack 


COMMON DECK CARD LIST
Card Name: 			Type	Range	Notes
Covering Fire			PD	-	S
Grenade				A	1	Z
Pistol Fire			A	1	H
Machetes			A	1	HR
Close Combat			A	1	-
Bayonets			A	1	HG
Infiltration			MA	1	O
Claymore Mine			A	2	D
Ambush				A	1	ZD
Opportunity Fire		A	2	DH
Surprise Attack			A	1	ZO
Forced March			M	1	-
Double Time			M	1	-
Crossfire			A	2	Z
Suppression Fire		PN	-	S
Mortar				A	3	X
Recoilless Rifle		A	4	X
Artillery Strike		A	4	SXX
Air Strike			A	5	SXXG
Helicopter Gunship		A	5	XG
Smokescreen			P	-	-
Helicopter Insertion		M	5	G (Ignore Terrain)
Trucks				M	4	-
Lay of the Land			M	1	R
Know the Terrain		M	1	R
Carefully Picked Position	P	-	R
Home Ground			P	-	R
Fire Superiority		A	3	Z
Assault Rifles			A	2	-
Small Arms Fire			A	2	H
Automatic Weapons		A	2	-
Light Machine Gun		A	3	H
Heavy Machine Gun		A	3	S
Grenade Launcher		A	2	-
RPG				A	3	X
Shotgun				A	1	H
Obstructions			P	-	Use by Unit in Hard Cover
Concealment			P	-	Use by Unit in Soft Cover
Find Cover			P	-	Use by unit in Protected Terrain
Easy Pickings			A	3	Vs Unit in Exposed Terrain
Out in the Open			A	2	Vs Unit in Open Terrain
Camouflage			P	-	-
Recon				M	1	Look at Opponents Hand
Pinned				N	-	S
Ammunition Shortage		P	-	-
Sniper				A	3	-
Exhaustion			N	-	-
Lost 				N	-	-
Tough Going			N	-	-
Radio Contact			Y	-	Draw 3 cards
Tactics				Y	-	Draw 2 cards
Firefight			A	2	-
Body Armor			P	-	G
Patrol				M	1	Look at Opponents Hand


BOOBY TRAPS & MINEFIELDS
Players may optionally designate secretly picked spaces to be 
Booby traps and/or Minefields. 
These cause Half Strength Attacks when an enemy squad enters them. 
They cannot be defended against. 










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