MILITIA GROUPS
INTRODUCTION
Each player controls a militia group in a region undergoing civil war.
VICTORY
Reduce your opponent to zero population tokens.
POPULATION TOKENS
Each player starts the game with 20 population tokens.
(Members of their own ethnic group)
THE DECK
Players share a common deck.
There are 3 card types:
L = Leaders
U = Units
E = Events
SETUP
Players are dealt a hand of seven cards.
The youngest player goes first.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Support Phase
Recruit Phase
Conflict Phase
SUPPORT PHASE
Draw 1 card.
If the deck runs out, shuffle the discard and draw from it.
RECRUIT PHASE
You may put unit & leader cards from your hand into play.
CONFLICT PHASE
You may pass or attack with one or more your units.
An unblocked unit does damage to the target population.
Remove population tokens equal to the force of the attacking unit.
Defending units may block.
Compare the Forces of the blocking & blocked units.
The unit with the smaller force is destroyed (discard).
In case of a tie, both units are destroyed.
Certain Event cards may be played to increase the Force of Units.
A Unit can only receive a Force bonus from one Event card.
Discard Event cards as soon as they are played.
LEADERS
If you have no leaders, you may not attack.
A Leader may give one unit a Force +1 for the duration of the conflict Phase.
A Unit may receive a bonus from only one leader.
CARD LIST
Card Name: # Type Force Notes:
General 1 L - Leader
Nationalist 1 L - Leader
Psychopath 1 L - Leader
Crime Lord 1 L - Leader
Reformer 1 L - Leader
Warlord 1 L - Leader
Cleric 1 L - Leader
Rebel 1 L - Leader
War Monger 1 L - Leader
Racist 1 L - Leader
Paramilitary Group 2 U 2 Unit
Local Militia 4 U 1 Unit
Death Squad 2 U 1 Unit. Force +1 if Unblocked
Heavy Machine Gun 2 U 1 Unit. Force +2 if Blocking
Child Soldiers 2 U 1 Unit
Patrol 2 U 1 Unit. Force +1 if Attacking
Mercenaries 2 U 2 Unit
Militia on Trucks 2 U 2 Unit
APC 2 U 3 Unit
Round up Intellectuals 1 E - Unit gets Force +1 if Unblocked
Target Civilians 1 E - Unit gets Force +2 if Unblocked
Genocide 1 E - Unit gets Force +3 if Unblocked
Ethnic Cleansing 1 E - Unit gets Force +3 if Unblocked
Atrocities 1 E - Unit gets Force +1 if Unblocked
Mass Graves 1 E - Unit gets Force +2 if Unblocked
Indiscriminate Killing 1 E - Unit gets Force +1 if Unblocked
Firing Squads 1 E - Unit gets Force +2 if Unblocked
Killing Fields 1 E - Unit gets Force +3 if Unblocked
Surprise Attack 1 E - Blocked Attacking Unit gets Force +3
Ambush 1 E - Blocker gets Force +3
Rocket Propelled Grenades 1 E - Block(ing/ed)Unit gets Force +3
Guerilla Warfare 1 E - Block(ing/ed)Unit gets Force +3
Molotov Cocktail 1 E - Block(ing/ed)Unit gets Force +1
Major Offensive 1 E - All Attacking Units get Force +1
Concentrate Force 1 E - All your Block(ing/ed)units Force +1
Countryside 1 E - Target unit cannot be blocked
Starvation 1 E - Do 2 Damage to Target Population
Disease 1 E - Do 2 Damage to Target Population
Siege 1 E - Do 2 Damage to Target Population
NATO Peacekeepers 1 E - Opponent cannot Attack this turn
Cease Fire 1 E - Opponent cannot Attack this turn
Peace Talks 1 E - Opponent cannot Attack this turn
Red Cross 1 E - Gain 1 Population Token
Refugees 1 E - Gain 2 Population Tokens
Landmines 1 E - Kill attacking Unit
NATO Bombing 1 E - Destroy target Unit
Commando Raid 1 E - Destroy target Unit
Weapons Shipment 1 E - Draw 2 cards in Support Phase
Intercept UN Food Shipment 1 E - Draw 2 cards in Support Phase
International Aid 1 E - Draw 2 cards in Support Phase
Foreign Military Aid 1 E - Draw 2 cards in Support Phase
Weapon Dealers 1 E - Draw 2 cards in Support Phase
Popular Support 1 E - Draw 2 cards in Support Phase
Propaganda 1 E - Draw 2 cards in Support Phase
Strategic Control 1 E - Draw 2 cards in Support Phase
Sniper Fire 1 E - Do 1 Damage to target
Mortar Fire 1 E - Do 1 Damage to target
Artillery Fire 1 E - Do 1 Damage to target
Assassination 1 E - Kill target Leader
Execution 1 E - Kill target Leader