SEA INTERCEPT
INTRODUCTION
Card game for 2 players.
Modern Naval Warfare Theme.
GAME END
The game ends when a player goes to draw a card, and there are no cards left in the deck.
VICTORY CONDITIONS
The player with the most deployed units at the end of the game wins.
Bases & Carriers count as 2 units each.
THE DECK
Players share a common deck.
There are 4 types of cards mixed into the deck:
Unit, Detect, Attack, Counter
SETUP
Each player is dealt 9 cards.
Determine who goes first.
TURN SEQUENCE
Players take turns.
Each turn has 7 phases:
1. Reserve Phase
2. Deployment Phase
3. Mission Phase
4. Detection Phase
5. Attack Phase
6. Counter Phase
7. Orientation Phase
RESERVE PHASE
The active player draws 3 cards.
Max hand size is 9 cards. Discard excess cards.
DEPLOYMENT PHASE
The active player may put up to 2 unit cards from his hand into play.
Units put into play are put face up in front of the player.
A player may put Attack, Counter, and Detection cards in play face
down, under units that can use them.
Cards stacked under units are called Option cards.
Note that deployed units stay in play from turn to turn for the rest of
the game unless that unit is destroyed.
MISSION PHASE
If your opponent has no units in play, he must discard 1 random card and
you may draw 1 extra card from the deck.
The active player decides if he wants to attack a target unit of his opponent.
If a unit is chosen, this unit is the defender.
The active player picks which of his units is attacking.
This unit is the attacker.
DETECTION PHASE
The active player must play a Detect card that can be used by the
attacker, and that can target the defender.
The Detect card can come from the players hand, or be one of the attackers option cards.
ATTACK PHASE
The active player must play an Attack card that can be used by the
attacker, and that can target the defender.
The Attack card can come from the players hand, or be one of the attackers option cards.
COUNTER PHASE
The opposing player may play a Counter card that can be used by the defender, and that
can target the attacker, the attack card, or detect card.
The Counter card can come from the opposing players hand, or be one of
the defenders option cards.
If no Counter card is played, the defender and all its options are destroyed (discarded).
If a counter card is played, the defender survives and remains in play.
All Detect, Attack, and Counter cards played are discarded after being played.
ORIENTATION PHASE
The active player may attack with a second unit repeating the mission,
detection, attack, and counter phases.
The turn ends when the active player has no more units he can or
wants to attack with.
UNIT CARD LIST
Unit Type: # Type:
Submarine 8 Sub
Airplane 12 Air (Includes Helicopters)
Military Base 2 Ground
Warship 6 Sea
Carrier 2 Sea
# = Number of that card in the deck
DETECT CARD LIST
Card Name: # User: Target:
AEW: Advanced Early Warning* 1 All All
Acquire Target 1 All All
Bearing Only Attack 1 All All
Aerial Refueling 1 Air All
Strike Mission 1 Air/Sea/Sub All
Reconnaissance Mission 1 Air/Sea/Sub All
Counter Attack 1 All All
Jumping Jacks 1 Air All
ESM: Electronic Signal Measures 1 All All
Racket: Unknown EM signals 1 All All
Passive Detection 1 All All
ECCM: Counter-Counter Measures 1 All All
LRCAP: Long Range Combat Air Patrol 1 Air Air/Sea/Ground
Visual Identification 1 All Air/Sea/Ground
OTH: Over-the-Horizon* 1 Warship Sea/Ground
AsuW: Anti-Surface Warfare 1 All Sea/Ground
Outer Screen 1 Warship Air/Sub
AAW: Anti-Air Warfare 1 All Air
Air Defense Envelope 1 Sea/Ground Air
AWAC: Airborne Warning and Control 1 Air Air
Bogie: Unknown air contact 1 All Air
ASW: Anti-Submarine Warfare 1 Air/Sea/Sub Sub
Convergence Zone 1 Sea Sub
Goblin: Unknown sub contact 1 All Sub
SURTASS 1 Sea Sub
Sonobuoys 1 Air Sub
Dipping Sonar 1 Air Sub
Hunter-Killer 1 Sea/Sub Sub
Skunk: Unknown surface contact 1 All Sea
* = Attacker must have an Airplane in play to use this card.
(SURTASS = Surface Towed Array Sonar System)
ATTACK CARD LIST
Card Name: # User: Target
CG: Guided Missile Cruiser 1 Warship All
DDG: Guided Missile Destroyer 2 Warship All
FFG: Guided Missile Frigate 2 Warship All
Guided Weapon 2 Air All
ARM: Anti-Radiation Missile 2 Air/Sea Air/Sea/Ground
Air Cannon 1 Air Air/Sea/Ground
SSM: Surface-to-Surface Missile 2 Sea/Sub/Ground Sea/Ground
Standoff Weapons 2 Air Sea/Ground
Cruise Missile 2 Sea/Ground Sea/Ground
Naval Gunfire 1 Warship Air/Sea
Attack Sub 1 Sub Sub/Sea
Boomer 1 Sub Sea/Ground
Amphibious Assault Force 2 Sea Ground
Torpedo 4 Air/Warship/Sub Sub/Sea
SAM: Surface-to-Air Missile 2 Sea/Sub/Ground Air
AAM: Air-to-Air Missile 2 Air Air
AAA: Anti-Aircraft Artillery 1 Sea/Ground Air
AGM: Air–to-Ground Missile 1 Air Ground
ASM: Air-to-Surface Missile 2 Air Sea
ASROC: Anti-Submarine Rocket 1 Air/Sea Sub
COUNTER CARD LIST
Card Name: # User: Target Attacker/Attack/Detect
Poor Weather 2 All Air/Sea
Civilian Contact 1 All All
Mission Kill 1 All Air
Anechoic Coating 1 Sub All
Overestimate BDA 2 All All
Blip Enhancement* 1 Sea All
Chaff 1 Air/Sea Missiles
CIWS: Close-In Weapon System 1 Sea/Ground Missiles
ECM: Electronic Counter Measures 2 All All
EMCON: Emissions Control 1 All All
Flares* 1 All Missiles
Hard Kill 1 All Missiles/Air
Soft Kill 1 All Missiles
IADS: Integrated Air Defense Systems 1 Ground All
Inner Screen 1 Sea Air/Sub
Jamming 1 All All
CAP: Combat Air Patrol* 2 All Missiles/Air
ROE: Rules of Engagement 2 All All
Topography 1 All All
Weapons Stores Expended 1 All All
Zig-Zagging 2 Air/Sea/Sub All
Thermocline 1 Sub All
BINGO FUEL: Low on Fuel 1 Any Air
Under Radar Horizon 1 Air All
* = Defender must have Air units in play to use this card.
(BDA = Battle Damage Assessment)