WARGASM
INTRODUCTON
Card game for 2-4+ players.
Modern Combat Theme.
DISCLAIMER
Wargasm is a licensed, copyrighted property.
This is merely a fan site.
VICTORY
Players are eliminated when they have accumulated
20 or more points of Damage.
Be the last player standing.
DAMAGE
Each player starts with zero Damage.
Use (fake) bullets to keep track of Damage.
THE DECK
Players share a common deck.
CARD VERSATILITY
Each card can be used in up to 3 ways:
--- As a Unit
--- To Attack
--- As a Special Event
UNIT TYPES
Each card will list 1 type of Unit.
There are 4 types of Military Units:
--- Infantry
--- Vehicles
--- Artillery
--- Air
In addition to these Units there are Intel cards.
These Intel cards do not have the Unit Function.
Intel cards will list an Attack and an Event, or 2 Events.
Cards being used as Units are kept face-up on the table in
Front of the controlling player.
Cards put into play as units are said to be Deployed.
ATTACKS
The Attack function of a card will specify attacker type and target type.
When a card is being used to attack, you must have the
Appropriate type of Unit in play that can make the Attack.
The Attack Targets either the opponent’s Base or a specific
Type of Unit that the opponent has in play.
As a result of the Attack, the Attack card is discarded and the
Target unit is discarded, or if the Base was attacked, the target
Player will gain 1 Damage for each Unit that attacked.
The attacking Unit(s) remain in play.
SPECIAL EVENTS
Each card describes a Special Event.
Most of these are played in your Event Phase, but some are meant
To be played at other times, even during an opponent’s turn.
In general, Event cards are discarded immediately after being played.
SETUP
Shuffle the Deck.
The biggest War Monger goes first.
Play proceeds clockwise.
The first player is dealt 1 card.
The second player is dealt 2 cards and so on.
TURN SEQUENCE
Players take turns.
Each turn has 5 Phases:
--- Logistics Phase
--- Deploy Phase
--- Attack Phase
--- Event Phase
--- Friction Phase
LOGISTICS PHASE
Draw 4 cards from the deck.
If the deck runs out, shuffle the discard and draw from it.
DEPLOY PHASE
You may put 1 Unit card into play from your hand.
ATTACK PHASE
You may make 1 Attack this Phase:
To do this, you must play a card for its attack function.
The Attack function of a card will specify attacker type and target type.
Example Terminology: Infantry attacks Vehicle.
When a card is being used to attack, you must have the
Appropriate type of Unit in play (deployed) that can make the Attack.
The Attack Targets either the opponent’s Base or a specific
Type of Unit that the opponent has in play.
As a result of the Attack, the Attack card is discarded and the
Target unit is discarded, or if the Base was attacked, the target
Player will gain 1 Damage for each Unit that attacked.
The attacking Unit(s) remain in play.
Some Event cards will allow the defender to negate the Attack.
Attack Cards targeting Units allow a single attacking unit to
attack a single target Unit.
Attack Cards targeting Bases allow all units of the indicated
type to Attack. So if you had 4 Infantry deployed and played
Occupy, you would do 4 Damage.
EVENT PHASE
You may play 1 Event card this Phase.
Unless otherwise specified, Event cards are played only in this Phase.
Discard the event card when played.
FRICTION PHASE
Max hand size is 5 cards.
Give excess cards to one or more opponents.
COMMON DECK CARD LIST
Unit: Attack: Event:
Infantry Sniper Cover
Infantry Sniper Minefield
Infantry Rockets Ambush
Infantry Rockets Patrol
Infantry Infiltrate Special Forces
Infantry Infiltrate Cover
Infantry SAMS Minefield
Infantry SAMS Ambush
Infantry Occupy Patrol
Infantry Occupy Special Forces
Vehicle Overrun Armor
Vehicle Overrun Tank Traps
Vehicle TK Exploitation
Vehicle TK Scout Car
Vehicle Outflank Reserves
Vehicle Outflank Armor
Vehicle Air Defense Tank Traps
Vehicle Air Defense Exploitation
Vehicle Breakthrough Scout Car
Vehicle Breakthrough Reserves
Artillery Barrage Camouflage
Artillery Barrage Deception
Artillery ATG Forward Observer
Artillery ATG Convoy
Artillery Artillery Duel Reinforcements
Artillery Artillery Duel Camouflage
Artillery Flak Deception
Artillery Flak Forward Observer
Artillery Bombardment Convoy
Artillery Bombardment Reinforcements
Air Strafing Air Superiority
Air Strafing Weather
Air Missiles Air Lift
Air Missiles Ariel Recon
Air Bombing Run High Altitude
Air Bombing Run Air Superiority
Air Interceptors Weather
Air Interceptors Air Lift
Air Air Strike Ariel Recon
Air Air Strike High Altitude
Intel Counter Attack Tactics
Intel Surprise Attack Espionage
Intel Ground Assault Propaganda
Intel Envelopment Rally
Intel Major Offensive Defense in Depth
Intel Night Attack Retreat
Intel Fog of War Friendly Fire
CARD ABILITY DESCRIPTIONS
Ability: Notes:
Sniper Infantry Attacks Infantry
Minefield Event: Negate Attack by Infantry
Rockets Infantry Attacks Vehicles
Ambush Event: Negate Attack & Destroy Attacking Unit
Patrol Event: Draw 1 Card and Look at Enemy Hand
Infiltrate Infantry Attacks Artillery
Special Forces Event: Opponent discards 2 random cards from Hand
Cover Event: Negate Attack Targeting Infantry
SAMS Infantry Attacks Air
Occupy All Infantry Attack Base
Overrun Vehicle Attacks Infantry
Armor Event: Negate Attack Targeting Vehicle
Tank Traps Event: Negate Attack by Vehicle
TK Vehicle Attacks Vehicle
Exploitation Event: Attacks vs. Base do Double Damage
Scout Car Look at Enemy Hand. Deploy 1 Unit from your Hand
Outflank Vehicle Attacks Artillery
Reserves Event: In Logistics Phase Deploy 1 Unit or Draw 2 Cards
Air Defense Vehicle Attacks Air
Breakthrough All Vehicles Attack Base
Barrage Artillery Attacks Infantry
Camouflage Event: Negate Attack Targeting Artillery
Deception Event: Negate Attack by Artillery
ATG Artillery Attacks Vehicles
Forward Observer Event: Look at Next 7 Cards in Deck
Convoy In Logistics Phase Draw 1 Card and Deploy 1 Unit
Artillery Duel Artillery Attacks Artillery
Reinforcements Event: Draw 3 Cards in Logistics Phase
Flak Artillery Attacks Air
Bombardment All Artillery Attack Base
Strafing Air Attacks Infantry
Air Superiority Event: If you have most Air Units take another turn
Weather Event: Negate Attack by Air
Missiles Air Attacks Vehicles
Air Lift Event: Deploy 2 Units in Deploy Phase
Ariel Recon Event: Look at All Enemy Hands. Play Another Event
Bombing Run Air Attacks Artillery
High Altitude Event: Negate Attack Targeting Air
Interceptors Air Attacks Air
Air Strike All Air Attacks Base
Counter Attack Event: Play 1 Attack Card at end of Enemy Attack Phase
Tactics Event: In Logistics Phase Draw 5 cards and Discard 3
Surprise Attack Any Unit Attacks Any Unit or Base. Discard 1 Card
Espionage Event: Steal 1 Random Card from Enemy Hand
Ground Assault All Infantry & Vehicles Attack Base
Propaganda Event: Steal 1 Enemy Unit
Envelopment Event: Enemy takes 2 Damage
Rally Event: Take Unit from top of Discard and Deploy it
Major Offensive All Units Attack Base
Defense in Depth Event: Base takes half Damage from Attack (Round down)
Night Attack Event: Play 1 extra Attack Card in your Attack Phase
Retreat Event: Return 1 Deployed Unit to your Hand
Fog of War Event: Negate Event Card just played
Friendly Fire Event: Redirect Attack to different Enemy Unit