Empires at War. 2. Win conditions Your main objective is destroy all unit cards of the opposing player. You can recognize unit

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1 Empires at War 1. About game Empires at War is a competitive card game set during I World War. Players create unique decks and take control over armies of conflicted nations. To win, you have to break enemy defense and take over their trenches. 2. Win conditions Your main objective is destroy all unit cards of the opposing player. You can recognize unit cards by their morale marker. Duration of one match: minutes. 3. What do you need to play You need deck containing 45 cards, 7 dice d10 and an opponent with the same setup. Before the game you can modify your deck. Remember that it has to fulfill certain requirements: - Deck must contain 2 (Commanders) - In every deck you need 3 X tokens (Blocked Field), which you don t shuffle into the deck. You simply put them on the side - You need.. cards... unit and (Structure) cards, 3 X tokens and 2 Rarity: - - you can have one copy of this card in your deck. Up to 4 different cards of this rarity - - up to 2 copies of the same cards. Up to 9 different pairs of cards of this rarity - - max 3 copies of the same cards of this rarity. You should use cards of this rarity to fill your remaining deck slots Example unit card:

2 1. Morale 2. Attack 3. Defense (first digit when untapped, second when tapped) 4. Name 5. Mechanic description 6. Range (filled dot represents position of your card, X represents potential enemies) 7. Nation emblem 8. Rarity 9. Type 10. Position (filled dots represent possible positions in Trench or Support lines) 11. Flavour text 4. Preparations Before starting battle you have to decide on the game mode: - Game Mode: Battle card Arrive with prepared earlier deck. From your deck take out all of the Battle cards and shuffle them with Battle cards of your opponent. Put them down reversed and flip the first one. Revealed card will be first battle scenario. Follow instructions on the Battle card, you will find informations about starting positions of both armies, active structures, blocked fields and starting player. Battle cards are balanced and are recommended for beginner players.

3 After choosing Battle card, next you have to choose your Main Commander. Every Commander has a set of unique passive and active abilities. Choose one Commander and put it on the designated position. Remaining shuffle into your deck. Now you have to deploy your Units and Structures as it is shown on the Battle card. Match is started by player shown on the Battle card. Suggested gameplay format: BO3 ( Best Of 3 ). Example Battle card: - Infantry - Air force - Commander - Structure - X - Blocked field - Number above the icons of units and structures is a rarity of required cards / Before starting the Battle, shuffle your deck and put it next to the your gameplay area. From now your deck will be called Army Deck. Battle card represents your gameplay area - Battleground. Every slot is a place where you can put down a card. Number of the slots is constant - 5 slots in the Trench line, 4 in the Support line and 2 in Command line. Position in line is calculated always from the left, mirrored. Which means that as a Player 1, position no. 1 in the Trench is facing position no. 5 on the Trench of Player 2. Trenches cover Support line. To eliminate Structure of Unit in the Support line, attacking player has to be in the unobstructed position in relation to the Support line. As a example we can use Battle card Verdun (image above). As a Player 2, you might want to destroy opposing Structure in the Support line of Player 1. To do that you have to eliminate all units blocking said field. In this example Player 1 is in control of two units (rarity 1 and 2) on the positions Trench 2 and Trench 3. Support line is always blocked by two fields in the Trenches. Some of the keywords and special units mechanics will let you ignore Trench line.

4 Commanders cannot be eliminated from the Battlefield. - Game Mode: Mobilisation This game mode doesn't require Battle cards. Every player has 10 points (p), which he can spend during preparation phase: - - cost: 1p - - cost: 2p - X Blocked field on the opponent side - cost 3 - first move - player bid points for privilege of having first turn. You can use die to show your bid. In case of a draw you can bid again or withdraw from the bidding. If this action still won t resolve bidding, you can decide with toss of a die - you can t put on the Battlefield cards - you put cards on the Battlefield in turns, starting with the player who lost the bidding - all of the cards during the first turn of the starting player have to be in Defensive stance (tapped) - Second player starts his turn with untapped cards - You can use die to calculate how many points you have - Abilities (keywords and card mechanics) have an effect during mobilisation phase, so order of placing cards is important 5. Gameplay - Start Draw five (5) cards from your Army Deck. It is your starting hand. You can play cards which deployment requirements you meet. During every turn you have 2 Action Points, which can be used to: play unit cards,,, use Structure or ability of your or to repair Structure. work without the Action Points cost. Playing any cards costs 1 Action Point. Every played unit arrives on the battlefield tapped (Defensive stance). You will be able to attack with it during the next turn (some of the units can attack immediately). After using all of your Action Points and resolving attacks you finish your turn. Use dice to mark Morale. - Units You can command your units during your whole turn. You can give one of the three commands during every turn: Attack: during attack you inflict damage to chosen enemy unit in range of your unit. Your target will be dealt damage indicated by of your unit plus additional modificators (keywords and card mechanics). Attacked unit inflicts damage to

5 attacking unit - if defending unit isn t tapped then it inflicts damage (first number) if it is tapped use second defense value. Defending: you can tap unit to prepare Defensive stance (rotate card by 90* to the right). In this position you can t attack but when tapped card is attacked it inflicts more damage to the opposing card - second value Add Morale: if you don t attack / change unit stance you can add one to this unit, up to 10 morale. - Receiving damage Received damage are marked on the die. When value of the attacking unit is higher than of defending unit, attacked unit dies and is taken from the Battlefield to the Deceased pile. - Attacking structures If you attack any opponents, it has to be turned on its back (reversed). This building is not active and attacking it again will destroy it. Destroyed Structure is removed from the game. Inactive Structure can be repaired (cost: 1 Action Point). Repaired building will be active during next turn. 6. Gameplay flow You begin your turn next turn by throwing away cards which remained in your hand from the last turn. You put these card on the Reserve Deck, but you can keep one (1) chosen card. Then you draw as many cards as you need to have them five (5) in your hand. Next actions are up to you. You can play cards, unit cards, cards and use. During your whole turn you can attack with your active units. After making all of your tactical decisions, you declare the end of your turn. If you have any remaining Action Points, you can use them during your opponent's turn to play any cards. Playing opponent). has an immediate and retroactive effect (they deny last decision of your Used and destroyed card put on the separate pile - Deceased pile. 7. Keywords and gameplay terminology Double fire - can attack two times during the same turn Bypass - can attack Support line even when it is blocked by units in Trenches Double line - enhancement of two adjacent units with the same name Triple line - enhancement of three adjacent units with the same name Flight - invulnerability to normal attacks

6 Knockdown - counters flight; can damage flying units Bloodthirst - can attack immediately after arriving on the Battlefield Shout - activates following mechanic description immediately Objective - completing following requirements will grant additional stats to unit with this keyword Mobility - can move on the Battlefield (only part of the Battlefield which is control by player with this unit). Unit can move one field every turn in any direction but they can attack only from the default line - unit which started in the Trench, can move to the Support line but it won t be able to attack Barrage - unit with this keyword must be destroyed before attacking any other units, even if it is not in the range of attacking players units. It blocks whole line, but it can be Bypassed Advantage - unit doesn t receive any damage during its attack Defensive stance - tapping card (rotate card by 90* to the right) transforms unit from attack to defensive stance. When defending card is attacked it attacks back opposing card by the second Defense value. Second value of Defense is separated by the symbol of / on the card Army Deck - your active deck Reserve Deck - stack of discarded (unused) cards Deceased - stack of used / eliminated from the Battlefield cards

7 8. Oznaczenia graficzne Attack Morale Defense Structure Rarity 1 - Private Rarity 2 - Sergeant Rarity 3 - Major Command Artillery Navy Cavalry Air Force Infantry Active Ability Passive Ability Commander X Blocked Field

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