URGE CARD GAME. Game Rules Alpha Edition. For updates, news and more information. Visit: All Content Subject To Change

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URGE CARD GAME Game Rules Alpha Edition All Content Subject To Change For updates, news and more information. Visit: http://urgegame.wordpress.com 1.0

URGE CARD GAME Welcome to Urge! A card game that takes place in a future much different from our one. Earth is just a rock, left floating in space. Before the destruction of our planet, one last fleet left for space to find a new world. A new place to call home. During the early days of the great travel they faced with an alien race known as: The Servatius. A strong but weak-minded race which mankind fought for a decade, trying to take their world. But soon they realized, The Servatius were slaves... to a race much greater and ready to take back what s theirs. The Omega Elders. Urge is a card game between two players, each armed with a General and a deck made out of 60 or more cards. In the deck you arm yourself with units, bases and support cards to battle it out with your opponent. Both players start with 30 Stability Points. The goal of the game is to lower your opponents Stability to 0. When that happens you win! Be careful though, your opponent is aiming for the very same thing. CONTENT Part 1 Part 3 Races About Cards Card Types Game Field Game Phases Part 2 Setting Up A Game Battle Unit Abilities Chain Of Events Example Game FAQ Glossary

RACES The Urge Universe has three main occupants that fight for power, recourses and planets. The three races make up the three main army choices of the game. Each race then has several different Generals that will aid you in battle! THE EARTH FLEET The fleet that left earth several years ago to find hope out in the darkness we know as space. It seems as though the further the human race travel thru space, they become more desperate and violent. As far as our own history goes humans may just be the most violent race in void of space. The Earth Fleet is now in conflict with the ones known as The Omega Elders. The conflict itself is about a few planets inhabited by the Servatius. The humans wants to take control and gain the benefits of new supplies and the Omega Elders wants to keep control of something that s always been theirs. THE SERVATIUS For more than twenty generations, the Servatius have lived for one single cause. To farm the planets they own and try to live as peacefully as they possibly can. Though their muscular bodies and their bodies size seem to say more than that, but it s all because of the constant working. The Servatius is now in the middle of the conflict between The Earth Fleet and The Omega Elders. As the farmers that will work for the winners, they stand their ground and try to keep out of the conflict, but the few rebels that existed, gathered arms and took up the fight for a life in freedom. THE OMEGA ELDERS Not much is known about the Omega Elders, they have been the rulers of the Servatius for a long time, long before a culture formed within the Servatius community. The Omega Elders are tall creature, with a very noble approach when it comes to deal with their business, instead of wars, they take conflicts of arms. Instead of truce, they will find peace. Where a race is weak, they will find power.

ABOUT CARDS MOBILIZING - PLAYING A CARD Before you activate a card, you need to pay a mobilizing cost which is stated on the card and is played with resources from your resource cards on the field. If a card shows a 4 as a mobilize cost, lower the resource value on one or more of your cards by 4 total (example, use 2 recourses from one resource card and 2 from another to get 4) and then activate the card. So every time you play a card, its referred to as mobilizing and from now on the word mobilizing will be used in the rules. IN GAME When a card states: Stay in game. It means that it stays on the game field. This lasts for as long as the particular card states or it is destroyed. Card that stays In Game after you ve played them are: Unit Cards Resource Cards Support - Emplacement Cards Support - Gear Cards TO THE GRAVE When you play a card and done everything stated on it, it s put in the grave and may not be used for the rest of the game. When a card is destroyed it s put in the grave, and may not be used for the rest of game. When discarding a card it s put in the grave and may not be used for the rest of the game. What s in the grave is public knowledge for the players. DECK A deck is built up by a minimum of 60 cards (General card not counted). You may only use 4 of the same card in a deck. The General card is never mixed with your deck. You may only use cards that are of the same race of your General card. If you have a Stratavius General, you may only use Stratavius cards in your deck. If a card allows you to search your deck for a card, the deck must be shuffled. The deck is always face down during a game, and may not be searched or looked at without a card effect. CARD RULINGS If a card effect says something that would not usually be legal according to the rules, the card effect is always right.

CARD TYPES Card Name GENERAL CARD Race Artwork Flavour Text Recource Value This tells you how much recourses this card generates each turn. Effect Text Each general have 1-3 effects. INFO: You only have 1 general during a game. It s always in the general slot on the field. The race of your general decides on what cards you re allowed to play. If you play a Earth Fleet General you are only allowed to use Earth Fleet cards in your deck. You may only use one General effect each turn.

CARD TYPES RESCOURSE CARD Card Name Race Artwork Card Type (Mine, Base etc.) Mobilizing Cost Recource Value This tells you how much recourses this card generates each turn. Flavour Text INFO: You may mobilize 1 resource card each turn, resource cards stay on the field until destroyed. The resource value is shown by using a dice(s). If the value of a card is 5 when you mobilize it, put a dice on it with a 5 showing. (The dice(s) are called: Resource Dice(s)). When a resource card have no resourced left, put the dice(s) next to it. There are 3 types of recourse cards. The following two are put on the ground field: Mine / Base. The Following two are put on the space field: Space Station. You can have a maximum of 4 land resource cards and 1 space resource card on the field at one time.

CARD TYPES UNIT CARD Card Name Race Artwork Attack Card Type (Infantry, Tank etc.) Shield Explosive Stability Mobilizing Cost Flavour Text INFO: You may mobilize any number of units each turn (if you have the needed resources). There are 2 types of Unit cards: Troop - Can only be mobilized on the ground field. Troop Sub Types: Infantry, Tank, Mecha, Hero. You may only have 4 Troop units out at one time. Ship - Can only be mobilized on the space field. You may only have 2 Ship units out at one time. Effect Text Any effect of the card will be here.

CARD TYPES Card Name SUPPORT CARD Race Artwork Card Type (Action, Gear etc.) Effect Text Any effect of the card will be here. Mobilizing Cost Flavour Text INFO: You may mobilize any number of support cards each turn (if you have the needed resources). There are 4 types of support cards. Action: May only be mobilized once, after you ve done everything the card says, it s put in the grave. Emplacement: After it s mobilized its put in one of your support slots (max 2 at a time) and the effect continues until destroyed. Defense: See Action. May also be activated during your opponents turn, if you have enough resources. Gear: Put it on to the appropriate unit card (stated on the card). Stays in game until it s destroyed or the unit it s equipped to is destroyed.

THE GAME FIELD GROUND AREA This is where you place your land units and land recourse during the game. You can have a max of 4 land units and 4 land resources out at one time. SPACE AREA This is where you place your space units and space stations during the game. You can have a max of 2 space units, and 1 space station out at one time. MISC This is where you place your General Card, your deck and your grav. For a game you use one single General card and a deck of a minimum of 60 cards. SUPPORT This is where you place your Support Emplacement Cards. You can have a max of 2 Support Cards out at one time.

GAME PHASES During a game of Urge, you and your opponent takes turns in playing your cards and attacking. During one player turn there are 5 different phases. They are as follow: GAME TURN PHASE 1: RESET PHASE Any resource cards (and the General card) that have used or gained resources change their resource dice(s) back to show the original resource value stated on the card. This only applies to the turn player. Any resources you did not use on your turn, stays there during your opponents turn and until your reset phase. PHASE 2: DRAW PHASE Draw 1 card from the top of your deck. PHASE 3: STRATEGIC PHASE The strategic phase is the main part of your turn. This is the only time during your turn that you may mobilize: Support cards, Recourse cards and Unit cards. You may only mobilize 1 Recourse card, and as many support and unit cards as you like, as long as you have the recourses needed to pay the mobilizing cost of the cards you use. PHASE 4: WAR PHASE (The war phase can t be played on the first players first turn). The Battle Phase is the part of your turn where your Units may attack your opponents units and/or resources. Every unit card can attack ONCE each turn and all units may attack on the turn it was mobilized. Cant attack: Any unit involved in a mount/dismount (explained later). More rules on how to do battle is explained later. PHASE 5: END You pass your turn, and your opponent starts from PHASE 1.

SETTING UP A GAME Follow these steps to prepare for a game of Urge! STEP 1: FIND A PLAYER Join up with another player to ready up for a game! STEP 2: EQUIPMENT Always have pen and paper ready for counting your stability points. Several dice(s) may be needed during a game and if none are available use anything that can be used as counters for resources. Both players need a 60card deck and a General card. STEP 3: SETTING UP Both players put their General cards face down in the General slot. Shuffle your 60+ card decks and put them facedown in your deck slot. Write down 30 for both players on a note, this is your starting stability points. STEP 4: WHO STARTS You and your opponent role a dice, the one scoring the highest decides if he wants to go first or second. After deciding, turn your General cards face up and both players draw 7 cards (these cards are never revealed to your opponent). STEP 5: PLAY! The first player goes from Phase 1 to 5 as normal and passes on to the opponent, who will go from phase 1 to 5 as well and so on. Remember on the first players first turn, you cannot attack! STEP 6: WINNING To win the game you need to lower your opponents stability points to 0. There are a few ways to do this: 1. Whenever a unit on the field is put into the grave, the owner of that card looses Stability equal to the units Stability value. 2. Whenever a resource card is destroyed that player looses Stability equal to the amount of resources currently on that card. 3. When a unit attacks directly, the defending player looses stability equal to the explosive value of the attacking unit.

BATTLE The War Phase is one of the most important parts of the game; it s when you and your opponents units fight it out in battle. And for that reason we ve given Battle a section for its own to explain it in detail. ATTACKS IN THE GROUND AREA - Attacks are only made by units. - Each unit can only attack ONCE each turn. - A attack can only be declared during the War Phase. - No units can attack during the first players first turn. - A unit must be on the field to be able to attack. - The player/unit that is attacked is referred to as the defending player/unit for rule purposes. - The player/unit that is attacking is referred to as the attacking player/unit for rule purposes. There are a few steps you will have to take to be able to attack. They are as follows: 1. Pick one of your units on the field that s going to attack. To do this simply push one of your unit card forward slightly to show your opponent that its attacking, it s always good to say the name of the card as well so there s no mistaking in what s going on. 2. Pick one enemy Unit to attack with that unit. Tell your opponent what unit you re attacking this always needs to be clear for both players. 3. Calculate (see if the enemy unit is destroyed or not). Compare your units attack value to the targets Shield value. If the attack is greater, the enemy unit is destroyed. Example: If you attack with a unit with the attack value of 4, and the defending unit has a shield value of 3. That is unit is destroyed and sent to the grave.

BATTLE ATTACKS IN THE SPACE AREA Attacks that are done in the space area are done in the same way as in the ground area. The only difference being that ships fight in the space area instead of troops. ATTACKS FROM SPACE TO GROUND Ships are able to attack from the space area to the ground area. If you do this, attack as you would normally, but when you calculate, the attacking player may choose to use either the attack value or explosive value. DIRECT ATTACK If your opponent has no units out, your units may attack your opponent directly. Just show which unit is attacking. If the attack is successful, your opponent looses Stability equal to the units explosive value. DESTROYED UNIT When a unit is destroyed by an attack it s sent to the grave. The owner of the destroyed unit looses stability equal to the units Stability value.

UNIT ABILITIES Most units in the Urge Card Game have effects that are explained on the card. They may also have one or more of the many unit abilities in the game. If a unit have any abilities it stated on the card in bold with the abilities name. Here is a list of the abilities. TROOP ABILITIES: ELITE When a unit with the Elite ability attacks, it get s +2 on its attack value. SHOCKTROOPER This unit can be mobilized without paying its mobilize cost. (This ability can only be used once per turn by one unit). SHARPSHOOTER If a unit with the sharpshooter ability attacks a unit with a Support Gear on it. Destroy that Gear. INFILTRATOR Instead of attacking in the war phase this unit may cause stability damage to your opponent equal to half its STA value (rounded up). SELF-DESTRUCT / LAST STAND When a unit with Self-destruct or Last Stand is destroyed by battle. Destroy the unit that destroyed this unit. ORBITAL WEAPON The unit with Orbital Weapon may attack a ship unit. Use the explosive value as its attack value. SHIP ABILITIES: BOMBARD Instead of attacking normally a unit with the bombard ability may choose to make an attack against a support - emplacement card. Half the emplacement cards mobilize cost counts as a shield (rounded up). This counts as a normal attack for ruling purposes.

UNIT ABILITIES TRoop Abilities: Ship Abilities:

CHAIN OF EVENTS In the Urge card game, there is a card that can be played during your opponents turn. The Support type card: Defense. Because of this card it s important to know for both players that your opponent may want to play something during your turn. And for that very reason we have the: Chain Of Events rule. Before going further, let s do a better explanation of defense card. To play a defense card during your opponents turn you need to have resources left on your resource cards, any resources you did not use on your turn, stays there during your opponents turn and until your reset phase. These resources may be used for the cost of a defense card. The effects of the defense cards are usually there to disturb the strategies of your opponent. To stop them from mobilizing a card or unable them to do important things during their turn. And because of this very reason, the following actions start a Chain Of Events. 1. Mobilizing a card. (Unit, Support and resource.) 2. Ending a turn phase. 3. Attacking 3. Playing a defense card. This means that when you do any of these things, your opponent have the right to answer with a defense card. Ask if your opponent have anything to mobilize in the Chain Of Events. If he says no, everything continues as normal. If he says yes, he has the right to mobilize a Defense card. If he does this, you may continue in the chain of events and activate a defense card of your own. This continues until both players have no more cards to mobilize, or they don t want to. After everything is done, work the chain of events backwards. Chain Of Event: Card 1 Effect > Card 2 Effect > Card 3 Effect Working it out: Card 1 Effect < Card 2 Effect < Card 3 Effect

CHAIN OF EVENTS Example: Player A: Mobilize a ground unit and asks if his opponents wants to Chain an event. Player B: Says yes, and mobilize a defense card from his hand with his last resources. The defense card he played will destroy the newly mobilized unit. Player A: Decides to stay on the Chain Of Events, and mobilize a defense cards of his own paying the resources for it. The card destroys a support card when it s mobilized. Player B: Want to mobilize another card but have no resources left and tells his opponent his done. The Chain Of Events is then worked out backwards. This is the orders the cards were mobilized: Player A:s Unit > Player B:s Defense card > Player A:s Defense card. So what happens is. Player A:s last Defense card is looked at first. It destroys player B:s card. Then player B:s Defense card. It was destroyed and is counted out from the Chain Of Events. Last, player A:s unit. It s mobilized successfully for no card is affecting it. Notice: You can only mobilize a card in a chain of event to the last card your opponent played in it. You re not allowed to target a certain card in the chain of events with the effect.

GAME EXAMPLE We will add an example game as soon as we have more cards designed. We want to use actual card names so this is the reason for that. As soon as this part is added it will be posted on our Developer Blog: http://urgegame.wordpress.com/

GAME EXAMPLE We will add a example game as soon as we have more cards desgined. We want to use acctual card names so this is the reason for that. As soon as this part is added it will be posted on our Developer Blog: http://urgegame.wordpress.com/

FAQ Frequently asked questions Send any questions to: Nurgleprobe@gmail.com

GLOSSARY Action Card: A Support card that is used once with a single effect. Attack Value: States the attack of a unit card, used to destroy enemy units. Card: A card is what it says, a card used to play Urge. Card Name: The name of a card. Card Rulings: The rules on the cards always cancels out any rules from the rulebook if that s the case. Chain Of Events: A rule to help the use of Defense cards. Deck: A combination of 60 cards are put together in to a deck. No more than 4 copies of a single card are allowed. Draw: To draw a card from the top of your deck. Defense Card: A card that can be played on your turn and your opponents turn as well. Explained further in the Chain Of Events part. Emplacement Card: A Support card that is put phase up in one of the two support slots. They have effects that lasts until the card is destroyed. Explosive Value: States the Explosive value of a unit card. Effect Text: The cards effect is stated in the effect text. Flavor Text: A short story or quote on a Urge card. Game Field: Where you put all your cards, deck and General. Ground Area: This is where you put your Troop units and land resources. Max 4 of each. Gear Card: A Support card that is put on a unit to give it a extra boost or effect. Grave: This is where all used/ discarded/destroyed cards go. General: The General card is put upside down before deciding on who starts. It s never mixed with your deck. And the race of your General decides which cards you re allowed to use in your deck. Hero: A sub type to the Troop Unit cards. Infantry: A sub type to the Troop Unit cards. In Hand: Any cards being held by a players, counts as in hand. Never show these cards to your opponent. In Game: Any card on the field counts as In Game. Mecha: A sub type to the Troop Unit cards. Misc Area: Here you put your Deck, General and Grave. Mobilize: When a card is played, it s called: to Mobilize/ Mobilizing. Mobilizing Cost: How many resources you need to use to mobilize a card. Resource Card: Only 1 can be played every turn, and it gives you resources to pay the mobilize cost of other cards. Resource Dice(s): The dice(s) you use on a resource card to show how many resources are left. Ship: A unit card that is played in the space area. Shield Value: States the Shield of a unit card, used to defend from attacks. Stability Value: When a unit is destroyed, the owner of that unit looses stability equal to the units stability value. Stability: Each player starts with 30 stability. The first player to reach 0 looses the game. Space Station: A type of Resource Cards.

GLOSSARY Space Area: This is where you put your Ship Units and Space Station Resources. Max: 2 Ships and 1 Space Station. Support Card: A card that is played with several different effects to help you win. Support Area: Here you put your Support emplacement cards. Max 2. Turn: A turn is built up by 5 phases. Explained in the game phase rules. The Earth Fleet: A race in the game of Urge. The Servatius: A race in the game of Urge. The Omega Elders: A race in the game of Urge. Troop: A unit card that is played on the ground area. Type: Support, Unit and resource cards may have a type (Gear, Emplacement, Infantry, Space Station etc.) Tank: A sub type to the Troop Unit cards. Unit Card: A card is used to attack your opponent. Unit Abilities: See: Unit Abilities in the rulebook.