The document outlines the rules for MacGowan & Lombardy’s The Great War™ game, detailing game formats, setup, victory conditions, and card play mechanics. It specifies how to handle Nationality and Neutral decks, the process for drawing and playing cards, and the conditions under which the game ends. Additionally, it includes rules for different game scenarios and expansions, such as the War of the Worlds, and clarifies the timing and activation of card abilities during gameplay.
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The document outlines the rules for MacGowan & Lombardy’s The Great War™ game, detailing game formats, setup, victory conditions, and card play mechanics. It specifies how to handle Nationality and Neutral decks, the process for drawing and playing cards, and the conditions under which the game ends. Additionally, it includes rules for different game scenarios and expansions, such as the War of the Worlds, and clarifies the timing and activation of card abilities during gameplay.
1.0 GAME FORMATS 3.4 When a player is required to draw a Nationality card and is unable to reconstitute the Nationality draw deck by reshuffling their discard pile the 1.1 Unless specified by a scenario, use the Random Event (RE), Bonus card, game ends immediately. Neutral card, Central Powers Nationality, and Entente Allies Nationality decks. 3.5 Compare the two opposing sides’ BP total to determine the level of victory: 1.2 Basic Game: Uses the Red and Blue decks of cards, divided into separate Nationality and Neutral decks, with the White deck cards Mata Hari and Spies A) MORAL VICTORY: One side has 10 to 19 more BP. and T.E. Lawrence Jokers added to their respective decks. B) TACTICAL VICTORY. One side has 20 to 39 more BP. 1.3 Adding Cards from the White Deck: Except for the 2 cards noted above, C) OPERATIONAL VICTORY. One side has 40 to 79 more BP. White cards should not be used for your first few games. Many of them add complexity to the game. White cards can be added to the Neutral deck with D) STRATEGIC VICTORY. One side has at least 80 or more BP. no significant changes to game balance, but when adding them to Nationality E) The game ends in a DRAW if a player has only 1 to 9 more BP than their decks, we suggest removing a Red or Blue card of the same rank (King for King, opponent at the end of the game. Jack for Jack, 10 for 10, etc.) for each White card that is added. 4.0 CARD DECKS AND PLAYER HANDS 1.4 Solitaire: An add-on rules module which facilitates one-player games. See the separate Solitaire rules for more information. 4.1 Neither player may ever draw or use cards from the other player’s Nationality draw deck. Both players may draw and use cards from the top of 1.5 Scenarios: Scenarios depict historical or hypothetical (what-if) battles and the Neutral and Bonus draw decks. campaigns using specific cards and/or variations on the rules to depict the unique conditions that affected the operations. Each scenario will specify the 4.2 When playing Plus cards, players may never link to an opponent’s cards cards to be used, special rules, and victory conditions for the scenario and will or to one of their own cancelled cards. They may only link (add) cards to their be posted on the LombardyStudios.com website. own face-up, in-play cards. However, the a ctivation status (G.1 Activate) of a card never prevents another eligible card from being added to it. 1.6 War of the Worlds Expansion: A set of twelve cards, representing an invading force of Martian tripods. It consists of a separate Martian deck and 6 4.3 It is possible for a player to use all 9 cards in their hand in Combat Round Random Event, Bonus, and Joker cards. See the separate War of the Worlds 1, which will prevent them from playing any cards in Combat Round 2. Expansion rules for more information. Nevertheless, the other player is still required to play at least one card during their Combat Round 2 if they still have cards in their hand. 2.0 GAME SETUP 4.4 A player may never have more than 9 cards in their hand unless a scenario 2.1 When drawing cards, the Defender always draws first except in solitaire permits it. If a player has more than 9 cards at the start of a Turn, they must play. Cards are a lways drawn from the top of the appropriate deck. immediately discard cards until they have only 9 cards in their hand. 2.2 Shuffle the Random Event (RE) cards and place them face-down on the 5.0 TIMING OF CARD PLAY AND ABILITIES “Random Event Draw Deck” location on the Decks & Discards Play Mat. 5.1 Playing a card and activating its ability are 2 separate actions. Both a ctions 2.3 Shuffle the Bonus cards and place them face-down on the “Bonus Cards may be done by a player during their part of the same Combat Round. You Draw Deck” location on the Decks & Discards Play Mat. Each player then draws may also activate a previously unactivated in-play, face-up card during your 2 Bonus cards. Combat Round or Optional Bonus Card Phase of a Turn. Jokers and some 2.4 Shuffle the Neutral cards and place them face-down on the “Neutral Cards Bonus cards can be played to interrupt an opponent’s Combat Round, but Draw Deck” location on the Decks & Discards Play Mat. Each player then draws your other Nationality, Neutral, and Bonus cards may only be played and 2 Neutral cards. activated during your side’s Combat Rounds. There are some exceptions, etailed in Section 6.0 which are d 2.5 Separate the Nationality cards into their separate decks (Entente Allies and Central Powers) and shuffle. Place them face-down on the “Entente 5.2 Only Bonus and Jokers may be played and activated outside of the owner’s Allies Draw Deck” and “Central Powers Draw Deck” locations on the Decks & Combat Round as follows: Discards Play Mat. Each player draws 2 Nationality cards. 5.2.1 Bonus cards and Jokers that cancel Random Event cards may be played 2.6 Each player then draws 5 more cards in any combination of Nationality and activated during the Random Event phase. and Neutral cards to bring their hand up to 11 cards. P layers may only draw 5.2.2 Bonus cards and Jokers that can cancel or discard an opponent’s card from the top of their own side’s Nationality deck. Finally, each player discards just played may interrupt the opponent’s play that Combat Round. 2 cards to bring their hand size down to 9. 5.2.3 Bonus cards and Jokers may also be played and activated during the 2.7 Flip the Defender This Turn card to the Central Powers player for the first Optional B onus Card Phase. Turn and place it on the “Defender This Turn” space on the Decks & Discards (DD) Play Mat. Central Powers always begins as Defender in the Basic Game. 5.2.4 Otherwise, Bonus cards and Jokers must follow the rules for playing and activating cards during the Combat Round. 2.8 Set the 10-sided Turn die to 1 and place it near the DTT card. 6.0 CARD CLARIFICATIONS 2.9 Place the Battle Mat between the players. Use the markers provided to indicate the winner of each Turn and the current number of c umulative Battle 6.1 Fortifications and Trenches can cancel specific enemy cards during the Points (BP) each side has. entire Turn and therefore are never rotated 180 degrees to indicate they are activated. The Defender may activate them immediately after specified target 3.0 VICTORY CONDITIONS cards are played (Attack cards for Fortifications and Field Guns for Trenches). 3.1 The Basic Game ends after 10 Turns. Some scenarios have more or If a card abilities (such as Infantry Flamethrowers or certain Artillery (King) fewer Turns. The game also ends immediately if one side is unable to draw a cards) can cancel or d iscard Fortifications or Trenches, the ability of the Nationality card when required. See Section 3.4. newly played card can be immediately activated to cancel or discard the Fortifications or Trenches card. 3.2 At the end of the last Turn of the game or scenario, count the Battle Points (BP) of all enemy Nationality cards you captured and any friendly Nationality 6.2 Cards such as Naval Blockade or Submarine Blockade may cancel and cards still in your hand. You capture enemy cards when you have the highest discard any 1 enemy card previously played that Turn as specified. Discarded BP total when a Turn is scored. cards are not captured and are immediately placed in the appropriate Nationality discard pile. A discarded card’s BP are not counted at the end of 3.3 Do not count the BP of any cards in your Nationality draw deck or discard the Turn. pile. Do not count the BP of Neutral or Bonus cards. 6.3 A number of cards, including Trench Raid, Prisoner Interrogations, and discard the Defender’s card just played. The Defender’s newly played Cavalry Reconnaissance enable a player to randomly choose 1 or 2 cards from card can be cancelled B EFORE it can be activated. the enemy player’s hand, look at them, and return them immediately back 3) Defender may then activate card abilities of their face-up, in-play cards to the enemy player’s hand. Rotate the card that allowed the sneak peek 180 that have not been activated yet. degrees to show it has used its ability that Turn. 4) Play additional cards that link to any card previously played by the 6.4 A Heavy Machine Gun (HMG) is considered Infantry for all purposes. HMG Defender in the Random Event Phase. may only be played by Attacker if it is played with an Improved Weapon or Improved Doctrine card. Attacker 6.5 The Improved Doctrine and Improved Weapon Bonus cards represent 7.9 After the Defender finishes playing cards for the Combat Round, Attacker the various tactical and technological advances made during the Great War. plays cards as described in the 4 steps above for the Defender. Defender may As such, they have the following special rules: interrupt with a Joker or Bonus card that cancels the Attacker’s card. 6.5.1 When played, they may be added to a specific card and immediately 7.10 Attacker MUST play at least 1 card with an Attack symbol on it. This may activated, giving that card additional abilities, subject to the target be played in either Combat Round 1 or 2. limitations on the Improved Doctrine/Weapon card. Place the Improved 7.11 If, at beginning of the Turn, the Attacker has no cards with an Doctrine/Weapon card so that it is slightly overlapping the card it modifies. Attack symbol, they must discard 1 Nationality card at a time and draw a 6.5.2 Cards with an Improved Doctrine/Weapon card attached cannot be replacement from their Nationality deck until an Attack card is drawn and then cancelled or discarded by any other card, unless the cancelling or discarding immediately plays that card. card also has an attached Improved Doctrine/Weapon card. Combat Round 2 6.5.3 Improved Doctrine/Weapon cards may be played and activated 7.12 Same as Combat Round 1, Defender plays first. Plus cards may be linked SIMULTANEOUSLY with the first card played by a player during their (added) to cards played in Combat Round 1 or in the Random Event Phase. Combat Round. This is an exception to the rule that cards may only be played one at a time. Optional Bonus Card Phase 6.5.4 If a card with an attached Improved Doctrine/Weapon card is 7.13 Defender (first) and Attacker may each play either 1 Bonus or Joker card cancelled or discarded, the Improved Doctrine/Weapon card is left in-play, (not both) and only a Bonus or Joker card this Phase. Activate their abilities contributing its BP to its owner’s total. However, it may not be a ttached to a immediately. Card abilites do not continue into the next Turn. new card during the Turn. Battle Resolution Phase 6.6 Leader (Jack) cards may be activated to combine additional cards, as 7.14 Each player totals their Battle Points (BP) for all Nationality, Neutral, and specified on the card and any extra abilities from an Improved Doctrine Bonus cards that are face-up. The player with the highest total captures all Bonus card. If the Leader (Jack) is not cancelled or discarded by the o pponent, the opponent’s played Nationality cards, even if they were cancelled (face- it can be activated to combine (add) 1 or 2 cards (or more cards depending on down). This includes Jokers with a Nationality symbol. The Defender wins ties. the Leader (Jack’s) ability or if modified by Improved Doctrine). Each card that is played by the combine ability is subject to the normal rules for playing and 7.15 The Winner may place into their hand for future use 1 of their own played activating cards, as in Sections 4.0 and 5.0. Nationality cards or 1 Neutral card played by either side. This may not be a Joker, face card (A, K, Q, J), Bonus card, or any other card with a white BP inside 7.0 TURN SEQUENCE a black circle. 7.1 A card played from your hand is placed face-up in front of you and is Draw Cards and End the Turn considered in-play even if it is cancelled and turned face-down. 7.16 Place all played Neutral cards, including Neutral Jokers, face-up in the 7.2 Each player must play 1 card in each Combat Round unless they have no Neutral discard pile. Discard all remaining Nationality cards face-up in the cards in their hand. The other player must still play 1 card if able. winner’s N ationality discard pile. 7.3 A player may play additional cards in a Combat Round only if such cards 7.17 Shuffle the RE card and any discarded Bonus cards back into their link (add) to or combine with cards already played and face-up (not cancelled). respective decks. 7.4 Each player must play 1 Nationality card during the Turn, played in either 7.18 Mark the Turn Winner on the Turn Track of the Battle Mat and place Combat Round unless they have no Nationality cards in their hand. markers to show total BP captured. IN THIS STEP COUNT ONLY THE BP OF CAPTURED NATIONALITY CARDS. DO NOT INCLUDE THE BP OF 7.5 Card abilities such as cancel, discard, and combine may only be used NEUTRAL OR BONUS CARDS. once unless otherwise noted on the card. With the exception of cards such as Fortifications and Trenches, once a card ability has been activated, turn that 7.19 In addition to any cards kept in a player’s hand, each player brings their card 180 degrees to show it cannot use that ability again in the Turn. hand back up to 9 as follows: 7.6 Playing a card and activating its ability are two separate actions. If the 7.19.1 Each player MUST draw 1 Bonus, 2 Neutral and 2 Nationality cards. opponent can cancel or discard the newly played card, that card may not be Additional Neutral and Nationality cards (any mix) are drawn to bring the activated after the cancellation. hand up to 11. (If a player has too many cards in their hand to draw the 5 required cards, then draw in this order until the hand reaches 11 cards: Random Event Phase 1 Bonus, then 1 Neutral, then 1 N ationality.) 7.7 Defender draws 1 Random Event (RE) card and places it face-up. Each .19.2 Each player then discards 2 cards to bring their hand size back down 7 player may play 1 Bonus or Joker card to cancel the RE card’s effects are then to 9 cards. applied and will last throughout the Turn. 7.20 Flip the Defender This Turn card and rotate the 10-sided die to the next Combat Round 1 highest number to begin the next Turn. Defender 8.0 END OF TURN 5 7.8 The Defender performs the following actions: 8.1 Discard all cards left in both player’s hands. Reshuffle all decks except for 1) Play 1 card from their hand that may or may not link to a card previously captured Nationality cards. Follow the instructions in the 2.0 GAME SETUP played by the Defender. This action must be done first, but the following section above to refill each player’s hand, then begin Turn 6. other actions can be performed in any order. 8.2 After 10 Turns, each side counts the number of cumulative captured BP to 2) When the Defender plays their card, the Attacker may immediately determine the game winner as described in Section 3.0 Victory Conditions. interrupt Defender’s play with a Bonus or Joker card that can cancel or
Huw Bennett (2007), "The Mau Mau Emergency as Part of the British Army's Post-War Counter- Insurgency Experience", Defense & Security Analysis, Vol. 23, No. 2, pp. 143–163. DOI: 10.1080/14751790701424705