From: Anteaus44@aol.com
Subject: Help me get a brand new game!-Anteaus
Hello, and welcome to another rousing edition of
Anteaus [insert cool name here]!
Today, my loyal followers, is not a Yu-Gi-Oh! day,
sadly, but rather a day where I, Anteaus, has
another awesome game ready to go. This one's called
Seek and Destroy, and here's the low-down:
Seek and Destroy:
Basic rules of play:
Object of the game: get your opponent's Life down to
0. Also, if you run out of cards to draw, you lose
as well.
There are eight countries that you can build your
deck around: the United States, Germany, Russia,
China, Britain, France, Japan, and Israel. Each
country has different strengths and weaknesses,
which make for good play-strategy all around and
unique decks that can go any number of ways.
There are four "sites" in the game: the Garrison,
the Country, the Junkyard, and the Battlefield. Each
Site has a unique place in the game that will also
be explained later on in the rules.
There are also three different types of cards:
Units, Operation Cards, and Deception Cards.
Starting the Game:
First off, before you do anything else, shake your
opponent's hand and wish him/her good luck.
Remember, it is just a game.
Determine who will go first. Anything from a toss of
a coin to the roll of a die will suffice.
Each player draws four cards.
The player who goes first draws one card. The player
who goes first cannot enter their Battle Stage
during their turn; however, they can enter all other
Stages. Then, once the player's turn ends, play
shift to their opponent and the player who goes
second now can enter all Stages of their turn.
The Units:
There are three distinct unit types in Seek and
Destroy: Army, Navy, and Air Force. However, each
Unit type also has a unit sub-type as well, and
there are many different sub-types for each Unit
that will be explained later on in the rules.
Units and their Effects:
Different Units will have different Effects. There
are three types of Unit Effects: Initiate Effects,
Swift Effects and Mobilization Effects.
Initiate Effects:
These Units can only use their effects if they are
"initiated," which means taking a Unit that is
face-down in Defend Position and switching it to
Attack Position.
Swift Effects:
These Units can use their effects only once per turn
(unless otherwise noted) and can use their effect
during either players' turn.
Mobilization Effects:
These Units use their effects only once: when they
are Mobilized.
What do the Units do?
The Units are your basic means for Attacking and
Defending your Life. Your draw-pile is also called
your country, but the thing that you want to defend
most is your Life. There are two things that you can
do with your Units:
Attack:
This is where your Unit declares an attack on an
opponent's Unit or on your opponent's Life.
Block:
This is where your Unit is designated as an Attack
target by your opponent's Unit.
Mobilizing Units:
All units have a Mobility Cost. If this cost is 4 or
higher, the Unit must wait one turn before
Attacking, but it can still Block. The Unit that has
a Mobility Cost 4 or higher comes out "depleted," or
as they say in other games, "tapped." However, if
the Mobility Cost is 3 or less, then the Unit can
Attack the same turn it is Mobilized.
You can only Mobilize one unit per turn, but you can
Secret Mobilize as many units as you want per turn.
Secret Mobilizations consist of any Unit being
Mobilized due to an Operation/Deception effect or a
Unit Effect.
Operation Cards:
Operation Cards are the cards that you can use at
any time during your turn (except during a Battle).
These cards constitute the cards that help your
Units gain an advantage during Battle as well as
before and after Battle. They can do anything from
destroy your opponent's Units to draw cards from
your Country. There are three different types of
Operation Cards:
Normal Operation Cards:
These cards are Operation Cards that are activated
and then junked directly after activation. It has a
Stack Count of 1.
Constant Operation Cards:
These cards are Operation Cards that remain in your
Garrison, face-up, after activation and stay in your
Garrison until they are destroyed. It has a Stack
Count of 1.
Swift Operation Cards:
These cards are Operation Cards that can be
activated during your opponent's turn. They are the
only Operation Cards that can do that. It has a
Stack Count of 2.
Deception Cards:
Deception Cards are the cards that can only be
activated after being Garrisoned (placed face-down
in your Garrison) for one turn. These cards are used
for a variety of reasons and there are different
types of Deception Cards as well as Operation Cards:
Normal Deception Cards:
These cards are Deception Cards that are activated
and then junked directly after activation. It has a
Stack Count of 2.
Constant Deception Cards:
These cards are Deception Cards that remain in your
Garrison, face-up, after activation and stay in your
Garrison until they are destroyed. It has a Stack
Count of 2.
Swift Deception Cards:
Swift Deception Cards are the only type of card that
cannot be stacked on top of by any other card. It
has a Stack Count of 3.
The Stack:
The Stack is the way in which Operation, Deception,
and certain Unit cards are activated and their
effects resolved. The Stack builds effects of cards
on top of each other, and then resolves down. Here
is an example:
Player A activates an Operation Card with Stack
Count 1. Player B activates Deception Card with
Stack Count 2 to counter the effect of Player A's
Operation Card. The effects then resolve down, like
this:
Activation Order:
Player A
Player B
Resolution Order:
Player B
Player A
A more complicated version of the Stack goes like
this:
Activation Order:
Player A
Player B responds to Player A
Player A responds to Player B
Resolution Order:
Player A's last card played
Player B's card
Players A's initial card
The Stack is only relevant when responding to other
Players' Operation/Deception Cards.
Stack Count:
Each card has a Stack Count. A card with a Stack
Count of 1 cannot be activated in response to any
card. A card with Stack Count of 2 can be activated
in response to a card with a Stack Count of 1 or 2
only. A card with Stack Count of 3 can be activated
in response to any card with any Stack Count.
These cards have a Stack Count of 1:
Normal Operation
Constant Operation
Initiate Effect Units
Mobilization Effect Units
These Cards have a Stack Count of 2:
Normal Deception
Constant Deception
Swift Operation
Swift Effect Units
These Cards have a Stack Count of 3:
Swift Deception
Treaties:
There are certain cards in Seek and Destroy that
allow a player to have cards of more than one
Country in their deck. These cards are special and
are called Treaty Cards. These cards have their own
special Zone and cannot be destroyed by any card
effect. The Treaty Card is there merely to let your
opponent and any judges know that you are legally
using more than one Country in your deck. However,
you can only have one Treaty in your deck. Repeat:
You can only have one Treaty card in your deck.
Before starting the game, make sure that your Treaty
Card is in its respective Zone so there is no
confusion. A Treaty Card does not count toward the
50 Card minimum.
Stages during a Turn:
There are several different stages throughout the
course of your turn that you must enter. During any
stage any Deception Card as well as any Swift
Operation Card can be activated (unless otherwise
noted) as long as you have met the requirements for
that Card.
The Different Stages are:
Draw Stage:
This Stage is where you draw your next card from
your Country.
Deploy Stage:
This is the Stage where you can Mobilize Units (only
one per turn, remember), Activate/Garrison Operation
Cards, Garrison Deception Cards, Initiate Units or
use any Swift Effects that a Unit may have.
Battle Stage:
This is where you declare an Attack on one of your
opponent's Units or his/her Life. His is how the
Battle Stage is set up:
1. Declare an Attack. You do this by selecting your
Unit and selecting one Opponent's Unit.
2. If no Operation/Deception Cards are activated,
compare your Units' Attack Value to your Opponent's
Units' Defense Value. If your Attack Value is
higher, then your opponent's Unit is destroyed and
junked. If your Attack Value is lower, your Unit is
destroyed and junked. If both values are the same,
then both Units are destroyed and junked.
3. After the Battle is resolved, you may either a)
declare another attack with another Unit you control
or b) exit the Battle Stage and proceed to the
Supply Stage.
Supply Stage:
This stage comes after the Battle Stage and is
basically a second Deploy Stage. Anything you can do
in the Deploy Stage you can do in the Supply Stage.
End Stage:
This is the stage where you declare that your turn
is over and your opponent's turn is about to begin.
Unit Sub-types:
As stated earlier, there are different sub-types for
each Type of unit. They are as follows:
Army sub-types:
Infantry
Battalion
Division
Regiment
Corp
Marine
Artillery
Navy sub-types:
Patrol
Cruiser
Battleship/Battle cruiser
Aircraft Carriers
Submarines
Air Force sub-types:
Bombers
Fighters
Stealth fighters
Light craft
Helicopters
Special Privileges for certain sub-types:
Bombers and Fighters can only be blocked by
face-down units.
Battleships and Stealth Fighters can only be blocked
by other Battleships and can only block Air Force
and Navy Units.
Submarines can only be destroyed by other
Submarines.
Sites:
There are four Sites in Seek and Destroy: The
Garrison, Country, Junkyard, and Battlefield. Here's
a breakdown of each:
Garrison:
The Garrison is where any Operation/Deception cards
are played. In this Site, you can place Deception
Cards, activate Operation Cards, and store face-up
Constant Operation/Deception Cards. There is a
6-card limit (you can only have a maximum of six
Operation/Deception cards at any given time here),
which means that if all your Garrison spaces are
filled, you cannot activate any Operation Cards
until you free a zone (remember, Deception cards
must be placed for one turn before use).
Country:
The Country is your deck. There is a minimum card
limit of 50 cards, but other than that your deck can
go as high as you want.
Junkyard:
This is where any spent Operation/Deception Cards
go, as well as discarded cards and Units that have
been destroyed. It's your "Graveyard."
Battlefield:
This is where the Units actually wage war. There is
a seven-unit limit (which means that you can only
have up to seven Units on the Battlefield at any
given time) on the Battlefield. Here you can
Mobilize Units in either face-up Attack position or
face-down Defend position, Initiate Units that have
been face-down for a turn, Attack your opponent's
Units and switch a Unit from face-up Attack to
face-up Defend position.
© 2006 Ian Couture. No part of this document may be
used or reproduced in any way, shape or form without
the direct written consent of the author.
Yeah, it's way long, but you know what? It's really
cool, so e-mail me and let me know what you think!
Cheers,
Anteaus
P.S. Be sure that you don't break the copywright
without consulting me first. I know it sounds mean,
but I will go after you if you do. This is years of
work right here, so don't mess with it!
:)