by Lloyd Krassner
INTRODUCTION: 2-6 player Card Game; players are Arms Dealers out to make big profits. OBJECT: Have the most money at the end of the game. THE DECK: There are 76 cards in the deck. There are 5 types of cards: Weapons, Sellers, Buyers, Interception, Evasion. OTHER MATERIALS: Use play money to represent profits. SETUP: Each player starts with 5 cards. Randomly determine turn order. TURN SEQUENCE: Players take turns. Draw Phase Deal Phase Intercept Phase Profit Phase DRAW PHASE: Draw one card. If there are no cards left in the deck, the game is over. You can have a maximum of 7 cards in your hand. Discard excess cards. DEAL PHASE: You may trade cards with other players. You may pass the rest of the turn or lay down a'Deal' face up. A deal must include a seller card, a buyer card, and one or more Weapons cards of the same type. INTERCEPT PHASE: Other players may play Intercept cards from their hands. You may play Evasion cards from your hand to counter the Intercept cards on a one for one basis. If more Intercept cards are played than Evasion cards, the Deal is discarded and the profit phase is skipped. PROFIT PHASE: If your deal was not intercepted you make a profit equal to the progression table incorporated into the Weapon card list. For example: If your deal had one Chemical card you would make $5. If your deal had 4 missile cards you would make $110. Some buyers and sellers will increase or decrease your profits. Discard your deal and draw one card. Sorry, but there was no room this issue to print miniature cards as we have in the past. He sure to visit Lloyd's WarpSpawn Games website: hitp://wvw.angelfire.com/games2/warpspawn/ It changes almost every week!
EVASION CARD LIST
Staging Post : 2 Front Company : 2 Diplomatic Immunity : 2
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