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AoF - Mission Cards v3.0.0

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Raven Sigurd
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0% found this document useful (0 votes)
20 views

AoF - Mission Cards v3.0.0

Uploaded by

Raven Sigurd
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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AGE OF FANTASY – MISSION CARDS v3.0.

General Principles General Rules Fixed - Battle of Wits


Mission Cards: These rules were created Objectives: Place 6 objective markers. Players compete in completing as many
to give players a dynamic way to play, Players roll-off to go first and alternate of their own objectives as they can
with shifting mission objectives. in placing one marker each outside of before the end of the game.
deployment zones and over 9” away
Print & Play: Print and cut all 36 cards. Personal Decks: Each player gets a
from each other.
We recommend inserting them all in personal deck of 36 mission cards.
card sleeves, and you can also insert a Controlling Markers: At the end of each
Generating Missions: At the beginning
regular playing card for rigidity. round, if a unit is within 3” of a marker
of each round, players draw cards from
while enemies aren’t, then it’s seized
Roll & Play: If you prefer you can also their own deck until they have 3, which
and remains seized even after leaving.
choose not to cut out the mission cards, are placed face up on the table.
Shaken units can’t seize markers and if
but instead roll two dice to determine a
units from both sides are contesting a Scoring Cards: At the end of each
random card. To do this roll each die
marker, then it becomes neutral again. round, players check if they have
one at a time, where the result of the first
completed at least one condition on any
one stands for decimals whilst the result Victory Conditions: The game ends
of their cards. If they did, then they must
of the second one stands for units. Then after 4 rounds, and the player that
score the one worth most victory points,
check the top left number of the cards to scored most victory points wins.
and discard that card from the game.
see which one you got. Note that this
Optional - Final Objectives: At the end
method can only be used when playing Discarding Cards: After scoring cards,
of the game, players get 1 VP for each
with fixed decks. each player may discard one of their
objective that they seized.
remaining cards from the game.
Example: A player rolls two dice, with the
first result being a 2 and the second result Fixed - Total Domination
being a 1. This would mean that card 21
(Seize 1) is chosen. Players compete in completing the same
set of objectives before the game ends,
Fixed Deck Games: Pick one of the racing to be the first to complete them.
following game types to play with the
standard deck of 36 cards: Shared Deck: Both players share a
single deck of 36 mission cards.
• Battle of Wits
Generating Missions: At the beginning
• Total Domination
of each round, draw cards from the
Custom Deck Games: Pick one of the shared deck until there are 3, which are
following game types to play with placed face up on the table.
custom decks of 18 cards:
Scoring Cards: At the end of each
• Direct Challenge round, players check if they have
• Strategic Ruse completed at least one condition on any
• Planned Gambit of the cards. If they did, then they must
• Coordinated Recovery score the one worth most victory points,
• Logistical Supremacy and discard that card from the game. In
• Tactical Paragons case of a tie neither player scores it.

Discarding Cards: At the end of each


round, the player with the lowest total
score may discard one of the remaining
cards from the game.

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AGE OF FANTASY – MISSION CARDS v3.0.0

Custom Deck Rules Custom - Direct Challenge Custom - Coordinated Recovery


Preparing Decks: After deployment, The players must challenge their The players may shuffle discarded
each player must put together a deck of opponent to complete specific missions. missions back into their deck.
18 unique cards, chosen from the
Special Rules: At the beginning of each Special Rules: At the end of each round,
standard 36 cards.
round, each player must select one of after scoring and discarding cards, each
Generating Missions: At the beginning their opponent’s cards to be their player may select up to two cards from
of each round, players draw cards from challenge card for that round. Whenever their discard pile and shuffle them back
their own deck until they have 5 cards in a challenge card is scored, the player into their deck.
their hand, and then they must place gets +1 VP for it.
cards face up on the table until they
Custom - Logistical Supremacy
have 3 cards in front of them.
Custom - Strategic Ruse
The winning player may hold additional
Hidden Mission: Whenever players are The winning player must reveal all of mission cards in their hand.
their cards, whilst their opponent may
placing cards on the table, they may Special Rules: At the beginning of each
keep all of their cards hidden.
place one of them face down, if they round after the first, if one player has
don’t already have a card that is face Special Rules: At the beginning of each seized more objective marker than their
down on the table. Players may turn round after the first, the player with the opponent, they may draw cards until
their hidden card face up at any time. highest total score must turn all of their they have 6 in their hand instead of 5.
Scoring Cards: At the end of each hidden cards face up, and the player
with the lowest total score may turn any
Custom - Tactical Paragons
round, players check if they have
completed at least one condition on any of their cards face down. In case of a tie, The players may pick specific missions
of their cards on the table. If they did, each player must turn their cards face to be completed by their heroes.
up/down until they only have up to one
then they must score the one worth most Special Rules: At the beginning of each
victory points, and discard that card card that is face down again.
round, each player may select one of
from the game. Custom - Planned Gambit their own cards to be their paragon card
Discarding Cards: After scoring cards, for that round. Paragon cards may only
The players may force their opponent to
each player may discard one of their be scored by units containing a hero,
change their active mission cards.
remaining cards from the game. and the player gets +1 VP for it.
Special Rules: At the beginning of each
Optional - Mulligans: At the beginning round, after cards have been placed on
of the first round, after drawing 5 cards, the table, each player may select one of
players may opt to mulligan. The cards their opponent’s cards, and return it to
are shuffled back into the deck, and the their hand. The opponent must then
player draws a new hand of 4 cards. place another one of their cards on the
table to replace it.

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