The Rules of BATTLECARDS
Even as you read this, Nightrun and the Deceptiquan are revising and
improving the rules and card designs for maximum enjoyment during
gameplay. Here are the rules as they were in 1997.
Theme:
It's all-out war as various robot armies battle for
ultimate supremacy across the galaxy.
Object:
By building and upgrading a custom army of robots, the
player attempts to conquer his opponent's battlefields, while at the same
time defending his own battlefields from invasion.
Card Descriptions
- Battlefields:

These are the territories that the characters
fight over. some territories have special affects on certain warriors
that battle on them (i.e. fighting at the ark gives all autobots a
special power boost). If at any time a player has no battlefields in
play, and doesn't bring out another during his/her next turn, then that
player loses the game.
- Characters:

These are the warriors themselves. They are the troops
that are gathered and used to conquer and defend battlefields. There are
many different armies, ranging from the Autobots and Decepticons from
The Transformers, to the Veritech, Zentradi, Robotech Master, and
Invid armies of Robotech, to the Servo, Tech, and Vector armies of
Metalface. Each character has a Power value, a Skill value, and a
class designation. Power determines how much punishment the character
can dish out and withstand before being 'scrapped'. Skill determines how
many different actions the character is able to perform during battle. The
class designation determines what kind of actions the character can
perform.
- Actions and Special Actions:

The Actions are used to alter the
course of any particular battle. Actions subtract from a character's
skill points, but add an additional power boost to the character.
Special
Actions require skill levels equal to the character's skill level, but
instead of fighting, the character would have the option to alter the
course of battle in another way (Ressurecting a dead warrior, calling for
backup, disrupting the circuits of the attacking character, etc.). These
are specific to whatever class the character fits into.
Some Special Actions are specific to one particular character. Each
character has one, and no one else can use it except that character.
- Transformations:

These allow a character to convert into another
form. They can be placed, replaced, or taken off any time before or after
battle, but once battle begins, the character is stuck in whatever form
the player put it in prior to the battle. On the transformation card is a free
action which can be used only when the card is used, in which case,
all actions and special actions are forfeited for that battle (unless, of
course, the player has a card which allows him to combine bioshell
actions and regular or special actions). Some characters (Usually
Veritechs and Triplechangers) have multiple Transformations.
Note: in the T-bot version, these cards are also called
Bioshells.
- Intangibles:

Intangibles can change the game in many different
ways. A player may use an Intangible card at any point in the game,
regardless of who's turn it is. Because of the vast variety of
Intangibles, there are only two rules: 1 once an Intangible is
used, it must be discarded immediately. If the Intangible says 'Play
until discard', it stays down until it is destroyed by another card.
2 If the word NOW appears on the card, it must be played as soon
as it is drawn, or as soon as it is available to be used. If a NOW card
is not used immediately, the card becomes null and void, and must be
discarded. If any NOW cards is in a player's hand at the beginning of the
game, then they must be used within three turns of the game's beginning.
Class Designations
This is a list of all of the classes that the characters would fit into.
this determines Action card availability.
- Tactical These are commanders, leaders, Strategists, and
tactitians.
- Combat These are the warriors, gunners, assaulters, and supporters
- Science These are the Mechanics, Scientists, Medics, and
Engineers.
- Relay These are the communicators, couriers, fuelers, and
transporters.
- Covert These are the spies, recon, scouts, saboteurs, and
trackers.
Gameplay
- 1. Each player customizes a 50 card deck, with at least 10 characters
and no more than 8 battlefields. 3 battlefields are taken out, and the
rest of the deck is shuffled.
- 2. Each player sets up an 'area' by laying the three battlefields in
front, and drawing eight cards from the deck. then the player places all
characters that were drawn in a 'homecamp' area which is usually directly
behind the three battlefields. . After that, the player determines where
the 'scrapile' for destroyed cards will be, as well as the area for
'claimed' area for conquered battlefields. At that point, the player can
either draw more cards until he/she once again has eight, or he/she can
elect to begin play.
- 3. On a turn, the player draws a card (Maximum amount of cards in a
hand is eight). The plaer could choose to use a card that he/she has
either drawn or is in hand, but only one of each type of card may be
brought out per turn. After doing that, the player could choose to lay
claim to an opponent's battlefield. The target battlefield is placed
directly between the two players, and a character from the player's
homecamp is placed on it. The Defnding player can either concede the
battlefield, or defend it. If the opponent defends the battlefield, then
a character fromt he opponent's homecamp is placed on the battlefield, so
that both characters are fully visible. if they already haven't been
used, Action and intangible cards may be cast to enhance either
character. After all the cards are cast, the battle is over, and the
character with the highest power wins. The winning character is put back
into the home camp, and the losing character is put into the scrapile.
once a character is scrapped, then all bioshells and special actions
specific to that character are removed from the game.
If the battlefield was successfully conquered, then it is put in the
player's claimed area. If it was successfully defended, then it is put
back with the other battlefields. A new battlefield can be placed as soon
as it is drawn. All actions and special actions used are then placed into
the scrapile.
- 4. Intangibles can be used at any time, during any player's turn.
- 5. if at any time a player has no battlefields in play, the player
has to draw a battlefield in his/her next turn, or that player loses. If
a player's deck runs out, then that player loses the game.
Questions? Comments? Email either one of us at the following addresses:
juquanw@umich.edu
niterun@ix.netcom.com