In one final twist to our apocalypse game, I fired up the good old MS publisher and created a unique set of Mission/Objective cards. I always search around for Objective Cards for captains but have never been able to locate any. I also wanted them to work in a unique way and to emphasize the team captain role in an apocalypse game.
In all there are 18 of the cards, each with either a twist or perk for a team to use in an apocalypse game. Some of the cards give an individual a way to score an extra point for their team. Some provide a way to create trouble for the opponents. Others provide a one time shot of resources the general can provide to get the most out of their troops. You can find them all by clicking through the resources tab at the top, or through the image below:
The way these cards will be utilized is that each team captain will receive one full set at the beginning of the game. Then at the beginning of each team turn, both captains will assign a card to a player on the team whose turn it is. This is their decision alone and they may not converse with their team to decide how to use or allocate them. Here are the rules:
1. At the beginning of each team turn, both team captains (good and bad team captains) must select one card from his or her set. This card must be assigned to a player on the team about to take their turn. This represents orders coming from on high. One order should be easily achieved as it is provided by the captain from the team taking the turn. The other order should be more difficult to achieve or not as useful since it is coming from the opposing team.
2. A captain may NOT give a second card to any player on a team, in future turns, until he has given a card to each player on that team, including captains. (Note: both captains keep track of this separately, so it is possible for them both to give a card to the same player on the same turn).
3. The card must be used or completed on that turn only. If it is not completed or used by the end of the team turn then it must be discarded.
4. Captains must provide a card if they have them. In very long games the orders will stop coming in the final turns.
5. At the bottom of the right hand corner of some cards is a star like design. In this design there is sometimes a number. The number indicates how many points can be gained for the team for completing an objective. Likewise the negative numbers show how many points a team loses if some cards are used.
6. Cards with a negative number are always optional to make use of! If a captain assigns a negative number card to his opponents they may choose to ignore the advantages the card entails. If it is ignored no deduction of points occur.
These rules have some implications:
Firstly, you are dealing with limited resources. If it is not your teams turn, you still have to give a card to the opponents. So you have to be careful to give away cards that you don’t think will do them much good. But you also need to give away the cards that you don’t think your side will make use of later. If it is your teams turn and you are the captain you have to provide your team with something achievable.
Feel free to use these cards and let me know what you think, of course!
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