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       #Post#: 175--------------------------------------------------
       Escalate!
       By: Knight Errant Date: January 12, 2013, 12:40 am
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       Escalate!: The Cold War Card Game
       Designed, tested and produced by Knight Errant
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       Escalate! is a card game of diplomacy, intrigue and conflict set
       during the cold war. Players compete to amass points by
       manoeuvring through diplomatic incidents, spy wars and proxy
       conflicts in order to prove the superiority of their national
       ideology.
       You will need:
       -A standard pack of 54 playing cards
       -A piece of paper
       -A pen
       -2 to 4 players (one of whom is also the dealer)
       The Cards:
       -Incidents:
       >King = Proxy Conflict
       >Queen = Spy War
       >Jack = Diplomatic Incident
       -Agents:
       >10, 9, 8 = Soldier
       >7, 6, 5 = Spy
       >4, 3, 2 = Diplomat
       -Other:
       >Ace = U.N Resolution/Veto
       >Joker = Nuke
       Object of the Game:
       To prove your idealogical superiority by being the first to
       amass 30 (2 players), 25 (3 players) or 20 (4 players) victory
       points!
       To Play:
       1) Shuffle the deck. The dealer hands cards face-down to each
       player until all have 5 cards.
       2) The player to the dealer’s left begins by placing down any
       Incident card. If they do not hold an Incident card, they must
       ‘defer’ to the next player. If all players defer, then each must
       return one card to the discard pile and be dealt a new one until
       at least one player can play an Incident. If they do hold an
       Incident card but wish to play tactical, they can ‘pass’ the
       play to the next player. If it turns out that only they hold an
       Incident card, they must then play it.
       3) Playing an Incident card sets up an Incident. The other
       players must then try to manipulate the incident in their favour
       through the use of Agents. Different Incidents require different
       combinations of Agents:
       -A Diplomatic Incident (Jack) can only be resolved by Diplomats
       (4, 3, 2 of any colour)
       -A Spy War (Queen) can be resolved by either one Spy (7, 6, 5)
       or two Diplomats at a time
       -A Proxy Conflict (King) can be resolved by one Soldier (10, 9,
       [nobbc]8)[/nobbc], two Spies or three Diplomats at a time
       Going clockwise from the instigator of the Incident, players
       must try to ‘turn’ the Incident by placing down the necessary
       Agent/s. The last person able to lay down the necessary Agent/s
       ‘wins’ that Incident and reaps the Victory Points from it.
       4) V.Ps are as follows:
       -Diplomatic Incident = 1 point
       -Spy War = 2 points
       -Proxy Conflict = 3 points
       After an Incident is won, the dealer deals cards to bring each
       player’s hand up to 5 cards again. The victor of the previous
       Incident begins the next turn.
       5) At any time during an Incident, a player may choose to
       ‘escalate’ the conflict to turn the cards in their favour or
       stave off defeat. This is done by placing a higher-value
       Incident on top of the current pile. All players must
       subsequently ‘play against’ the new Incident unless somebody
       else chooses to escalate it further. Each Incident card on the
       table adds up for the final Victory score; e.g a Diplomatic
       Incident, Spy War and Proxy Conflict won at the same time would
       give 6 V.Ps to the winner. Thus, escalation risks placing more
       points into your opponent’s hand, but gives you the chance to
       score big as well.
       6) Aces are United Nations cards. An Ace can be played against
       any Incident at any time as a U.N Resolution and can only be
       beaten by a Veto – that is, another U.N Ace played on top of it.
       7) Jokers are nukes. A nuke card can be used to instantly knock
       another player out of the game. If a nuke card is played and
       another player also holds a nuke card, the first nuker is
       knocked out of the game along with his target. In 2-player games
       this equals M.A.D (both players win/lose), but in games with
       more players this effectively eliminates half the field, leaving
       the remaining player/s either victorious or in a final duel. If
       nobody else has a nuke card, however, then only 1 player is
       knocked out (unless the nuker holds both nuke cards, in which
       case they can knock more than one player out). In M.A.D games
       where all players are nuked, the player with the highest
       pre-nuke score wins posthumously.
       [nobbc]8)[/nobbc] If all cards from the deal pile are expended,
       the discard pile is shuffled and put back into play.
       Special/Alternate Rules:
       -3+ Player Passes: In games with 3 or more players, players can
       declare ‘pass’ at any time to avoid playing a card and thus wait
       to see what others put down. You may want to put a pass limit on
       every Incident, however, to avoid a circle of passers with no
       plays.
       -S.A.L.T: Remove the Nukes from the deck before playing. Players
       can only win via victory points.
       -M.A.D: Aces are Nukes, Jokers are U.N resolutions.
       -Gunboat Diplomacy: Remove the U.N cards from the deck before
       playing.
       An example Escalate! play (based on actual random hands):
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       -Player 2 would start, as they are technically to the left of
       the dealer.
       -Their opening move, unless they chose to pass, would be to lay
       down their Queen to initiate a Spy War Incident.
       -Player 1 has 1 Spy (6), so they can respond to this. In this
       instance they do, placing the Spy on the Queen to turn it in
       their favour.
       -Player 2 can counter this with one of their own Spies (5 or 6),
       which they do.
       -Player 1 has no Spies left. They do, however have a King, so
       they escalate the conflict into a Proxy War by placing it down.
       -Player 2 has a Soldier (10), so they set this atop the Proxy
       War to turn it.
       -Player 1 also has a Soldier (9), however, so they counter
       Player 2 by setting this down.
       -Player 2 cannot respond with a single Diplomat or Spy on their
       own, so the Incident goes to Player 1, who receives 5 Victory
       Points (2 from the Spy War and 3 from the Proxy Conflict).
       -Both players are dealt 3 cards to replenish their hands, and
       Player 1 (the victor) begins the next turn.
       #Post#: 176--------------------------------------------------
       Re: Escalate!
       By: PsychoBunni Date: January 12, 2013, 2:45 am
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       thats actually awesome.
       Also.
       This has to go here.
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