Make your own free website on Tripod.com


ATTRITION






INTRODUCTION
Two player Card game simulating trench warfare in WWI

OBJECTIVE
Reduce your opponent to 0 troops, or 
Capture all six territory markers

SUPPLIES
Use change to represent troops. 1 cent = 1 squad
One or more six sided dice are needed
Cards will have to be made to play. The deck contains around 60 cards
Six markers to represent territories

SETUP
Play is from a common deck
Players start with no cards
Each player starts with a battalion of 100 squads
Each player starts with 3 territory markers
Roll high on 1D6 to determine turn order

TURN SEQUENCE
1. Logistics Phase
2. Artillery Barrage Phase
3. Charge Orders Phase
4. Defender Fire Phase
5. Trench Fighting Phase

LOGISTICS PHASE
Active player draws a card

ARTILLERY BARRAGE PHASE
Active player fires his big guns killing 1D6 enemy squads

CHARGE ORDERS PHASE
Active Player may declare he is charging, if not...
Roll 1D6, on a roll of 1 the player is ordered by his superiors to charge
Over the Top Boys!

DEFENDER FIRE PHASE
Occurs only if active player charged
The defender kills 1D6 attacking squads in no-mans-land with mostly small arms fire

TRENCH FIGHTING PHASE
Occurs only if active player charged
Both sides lose 2D6 squads in the hand to hand fighting
If the attacker kills more squads than the defender the attacker takes a territory
marker from the defender




CARD LIST		NOTES
Heavy Shelling		Active player plays in Barrage Phase. +1D6 squads killed
Machine Gun		Defending player plays in Defender Fire Phase. +2D6 squads killed
Hand Grenades		Either player plays in Defender Fire Phase
			Negate a Machine gun card or kill 1D6 enemy squads
Bunker			Defending player plays in Barrage Phase 
			Negate casualties caused by artillery (Bunker Destroyed)
Barbed Wire		Defending player plays at end of Defender Fire Phase
			Play an additional Defender Fire Phase
Tank			Active player plays in Defender Fire Phase 
			Negate a Barbed Wire or a Machine gun card
Reinforcements		Active player plays in Logistics Phase. Gain +1D6 squads
Mustard Gas		Active player plays in Barrage Phase. +2D6 squads killed
Gas Masks		Defending player plays in Barrage Phase
			Negate casualties caused by Mustard gas
Mine Field		Defending player plays in Defender Fire Phase. +1D6 squads killed
Flame Thrower		Either player plays in Trench Fighting Phase. +1D6 squads killed
Bayonets		Either player plays in Trench Fighting Phase. You lose 1D6 squads 
                        Opponent has 2D6 Killed
Typhoid Fever		Active player plays in Logistics Phase. 1D6 squads killed
Major Offensive		Active player plays at end of turn
			Go again but skip Logistics & Artillery Barrage Phase
Ariel Reconaissance	Active player plays in Logistics Phase
			Look at opponents hand and discard one of opponents cards
NOTES
Cards are discarded right after they are played
When making the deck include 4 of each card


VARIANTS
Play with fewer squads
Gain 1D6 reinforcements each turn
Draw 2 cards per turn







Return to Warpspawn Mainpage