This document provides instructions for 3 command cards for a game. Each card allows the activation of 2 units or commanders of a specific color - red, blue, or green. When drawing a new command card, the player draws 2 cards and chooses 1 to keep while discarding the other. 3 copies of each card are needed to build the full command card deck.
This document provides instructions for 3 command cards for a game. Each card allows the activation of 2 units or commanders of a specific color - red, blue, or green. When drawing a new command card, the player draws 2 cards and chooses 1 to keep while discarding the other. 3 copies of each card are needed to build the full command card deck.
Original Description:
Card Set 1 to allow you to play Afriboria Colonial Period wargame rules.
This document provides instructions for 3 command cards for a game. Each card allows the activation of 2 units or commanders of a specific color - red, blue, or green. When drawing a new command card, the player draws 2 cards and chooses 1 to keep while discarding the other. 3 copies of each card are needed to build the full command card deck.
This document provides instructions for 3 command cards for a game. Each card allows the activation of 2 units or commanders of a specific color - red, blue, or green. When drawing a new command card, the player draws 2 cards and chooses 1 to keep while discarding the other. 3 copies of each card are needed to build the full command card deck.
individual commanders. When drawing a new command card, draw two, choose one and discard the other. 2 2 PROBE Activate 2 blue units or 2 individual commanders. When drawing a new command card, draw two, choose one and discard the other. 2 When drawing a new command card, draw two, choose one and discard the other. PROBE Activate 2 green units or 2 individual commanders. YOU NEED 3 COPIES OF EACH OF THESE CARDS FOR YOUR COMMAND CARD DECK