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The Following book details the various rules needed to properly play the game.
The sections include: General rules, card layout(inluding abilities and stats),card types,turn procedure,
combat,winning and losing, and other miscellaneous rules regarding gameplay.
General Rules
This section details the specifications of deck size, card limits, setting up the field, mass production and
order of attacking and the Graveyard.
Deck Size: Decks must consist of at least 55 cards and the player must have at least 20 cards in each
deck. Decks can be as large as the player wishes.
Card Limits: Unit cards, Equipment cards, Defense Cards, Building cards and Terrain cards are
limited to 4 per deck. Special cards are limited to 3 per deck and basic rarity gold producing buildings
are limited to 10. Elite rarity cards of any card type are limited to one per deck.
Setting up the field: The playing field is split into 4 lines: Offensive Line, Mid-Line, Defensive Line
and Base Line. Each line has a specific purpose and function.
Offensive Line: Only unit cards can be placed in this line and while placed in this line they can attack,
counter and use their Opportunity if they have one.
Mid-Line: Only Defense cards can be placed in this line.
Defense Line: Only unit cards can be placed in this line and while placed in this line they can't attack or
counter, but instead have their defense value added onto their health.
Base Line: Only Building and Terrain cards can be placed in this line.
Offensive Line
Defensive Line
Mid-Line
Base Line
Your deck should be split into two decks, one consisting of all Defense, Building, Equipment and
Terrain cards. The other should consist of all Unit and Special cards in your deck.
Mass Production: This term refers to the reduced price a card receives when a player has more Tech
than needed to place a card. For example, if a card cost 0 tech and $300 and you have 1 tech, the card
instead cost $200.
Order of Attacking:
While a player has cards on Offensive Line, the other player can't attack cards on Mid-Line or Defense
Line until the players Offensive Line has no cards occupying it. Also, while a player has cards in
Defensive Line, the other player can't attack the players leader until the player has no cards occupying
Defensive Line. If a card in Defensive Line is attacked and the damage dealt is more than the health of
the card being attacked, the remaining damage is automatically dealt to the leader. Example: A card in
Defensive Line has 5 health and the enemy card deals 7 damage to it, the remaining 2 damage would
go to the leader.
Graveyard: The graveyard is where cards are sent when they're destroyed. Example: If a unit card is
destroyed, it is placed in the graveyard. Support cards are not placed in the graveyard, but instead
placed elsewhere and cannot be brought back through card effects that allow pertain to reviving cards.
Card Layout
Cards found in Shellshock include two sets of stats, as well as many other values that affect gameplay.
1
2
3
4
5
1. Damage values: These values indicate the amount of damage the card can do. The value on the
left, or in this case 5 is the amount of damage this card can deal to Infantry units, while the
value on the right, which in this case is 2, is the amount of damage this card can deal to
Vehicle and Air units.
2. Health Values: These values indicate the amount of damage the card can take. The value on the
left, which in this case is 4, means that this card can take 4 Infantry damage since it's an
Infantry card. The value on the right, which in this case is 1, is the defense value and is only
active while the card is in Defensive Line. If this card was placed in Defensive Line, its defense
value would be added onto its health value, giving it a total health of 5.
Card Abilities: Most cards have abilities that define their role in a deck. These abilities can be
separated into two categories: Passive abilities and Active Abilities.
Passive Abilities: These abilities are generally active at all times and maintain the same effect
at all times. Examples would be abilities such as Agility and Persistence.
Active Abilities: These abilities, such as First Blood and Last Stand, only activate under certain
situations and their effect varies between cards.
Attacking/Countering: This section can be broken into single attacks, group attacks, and countering.
1. Single Attacks: A single attack is when a single unit card attacks an enemy card. If performing a
single unit attack, your unit must have enough damage to destroy the enemy unit.
2. Group Attack:A group attack is when multiple units attack a single card. There is no limit on
how many cards can attack a single card.
3. Countering: When a card is attacked, it deals it damage to the unit that is attacking it. If multiple
cards are attacking one card, it deals it damage to only one of the attacking cards.
*Cards can't attack or counter while in Defensive Line.
Winning/Losing
This section details the ways to win, and lose, the game.
If the enemy leaders health reaches 0, then the enemy player loses. If your leaders health reaches 0,
then you lose the game. There are multiple ways to reduce a leaders health to 0.
1. Attacking: Unit cards can attack the enemy leader and reduce its health to 0.
2. When a player can't draw cards from their Unit deck, their leader takes 5 damage each turn.
3. When a player has over $10,000, the enemy leader takes 10 damage for every turn the player
maintains that amount of money.
Miscellaneous Rules
1. Effects that alter rules always take precedent over the standard game rules.
2. Cards with 0 for any stat value can not be buffed in a way that would change the stat. For
example, if a card has 0/0 damage and is buffed to gain +1/1 damage, the card would not be
able to gain the damage.
3. If a card with a blood-lust ability attacks another card and dies in the process, the effect still
triggers.
4. If a cards effect is impossible to complete, then the effect is ignored.
5. Cards can't be reduced below $100.
6. If a card is brought back into play from the graveyard through a card or an effect and it has a
First Blood effect, the effect is not triggered.
*This rulebook is expanding and is subject to change. To keep up-to-date with new versions, visit us at
www.shellshocktesting.weebly.com