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URBAN-OPS: the card game
URBAN-OPS: the card game
by (Self-Published), (Web published) (2010)
Player Count
2

Player Ages
10+

Playing Time
45 minutes
Categories
  • Card Game
  • Science Fiction
  • Dice
  • Wargame
  • Print & Play
  • Designers
  • Michele Esmanech
  • Mechanisms
  • Action Point Allowance System
  • Modular Board
  • Campaign / Battle Card Driven
  • Dice Rolling
  • Artists
  • Michele Esmanech
  • Family
  • Player Count: Two Player Only Games
  • Rating: 5.5/10 from 1 users

    Description

    Urban-Ops: the cardgame sees two squads of soldiers/mercenaries fighting in an urban environment (namely, an industrial city called Horizon) , using all sorts of equipment (from sniper rifles, to short barrel shotguns; from GPS to jetpacks; from assault rifles, to medical kits, and so on) to try to win the fight.

    The game has a very simple mechanic: after the players have chosen their squad (made of 6 different character, picked from the character pile, each with a specific background, image and abilities), they randomly place the locations (represented by cards) in which the fight takes place.

    Then draw equipment cards, and, one at time, each player can perform, during his turn, the following actions:
    1. draw up to 2 arsenal/equipment cards
    2. equip up to 2 arsenal cards to the characters
    3. move a character from a location to another
    4. activate a character to use an equipped item

    Once equipped, a card is used by rolling one D10: if the player rolls higher than the activation number (written on the equipment card), the item is successfully used, and players deal with its effects; otherwise, the card has no effect, and is discarded.
    As simple as that.

    But to give the game morespice, locations and character abilities give die roll modifications, so, for example, if you need to roll a 5+ to successfully use a rifle, but your character sucks at using ranged weapons, your roll will have a -1 modifier, so you'll need 6+.

    Modifiers will stack, so a bonus given by the character will add up to any bonuses or detractions given by locations, and vice-versa.

    As if this was not enough, hidden among the arsenal cards, there are event cards, that, when drawn, make an event happen (from earthquakes, which will destroy a location, to spies, that will make one of your characters change faction; from swarm attacks, that will make characters loose their equipment, to the arrival of mercenaries that will add a new character to the opposing squad). These events are actually thought to discourage players from continually drawing arsenal cards, and to randomize things around.

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