Overkill Cards
The WARP Overkill Cards

Overkill Cards


The Overkill is a new type of Challenge Card in all respects. They are played in step 7 (main players play Challenge Cards face down). We estimate that you should include 1 Overkill card per 20 cards in the deck. The effects of playing an Overkill are as follows:

Overkill vs. Attack: The side playing the Overkill wins automatically, regardless of the total on the opposing side. The losing main player takes consolation from the winner.

Overkill vs. Compromise: The side playing the Overkill wins automatically. The losing main player takes double the normal consolation from the winner.

Overkill vs. Overkill: Both sides win. The offensive main player establishes a base on the planet. Any of the defender’s tokens on the planet remain there. In a normal cone challenge, offensive allies each establish a base on the planet while defensive allies return to bases and collect rewards. In a reverse cone challenge, defensive allies each establish a base on the planet while offensive allies return to bases and collect rewards.

It is unclear what should happen if Overkill vs. Overkill occurs in a moon challenge, as both players cannot be on a moon. One possibility is that the defender returns his tokens back to bases while the offensive player gets a base on the moon. Another possibility would be for the tie to go to the defender in that he would stay on the moon, the offensive player would return to bases, but it would count as a successful challenge for purposes of continuing his turn. A more vicious possibility would be for the moon to explode due to all of the firepower. Remove the moon from the game, and send the tokens on both sides to the Warp.

Things would get a lot ‘more complicated in the presence of Kickers, but as there are both positive and negative Multiplying Kickers, let us just make the rule that you may not play a Kicker if you play an Overkill. This keeps it simple and also prevents the Overkill player from dumping a Kicker before having to give consolation. If somehow you have revealed an Overkill and also have a Kicker played (Sorcerer, Chosen, Xx), the Kicker is ignored and discarded. Reinforcement cards cannot be played if either side played an Overkill.

However, if the opposing player played a Multiplying Kicker and a non-Overkill card, the consolation effects may be modified. In the following, 0 is Overkill, A is Attack, C is Compromise, K is the positive or negative value of the Kicker, Pl is player 1, P2 is player 2, and T2 is the number of tokens P2 had in the challenge:

Pl P2 winner consolation
0 K*A Pl P2 gets T2 from Pl
0 K*C Pl P2 gets T2*(K+l) from Pl

So the only modification to consolation occurs when the opposing player plays a Multiplying Kicker and a Compromise Card. For example, if P2 had 3 tokens in the challenge and played a Kicker 3x, he would get 3*(3+l) = 12 cards in consolation. Likewise, if he had played a Kicker -2x, he would get 3*(-2+1) = 4 cards; that is the Overkill player would get 3 cards from his hand in consolation.

The Emotion Control Edict would be extended to enpower it to turn all revealed Challenge Cards into 14 t m volume 2, number 2 Compromise Cards.

If one of the cards that Deuce reveals is an Overkill, the Overkill supersedes the other. He discards the Overkill and retains the other card.

Chosen has another killer card that he can hope for. Clone would kill for one of these in his hand. Filch is fairly happy with these. More firepower in general for any power that has access to a lot of cards (Philanthropist, Miser, Mutant, Trader, etc.).

Things get a lot more complicated if Cavalry is in the challenge. In the following, A is Attack, C is Compromise, 0 is Overkill, AMP is Allied Main Player, OMP is Opposing Main Player:

Cavalry AMP OMIP winner consolation
A/C NC 0 OMP AMP & Cav from OMP
A/C 0 A/C AMP OMP from AMP
0 A/C A/C AMP OMP from Cav
0 0 A/C AMP OMP from AMP and Cav
A/C 0 0 both none
0 A/C 0 both none
0 0 0 both none


Expansion by Nick Sauer and Mike Arms