# WAR: Guerrilla Tactics

## Objective
A competitive card game where players fight through repeated skirmishes, using support, information, and escalating waves of Guerrilla Warriors to survive attrition until only one player remains.

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## Setup

- Use a standard 52-card deck (no jokers).
- Each player takes one suit (13 cards).
- Each player shuffles their cards to form a draw pile.
- Each player also maintains a discard pile.
- A shared removed pile holds cards that are permanently out of the game.

Special cards:
- 2s – Guerrilla cards
- 7s – Spy cards

At the start of the game, the Guerrilla rank is 2.

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## Guerrilla Cards

- All cards from 2 up to the current Guerrilla rank are Guerrillas.
- All Guerrilla cards are considered the same rank when compared to each other.
- Guerrillas can form a pair with any other Guerrilla card, regardless of printed rank.
- Guerrilla rank may increase during the game, but never above 6.

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## Objective

Be the last remaining player.

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## Skirmish

Each skirmish proceeds as follows:

### 1. Draw
- Each player draws up to two cards.
- If you used support last skirmish, draw one card instead.
- If your draw pile is empty, shuffle your discard pile to form a new one.
- If you cannot draw, you are eliminated.

### 2. Play
- Each player selects one card.
- Normally, all players reveal simultaneously.
- If you captured a spy last skirmish, you must reveal first.

### 3. Evaluate
- Highest card wins.
- If multiple players share the highest rank, they are tied.

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## Support

If you are tied or losing, you may add support:

- Reveal your second card and add it to the skirmish.
- You may only support if it improves your outcome.
- If multiple players support, they do so simultaneously.

Resolution with support:
- Highest card still determines the winner.
- A pair of equal ranks beats any single card.
- Guerrillas count as the same rank when forming pairs.

Penalty:
- If you use support, you will draw only one card next skirmish.

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## Tie Resolution

If players are tied for best:

1. Each tied player draws two cards.
2. Each plays:
    - One card face down (support)
    - One card face up
3. Compare face-up cards.

- If still tied, repeat the process.
- Only tied players continue.

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## Loss of Forces

If any Guerrilla card was involved in the skirmish:

- Remove half of all cards used in the skirmish (rounded down).
- Place them face down in the removed pile.

If no Guerrilla cards were involved, no cards are removed.

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## Spoils

- Remaining cards are placed into the discard pile of the winning player(s).

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## Spy Cards

- 7s are spies.
- If you win a skirmish where an opponent revealed a spy face up:
    - You must reveal your card first next skirmish.
- Winning a skirmish where the only spy is the one you played does not trigger this effect.

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## Guerrilla Promotion

Before a skirmish, a player may propose increasing the Guerrilla rank if:

- All players have played at least one Guerrilla card, and
- The proposing player has no Guerrilla cards in hand

If accepted:
- The Guerrilla rank increases by one (maximum 6)

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## Cancellation & Recruitment

- Any player may cancel a promotion by revealing a Guerrilla card from their hand.
- If cancelled:
    - The revealing player recruits a number of cards equal to the current Guerrilla rank
    - Cards are taken from the proposer’s draw pile and placed into the revealer’s discard pile

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## Elimination

- If you must draw and cannot (no draw pile and no discard pile), you are eliminated.

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## Winning the Game

The last remaining player wins.

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## Variant (2 Players)

For a longer game:
- One player uses hearts + diamonds
- One player uses clubs + spades