enemies as well as their protective strength against an opponent's attack. Players take turns executing the 5-Phase Turn Sequence: Reinforcement, Air Action, Recon, Bombardment, and Fire & Maneuver. The first player to initiate their sequence must complete it before the opposition can begin theirs. The Supply Cost Points from each of the units that each that a player decides to deploy are deducted from their total. Once a player uses all of their points, they can no longer bring any new cards into play, thus, the game begins to require more strategy as to which cards should be used when. Destroying attacks from the opponent is the only way to gain back Supply Points which can then be used to deploy additional Unit and Special cards. As numbers dwindle, the opposing HQ becomes far less protected and more vulnerable to attacks. The game ends when the HQ is finally captured at which point the Supply Points are added up to determine the winner. Reviews Pyramid #21 (Sept./Oct., 1996) References Card games introduced in 1995 Collectible card games