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CLASS MISSION

CLASS MISSION
MILITARY OPS

GAME MANUAL - TEXT VERSION
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CLASS MISSION: TACTICAL LEARNING - GAME MANUAL ======================================== MISSION OBJECTIVE ======================================== How to Win: Earn the most Mission Points by answering questions correctly and strategically using action cards against rival troups. ======================================== GAME STRUCTURE ======================================== MISSION ROUNDS: • Field Marshal posts a question • Troups submit answers • First 3 correct answers earn cards • 1st place: 3 cards, 2nd: 2 cards, 3rd: 1 card • All participants receive a Med Kit card ACTION ROUNDS: • Timed combat phase (30s - 3min) • Play action cards against enemies • Eliminate operatives, steal cards, block troups • All actions require Field Marshal approval ======================================== KEY CONCEPTS ======================================== OPERATIVES: Your team members. If sent M.I.A., they can't participate until rescued or next round. ARSENAL: Your hand of action cards. Use them strategically during action rounds. MISSION POINTS: The ultimate score. Earn them by receiving Mission Complete cards when answering correctly. MISSION BUCKS: Personal currency earned for supporting your troop through action cards (Medkit, Escape, Resurrection). Your Mission Bucks are additive-only — you can never lose them! They accumulate in your personal vault and can be spent at the BX (Base Exchange) on cosmetic items for your base. ======================================== MISSION COMPLETE CARDS ======================================== These cards add points directly to your score automatically when received: • Mission Complete - 15 Points Adds 15 mission points instantly • Mission Complete - 12 Points Adds 12 mission points instantly • Mission Complete - 9 Points Adds 9 mission points instantly • Mission Complete - 6 Points Adds 6 mission points instantly • Mission Complete - 3 Points Adds 3 mission points instantly ======================================== OFFENSIVE ACTION CARDS ======================================== CAPTURE: Send one enemy operative M.I.A. for 1 round SMART BOMB: Eliminate entire enemy troop for 1 round EMP BOMB: Block enemy troop from answering next round BOOBY TRAP: Plant hidden trap that sends one enemy operative M.I.A. SNATCH & GRAB: Steal one random card from enemy's hand COUNTER-ATTACK: Strike back at troop that just attacked you (only playable after being attacked) PRECISION STRIKE: Send one enemy operative M.I.A. for 2 rounds (extended) AMBUSH: Send one enemy operative M.I.A. AND steal 1 card (double attack) ======================================== TEAM-WIDE ATTACKS ======================================== ARTILLERY STRIKE: Send 2 random enemy operatives M.I.A. SUPPLY RAID: Steal 2 random cards from enemy SABOTAGE: Target loses half their mission points ======================================== SUPPORT & DEFENSE CARDS ======================================== These cards reward Mission Bucks when used: RECON & REPORT: INSTANT - Spy on enemy's hand (no approval needed) RESURRECTION: Revive ALL your M.I.A. operatives immediately → Rewards: $150 Mission Bucks (added to your vault) ESCAPE: Free one of your M.I.A. operatives → Rewards: $75 Mission Bucks (added to your vault) MED KIT: Heal one M.I.A. operative (awarded automatically to all participants) → Rewards: $50 Mission Bucks (added to your vault) ======================================== AUTO-DEFENSE CARDS ======================================== These cards automatically block specific attacks when in your arsenal: EMP BLOCK: Automatically blocks EMP Bomb attacks BUNKER: Automatically blocks Smart Bomb and Artillery Strike CONVOY PROTECTION: Automatically blocks Supply Raid SMOKE SCREEN: Automatically blocks Precision Strike SECURITY PROTOCOL: Automatically blocks Sabotage RECON SWEEP: Automatically blocks Ambush ======================================== PROCEDURES FOR STUDENTS ======================================== DURING MISSION ROUNDS: 1. Wait for Field Marshal to post a question 2. Work with your troop to find the answer 3. One operative submits the answer through War Room 4. Wait for Field Marshal approval 5. If approved and in top 3: receive reward cards 6. Mission Complete cards add points instantly 7. Action cards go to your arsenal for later use DURING ACTION ROUNDS: 1. Wait for Field Marshal to start timed action round 2. Quickly coordinate with your troop 3. Select a card from your arsenal 4. Choose your target (enemy troop/operative) 5. Submit action for Field Marshal approval 6. Watch for "Action Pending" status 7. If denied, card returns to your hand 8. Support cards (Medkit, Escape, Resurrection) award Mission Bucks when used! MISSION BUCKS REWARDS: When you use a support card to help your troop, you earn Mission Bucks: • Med Kit: +$50 Mission Bucks • Escape: +$75 Mission Bucks • Resurrection: +$150 Mission Bucks Your Mission Bucks are YOURS to keep and accumulate. Check your vault to see your total! IMPORTANT RULES: • If you're eliminated: you cannot participate until next round • If you're blocked: you cannot answer the next question • M.I.A. operatives cannot submit answers or play cards • Recon & Report is the only instant card (no approval needed) • Counter-Attack can only be played after being attacked • Mission Bucks are additive-only — you can never lose them ======================================== PROCEDURES FOR TEACHERS ======================================== MISSION CONTROL WORKFLOW: 1. Start Round: Enter question and optional media URL, then activate 2. Review Answers: Approve or deny submitted answers as they come in 3. Award Bonus Cards: Optionally give extra cards to any troop 4. End Round: Click "End Round" - cards are auto-awarded to top 3 5. Action Round: Start timed action phase (30s-3min) 6. Approve Actions: Review and approve/deny card plays 7. Next Round: Advance to next round when ready CARD AWARD SYSTEM: Automatic Awards (when ending round): • 1st correct answer: 3 random cards • 2nd correct answer: 2 random cards • 3rd correct answer: 1 random card • All participants: 1 Med Kit card Manual Awards: • Use "Award Cards" panel anytime • Quick award buttons for 1st/2nd/3rd place • Or manually select specific card types OVERRIDE CONTROLS: In Manage Troups, you can manually clear: • Elimination status (Smart Bomb effects) • Blocked status (EMP Bomb effects) • M.I.A. operative status • Use these for game resets or error corrections ======================================== STATUS EFFECTS ======================================== M.I.A. (MISSING IN ACTION): • Cannot submit answers • Cannot play cards • Visible on GameBoard and War Room • Recovers automatically after specified rounds • Can be freed early with Escape, Resurrection, or Med Kit BLOCKED: • Cannot answer next mission question • Can still play action cards • Blue "BLOCKED" badge on GameBoard • Clears automatically next round ELIMINATED: • Entire team sent M.I.A. • Cannot answer questions or play cards • Red "ELIMINATED" badge on GameBoard • Clears automatically next round ======================================== STRATEGIC TIPS ======================================== FOR STUDENTS: • Speed matters - first correct answer gets most cards • Hold defense cards for protection • Target the leader to even the playing field • Use Recon & Report to spy before attacking • Save powerful cards for critical moments • Use support cards (Medkit, Escape, Resurrection) to earn Mission Bucks for yourself! • Check your vault in your Profile to track your Mission Bucks wealth FOR TEACHERS: • Award bonus cards to struggling teams • Use action rounds sparingly for maximum impact • Mix difficulty levels throughout game • Create tension and drama with narration • End game on a high note • Remind students that support cards earn them personal Mission Bucks! ======================================== END OF MANUAL ========================================