Introduction to Warpspawn Games


GAME DESIGNERS NOTES Protoss deck will be posted soon. SCOOBY DOO MYSTERY GAME



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GAME DESIGNERS NOTES


Protoss deck will be posted soon.

SCOOBY DOO MYSTERY GAME

INTRODUCTION


Solve Mysteries with Scooby Doo & the gang of Mystery Inc.

Card game for 2+ players.


DISCLAIMER


Scooby Doo is a licensed, trademarked, copyrighted property.

This is merely a fan site.


WINNING


The first player to solve 3 Mysteries is the winner.

THE DECK


Players share a common deck

SETUP


Shuffle the deck.

The youngest player goes first.


TURN SEQUENCE


Players take turns.

Each turn is divided into 4 phases:

Mystery Phase

Find Clues Phase

Chase Phase

Capture Villain Phase


MYSTERY PHASE


Lay the top eight cards of the deck face up on the table.

These are known as clue cards.


FIND CLUES PHASE


Players (starting with the current player) take turns taking one clue card and

Putting it into their hand. Continue until all 8 clue cards are taken.

Max hand size is 13 cards. Discard excess cards.

Special cards take effect (played & discarded) as soon as they are picked.


CHASE PHASE


Any player may discard 2 of a kind from their hand to draw 2 cards from the

top of the deck and put them into their hand.


CAPTURE VILLAIN PHASE


Any Player may solve a Mystery.

To solve a Mystery, you must play from your hand the

following combination of 7 cards:

1 Scooby card

1 Shaggy card

1 Fred card

1 Velma card

1 Daphne card

1 Villain card

1 Location card


CARD LIST


Card Name: # Type

Scooby Doo 8 Scooby (Character)

Shaggy 8 Shaggy (Character)

Freddy 8 Freddy (Character)

Daphne 8 Daphne (Character)

Velma 8 Velma (Character)

Zoinks 1 X = Opponent must discard 1 random card

Scooby Snacks 1 X = Draw 2 cards

Mystery Machine 1 X = Draw 3 cards and discard 2

Jeepers 1 X = Opponent must discard a Character card

Mystery Club Convention 1 X = Take a Location clue card & go again

The Van Breaks Down 1 X = Opponent must discard a Location card

Scrappy Doo 1 X = Counts as Velma & Fred

Gypsy Woman 1 X = Look at next 8 cards in deck & go again

Secret Identity 1 X = Opponent must discard a Villain card

Velma loses her glasses 1 X = This card does nothing

The Malt Shop 1 X = Discard all Character Clue Cards

Best Pals 1 X = Counts as Scooby & Shaggy

Chase Scene 1 X = Counts as any card type for Chase Phase

Pull off the Mask 1 X = Draw a card & go again

The Girls 1 X = Counts as Daphne & Velma

I have a Plan 1 X = Take 2 Clue Cards

Captain Cutler 1 Villain

The Creeper 1 Villain

Snow Ghost 1 Villain

Shadow Phantom 1 Villain

Dracula 1 Villain

Miner 49’er 1 Villain

Chinese Zombies 1 Villain

Frankenstein’s Monster 1 Villain

Haunted Castle 1 Location

Spooky Island 1 Location

Ship Graveyard 1 Location

The Big Top 1 Location

The Wax Museum 1 Location

The Abandoned Mine 1 Location

The Lighthouse 1 Location

Funland Park 1 Location

# = number of copies of that card in the deck.

X = Special


STAR FLEETS



INTRODUCTION


Card game for two players.

Battle between opposing fleets in the Star Trek Universe.


THE DECKS


Each player gets one unique deck.

DOWNLOAD CARDSET


Thanks Zak. This set is awesome!

Goto Zaks Site


CARDS


Types of cards include:

Ships, Personnel, Control, and Combat cards.


FLEET TOTAL


Each player starts with a Fleet Total of 100 points.

VICTORY


You win if you reduce your opponents Fleet Total to zero points.

SHIPS


All ships are designated as Small, Medium, Large, or Fighters.

All ships have an Attack Score and a Defense Score.

Shield cards played with large ships get Defense +2

Shield cards played with small ships get Defense -1

Shield cards played with fighters get Defense -2

Evasion cards played with large ships get Defense -1

Evasion cards played with small ships get Defense +3

Evasion cards played with fighters get Defense +4

Ships with Initiative get to attack first in Combat.

Ships with Command give Initiative to any one ship every turn.


TURN SEQUENCE


Players take turns.

Each turn has 4 phases:

Warp Phase

Deployment Phase

Control Phase

Combat Phase


WARP PHASE


Both players Draw 5 cards.

If your deck runs out, shuffle the discard and draw from it.


DEPLOYMENT PHASE


Put all Ships you draw into play (face up in front of you).

Place Personnel Cards into play onto Ships just deployed.

A ship may have a maximum of 1 Captain, 1 Officers, and 1 Crew.

CONTROL PHASE


Ships with Detect allow you to look at your opponent’s hand.

If the hand contains Cloak cards you may discard one.

Discard all Control cards played at the end of this phase.

COMBAT PHASE


Declare a target for each of your ships.

A target can be any opposing ship or the opponents Fleet.

If the defender has any ships not being attacked, those ships may block any

attacker they like.

A ship does damage equal to its Attack rating.

Every ship has a Attack & Defense rating. Attached Personnel add to these ratings.

Players may play Combat cards onto their ships to increase the Ship’s

Force & Defense ratings.

If the Attack total is greater than the target ships Defense Rating, the

target is destroyed.

The Attacking & Target ships simultaneously do damage to each other.

Ships with “Initiative” get to apply their attack first.

If a ship is attacked by two or more ships, it applies its Attack rating to

them in any combination it likes to the attackers.

If a ship is attacked by two or more ships, the attackers combine their

Attack ratings but not their Defense ratings.

If the Fleet is attacked and the attacker is unblocked, subtract a number of

Points from the Fleet Total equal to the Force of the attacking ship.

Discard all Combat cards played at the end of this phase.

If a ship is destroyed, all of its fighters are destroyed too.




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