Introduction to Warpspawn Games



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DICE & PIECES


· Six and ten sided dice are needed.

· Each player has a pawn to represent his or her

adventuring party on the board. Use a small trinket to represent

the Objective. There is only one Objective.


THE BOARD


· The board is a single winding path of connected spaces

with a Start Space and an End Space. The path should be 30 Spaces long.

· The First Space represents the start.

· Spaces 2-15 represents travel through the first scenario module.

· Spaces 16-29 represents travel through the second scenario module.

· The End Space is the final destination where the Objective is found.


THE DECKS


· There are 2 decks for each scenario:

· The Module 1 Deck and the Module 2 Deck

· Each deck has one of each card in its card list.

THE UNITS


· Each player controls a group of units called a Party.

The scenarios will detail the make up of the units in the party,

their attribute and starting dispositions.

TURN SEQUENCE


· Players take turns.

· Each turn consists of 3 phases:

1. Move Phase

2. Draw Phase

3. Challenge Phase

MOVE PHASE


· Roll 1D6. Move that number of spaces towards the end space.

· You automatically stop when you enter the end space.

· If you are the first to land on the end space your party acquires the Objective.

· Once a party has acquired the Objective then all other

players may move their parties in either direction on the path.

· The party with the Objective must move towards the start space.

· The first party with the Objective to reach the start space wins the game.

DRAW PHASE


· If you land on an empty space in spaces 2-15 draw a card from the Module 1 deck.

· If you land on an empty space in spaces 16-29 draw a card from the Module 2 deck.

· If you land on an opponent’s party do not draw a card.

· If a deck ever runs out, shuffle its discard and draw from it.

· Cards are of 2 types: Challenge cards & Aid cards.

· Place Aid cards in your hand.

· Challenge cards are encounters your party faces immediately in Challenge Phase.

CHALLENGE PHASE


· Each challenge card lists one or more skills.

· Roll 1D6 and add the number of those skill levels present in your party.

· If the skill listed is X2 then add twice the number of that skill level in your party.

· Discard Aid cards to gain skill levels in the skill indicated on the card.

· This is the Skill Roll.

· Next roll 2D6. This is the Challenge Roll.

· If the Challenge Roll is less than or equal to the Skill Roll you win the challenge.

· If the Challenge Roll is greater than the Skill Roll you fail the challenge.

· The adventure card may say what happens if you win or lose the challenge.

· If the card does not give directions and you lose the

challenge, one of your party members is killed or lost.

· One random non-leader party member is killed. The Leader is always the last to go.

Example of Resolving Challenges:

· Lets say the party has 3 levels of agility & they face an agility X 2 challenge.

· They would add (3 x 2 =) 6 to their Skill Roll.

· If the party had 2 levels of agility they would add 4 not 6.

· If the party had 0 levels they would add nothing.

Yes, the odds are almost always against the party. They need a

lot of luck to make it back. As an optional rule to make life

easier for the party roll 1D10 instead of 1D6 for the Skill Roll.


DIFFICULTY MODIFIER


· Abbreviated DM.

· This is a property of individual Challenge cards.

· The DM is added to the Challenge Roll.

MOVING ONTO AN OPPONENTS PARTY


· If you land on an opponent’s party there will be a fight.

· The current player rolls 1D10 on the Skill List Table.

· Both players make Skill Rolls. In case of a tie nothing happens.

· The loser loses a party member. The winner takes the

Artifact from the loser if the loser was in possession of the Artifact.

_______________________________________________________________________________

PLAYING WITHOUT CARDS


*By Salo:

At least in solo....

The mechanism is simple. Just make a list of all challenge cards

with exel (or whatever spreadsheat you prefere) and randomize the

list. Then print it out.

Now, when you face a chalenge, roll 1d10. If you get 7, you face

the seventh challenge on the list. When you have dealed with the

chalenge, mark it used. When you face another challenge, roll

the 1d10 again. If you get a 10, then you face the 10th UNMARKED

challenge on the list.

Just make sure, that there are 10 more challenges in the list

than there are spaces on the game board.

The challenges that top the list happen more often than those at

the bottom of the list. This property can be used without

randomizing by the game designer.

Hope you get what I mean.

*By Tomwsmf:

Another way of doing this, though it would introduce more

instances of a thing/event goes something like this.

Make a table of all the cards in a deck, number them.

-Each card now as a unique number (cardnumber)

-Take the Number of Cards in the list, divide that number by 100.

(totalcards/100)

-Each card is then given a Percentile Number equal to

(cardnumber)*(totalcards/100)

When you are asked to draw a card roll a percentile (2d10 the

first die being 10's the second die being 1's or use the 2d6

method descibe in countermoves issue 2) and consult the card table

Say you have a deck of 7 card

(totalcards/100)=14.28

Card Percentile



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