Introduction to Warpspawn Games


SETUP Each player places his units on his back two rows. Units may not stack. THE CARDS



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SETUP


Each player places his units on his back two rows.

Units may not stack.


THE CARDS


Players share a common deck.

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Orders Phase

Move Phase

Battle Phase

ORDERS PHASE


Draw 3 cards.

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

Max hand size = 5 cards.

Discard excess cards.


MOVE PHASE


Play (discard) a Move card to move one of your units.

Units cannot move through other units except for Psiloi who may

move through their own troops.

The move card has a number.

This is the number of spaces the unit moves.

A Unit cannot use a Move card with a value higher than its move limit.

Moves are diagonal or orthogonal.

Instead of moving just one unit in any direction, you have the

option of moving one or more units forward the indicated number of

spaces using a single move card.


BATTLE PHASE


Each of your units can make up to one attack (kill) on your turn.

If one of your units has an enemy unit in range that it can automatically

kill, then that unit is destroyed. No card needs to be played.

Instead of making an auto-kill you may play (discard) an Attack card to

have a unit attack any enemy unit in its range.

The target is destroyed unless it is immune to the attacking unit in

which case it is recoiled. A recoiled unit must move back one space if possible.

Attacks are diagonal or orthogonal.

Units cannot attack through other units.

The defender may play a Defense card to prevent the target card from being killed.

If a Recoil card is played the defending unit must move back one space or the

Card cannot be played.

Artillery cannot move and attack in the same turn.

To play a Supported Attack card the target must be in range of two of your units.

To play a Reinforced Defense card the target must be next to a friendly unit.

To play a Rally Defense card your general must be within 2 spaces of the unit.

To play an Outflank attack card the attacking unit must be closer to the

opponents edge of the board than the defending unit.

To play a Rough Defense card the target must be on Rough Ground

AUTOMATIC KILL TABLE


Unit Automatic Kill:

Auxilia Elephants, Bows, Psiloi

Warband Blades, Pikes, Artillery, Bow, Spear

Blades Bows, Auxilia

Spears Bows, Auxilia, Pikes, Cavalry

Pikes Blades, Auxilia, Cavalry

Cavalry Psiloi, Blades, Bow, Light Horse, Artillery, Auxilia, Warband

Knights Auxilia, Spear, Pike, Psiloi, Warband, Cavalry, Light Horse

Psiloi Elephants, Psiloi

Light Horse Elephants, Knights, Psiloi, Artillery

Bows Knights, Cavalry, Light Horse, Psiloi, Pikes, Warband

Artillery Elephants, War Wagons, Scythed Chariots

War Wagons Cavalry, Knights, Light Horse, Scythed Chariots

Scythed Chariots Knights, Blades, Warband, Light Horse, Auxilia

Elephant Knights, War Wagons, Warband, Light Horse, Scythed Chariots

IMMUNITY TABLLE


Unit Immune to:

Blades Bows, Artillery

Spears Bows, Artillery

Psiloi Everything that do not auto-kill Psiloi

Light Horse Everything that do not auto-kill Light Horse

Artillery Bows

War Wagons Scythed Chariots

CARD LIST NOTATION


M = Movement

A = Attack

D = Defense

X = Special

Type = Purpose of card

K = as a Knight would move in chess

# = Number of that type of card in the deck

CARD LIST


Card Name: # Range Type Notes

Move 5 1 M

Move 5 2 M

Move 5 3 M

Move 5 4-5 M

Move 5 K M Any unit with a Move of 3+

Attack 5 - A

Supported Attack 5 - A

Outflank 5 - A

Elite 5 - A/D Only by Elite units

Push 5 - D

Recoil 5 - D Move back 1 space

Reinforced 5 - D

Rally 5 - D

Rough 5 - D

Special Ability 8 - X

Scout 2 - X Look at opponents hand

TERRAIN TYPES


Distribute terrain as you see fit.

Clear = no modifications

Rough = All Units except Auxilia & Psiloi must stop upon entering Rough.

War Wagons cannot enter Rough.

Hills = Missile units get range +1

Impassable = No units may enter this space.


LINKS


Fanaticus

ADVENTURERS

INTRODUCTION


1930-1940’s Adventuring:

Save the damsel, defeat the villain, and recover the ancient artifact.


DECK


Players share a common deck.

Six sided dice are required.


VICTORY


Your Adventurer must be the first to visit 5 locations.

The last location must be an Ancient location.

You recover the ancient relic before your adversaries.

SETUP


Pick your adventurer type.

Draw 5 cards.

Roll high on 1D6 to determine who goes first.

ADVENTURER


Profession: Advantage:

Actor +1D6 vs Person cards if not using a weapon card

Archaeologist +1D6 vs Trap Encounters

College Professor Discard a card to look at the next 4 cards in the deck

Daredevil Pilot Draw an extra card when you play a Travel card

Gangster You may use enemy cards as weapon cards

Inventor Draw an extra card when you play a Weapon card

Museum Curator Draw an extra card when you play a Research card

Occult Expert Draw an extra card when you play an Ancient card

Private Investigator In draw phase draw an extra card and discard one

Reporter Hand size +2

Trapper +1D6 vs Animal Encounters

Soldier of Fortune +1D6 vs Enemy Encounters

Sea Captain +1D6 vs Water Encounters




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