Introduction to Warpspawn Games



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TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Fate Phase

Move Phase

Attack Phase

FATE PHASE


Draw 3 cards.

Max hand size = 5 cards.

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

Discard excess cards.


MOVE PHASE


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

The move card has a number.

This is the number of spaces the unit moves.

Moves can be diagonal or orthogonal.

Units cannot move through other units.

“Knight” type move cards allow a unit to move like a knight in chess.

The Knight move cards can only be used by units with a Move stat of 3+.

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

option of moving up to three units forward the indicated number of

spaces using a single move card.


ATTACK PHASE


Play (discard) an Attack card to have a unit attack.

The attack card has a number.

The unit must have a Strength value equal to or greater than the value of

the Attack card in order to use it.

Attacks can be diagonal or orthogonal.

The attack can be at a range equal to or less than the range stat of the attacking unit.

Units with ranged attacks cannot attack over (through) other units.

Each attack does one point of damage.

A unit reduced to zero Hits is killed and removed from the board.

Your opponent may play Defense cards to negate your attack.

A unit that becomes immobilized cannot move, attack, defend or use SA's.

SPECIAL ABILITIES


Most units have one special ability (SA).

Discard a SA card to have a unit use its special ability.

Some SA’s do not require a SA card to be discarded.

SPELLS


A unit as its special ability may know one or more spells.

Before the game starts, pick which spells the unit knows.

Spells must be picked from that races Spellbook list.

To cast a spell, just discard a SA card.


COMMON DECK CARD LIST NOTATION


M = Movement

A = Attack

D = Defense

N = Negate Move

SA = Special Ability

Str = Strength

# = Number of that card in the deck

Type = Purpose of card


COMMON DECK CARD LIST


Card Name: # Type Notes

Move 1 10 M move unit exactly 1 space

Move 2 8 M move unit exactly 2 spaces

Move 3 6 M move unit exactly 3 spaces

Move 4 4 M move unit exactly 4 spaces

Move K 2 M move unit as a Knight

Attack 1 8 A unit with Strength 1+ may attack

Attack 2 7 A unit with Strength 2+ may attack

Attack 3 6 A unit with Strength 3+ may attack

Attack 4 5 A unit with Strength 4+ may attack

Attack 5 4 A unit with Strength 5+ may attack

SA 20 SA Unit may use its Special Ability

Defend 5 D Negate Attack card played by opponent

Negate 5 N Negate Move card played by opponent


UNIT SPECIAL ABILITIES LIST


Attack = The unit may discard a SA card (instead of an Attack card) to make an attack.

Shield = The unit may discard a SA card (instead of a Defense card) to

negate an attack on itself.

Martyr = The unit may discard a SA card to take the damage directed at an adjacent unit.

Slay = The unit does 2 points of damage instead of one.

Leadership = All adjacent units get a Strength value of +1.

Berserk = The unit may make an additional attack each turn.

Spells (X) = The unit knows X number of spells.

Throw = The unit may discard a SA card to make an attack of a range of exactly = 2.

Explode = The unit may discard a SA card to kill itself and

do 1 damage to all adjacent units.

Regeneration = The unit may discard a SA card to regain one lost hit.

Scout = If adjacent to an enemy unit, the unit may discard a SA card to

look at your opponents hand.

Indirect Fire = The unit may make ranged attacks over other units.

Trample = The unit may continue to move after attacking.

Ride = The Unit may move twice per turn

Net = Target of range = 2 is Immobilized for 3 turns.


DWARF ARMY LIST


Cost Unit Name Move Hits Range Str Special Ability

9 Troll Slayer 2 2 1 3 Slay

11 Giant Slayer 2 3 1 4 Slay

8 Crossbows 2 1 3 2 None

10 Gunners 2 1 3 3 Attack

7 Clansmen 2 1 1 2 Shield

7 Axers 2 1 1 2 Throw

8 Berserkers 2 1 1 3 Berserk

7 Runner 3 1 1 1 Scout

9 Longbeards 2 1 1 2 Leadership

7 Hammers 2 1 1 2 Attack

8 Shield Bearers 2 2 1 1 Shield, Martyr

12 Champion 2 3 1 4 Attack

12 Dwarf Lord 2 3 1 3 Leadership

10 Rune Lord 2 2 1 2 Spells (3)

14 War Machine 4 4 1 4 Trample

7 Powder Keg 3 1 1 1 Explode

6 Adept 2 1 1 1 Spells (1)

11 Steam Cannon 1 1 5 3 Indirect Fire

DWARF SPELL BOOK


Spell Notes:

Thunder Attack with range of exactly = 4

Stone Skin Self or adjacent unit gets Shield Ability for 4 turns

Mend Restore one lost hit to self or adjacent unit

Sharpness Self or adjacent unit gets Attack Ability for 4 turns

Lore Look at next 7 cards in the deck

Petrify Range = 4. Target immobilized for 4 turns

Stone Rain Indirect Attack with range of exactly = 4


ORC ARMY LIST


Cost Unit Name Move Hits Range Str Special Ability

9 Assassin 3 2 1 2 Slay

9 Archers 3 1 3 1 Attack

7 Scimitars 2 1 1 2 Attack

9 Spy 4 1 1 2 Scout

15 Chieftain 3 3 1 4 Leadership

10 Shaman 2 2 1 3 Spells (3)

6 Hedge Wizard 1 1 1 1 Spells (2)

11 Boar Riders 4 2 1 2 Ride

7 Spears 2 1 1 2 Throw

6 Clubbers 2 1 1 1 Martyr

16 Ogre 3 4 1 5 Throw

13 Troll 3 3 1 4 Regenerate

10 Catapult 1 1 5 2 Indirect Fire

10 Black Orcs 3 2 1 3 None

11 Champion 3 3 1 3 Berserk

10 Half Orcs 3 1 3 2 None

7 Guards 2 1 1 2 Shield

8 War Drums 1 1 1 1 Leadership



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