Introduction to Warpspawn Games



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TURN SEQUENCE


Each turn has 4 phases:

Deal Phase

Draw Phase

Meld Phase

End Phase

DEAL PHASE


Fill your hand to 7 cards.

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


DRAW PHASE


You may discard up to 4 cards & draw replacements.

MELD PHASE


You may play a meld.

A meld consists of the following types of cards:

1 Hero (Heroine) card

2 Foe cards

2 Location cards

1 Travel card

1 Special card

Discard all Melded cards.


END PHASE


You may discard any cards from your hand you don’t want.

CARD TYPE NOTATION


H = Hero (Heroine) card

F = Foe cards

L = Location cards

T = Travel card

S = Special card

CARD LIST


Card Name: Type:

Agent H


Regular Joe H

Avenger H

Barbarian H

Star Warrior H

Explorer H

Con Artist H

Fem Fatale H

Nymphomaniac H

Survivor H

Dimensional Rift T

Star Portal T

Caravan T

Fantastic Steed T

Alien Vessel T

Space Hog T

Gateway T

Astral Guide T

Cosmic Whale T

Space Convertible T

Gratuitous Violence S

Gratuitous Sex S

Full Frontal Nudity S

Psychedelic Landscapes S

Gore Fest S

Epic Adventure S

Torture Scene S

Carnage & Mayhem S

Erotica S

Sex, Drugs, & Rock-n-Roll S

Corporate Mercs F

Giant Lizard F

Sea of Tentacles F

Giant Simian F

Space Pirates F

Alien Monk Fanatics F

Evil Doctor F

Psychopathic Torturers F

Mutants F

Deranged Robots F

Beast Men F

Void Demon F

Ancient Alien Shapeshifter F

Cyborgs F

Undead Horde F

Barroom Brawl F

Space Dogfight F

Hostile Natives F

Desert Siren F

Nameless Horror F

Ancient Ruins L

Mining Colony L

Edge of the Universe L

Plague Ship L

Giant Space Station L

Barren World L

Deadly Jungle L

Frigid Waste L

Asteroid L

Dead Moon L

Dreamscape L

Alien Hulk L

Megalopolis L

Research Station L

Ghost World L

Nightmare World L

Alternate Earth L

Virtual Reality L

Industrial Wasteland L

War Zone L

HOLYQUEST


By C Gerard Luft

INTRODUCTION


This one player game was originally used as a solo adventure system for

HOLYQUEST Fantasy RPG (which uses FUDGE). But it is simple enough for anyone

to pick up and play as a solo card and dice game. You play a group of four

adventurers fighting evil in dungeons and wilderness settings. This game was

designed using four fudge dice for attack/ defense and skill resolutions.

Below is a chart for using ordinary six sided dice:


FUDGE DICE CONVERSION TABLE


1D6 1DF

1 -1


2 -1

3 0


4 0

5 +1


6 +1

Example: If you roll 4DF with 4D6 and get 1 (-1), 5(+1), 4 (0) and 6 (+1)

your roll result would be +1 (-1+0+1+1=+1)

THE NOBLE ADVENTURERS


You begin the game with one of each Character Card:

KNIGHT POWER 4

SCOUT POWER 2,

DETECT TRAPS SKILL

MINISTER POWER 1 (May only Defend)

HEALING SKILL

PROPHET POWER 0

GUIDED MISSILE SKILL

HIDE SKILL

POWER


Power is the number that character adds to his attack or defense rolls in combat.

SKILLS


One skill may be used each turn. To succeed at a skill roll 4DF. On a 0 or

+1 and better, the skill is successful.


DETECT TRAPS SKILL


If successful, the Scout detects a trap card played, and the party avoids it

HEALING SKILL


If successful, the injuried character being healed is releaved of one hit

GUIDED MISSILE SKILL


If successful, one target receives 1 Hit

HIDE SKILL


If Successful, the entire party goes unnoticed by opponents. When

the Knight and Scout go to attack, they become visable, and can be attacked.

But the Minister and Prophet remains unnoticed until they use a skill during

that combat turn.


THE TURN

DRAW PHASE


The player draws 4 cards from the MONSTER DECK. All 4 cards are brought into

play.

DUNGEON/ WILDERNESS PHASE


If a Dungeon or Wilderness card is drawn it is played onto the table, and

remains their until anoth dungeon or wilderness card is drawn in the

following turns. If more than one dungeon or wilderness is drawn in the same

turn, only the first card is played. The other cards are discarded.


TRAP PHASE


If any traps are drawn, make a Detect Traps Skill Roll for the Scout for each

trap present. If a trap is detected, it is discarded. If it is not, then

each player takes one hit, and that card is then discarded. (See Damage below).

MONSTER COMBAT ROUND PHASE


All monsters drawn that turn must be combated at the same time.

The good guys go first.


ATTACK AND DEFENSE:


The attacker rolls 4DF and adds their POWER to the roll.

The defender then rolls 4DF and adds his POWER to the roll. If the

attacker's modified roll is greater than the defender's modified roll, then

he scores a Hit (see DAMAGE below). If the defenders are not yet defeated,

they may now attack, repeating the process above.

DAMAGE:


When a creature takes a hit, the card is SIDED (tilted 90 degrees).

Until healed that character has a -1 to its power. If that charcter takes

another hit, the card is then rotated upside down. Until healed, it has -2

to its Power. If it then takes a third hit, it is defeated (defeated

adventurers are removed from the game, and defeated monsters are discarded).

The MONSTER COMBAT ROUND repeats itself until one side is defeated. Once

combat is concluded the turn begins again. If the MOSTER DECK runs out of

cards, reshuffle.




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