Introduction to Warpspawn Games



Download 8.66 Mb.
Page123/270
Date31.03.2018
Size8.66 Mb.
#45297
1   ...   119   120   121   122   123   124   125   126   ...   270

FOES DECK


Card Name: # Type Points

Plot of Aphrodite 1 P 1

Plot of Apollo 1 P 1

Plot of Ares 1 P 1

Plot of Hades 1 P 1

Plot of Zeus 1 P 1

Plot of Hera 1 P 1

Plot of Artemis 1 P 1

Plot of Athena 1 P 1

Plot of Poseidon 1 P 1

Plot of Bacchus 1 P 1

Save the Village 1 P 1

Test of Friendship 1 P 1

Rescue Sidekick 1 P 1

Character Growth 1 P 1

Fulfill Prophecy 1 P 1

Titan 1 M 10

Sorcerer 1 M 9

Dream Self 1 M 8

Cyclops 1 M 7

Giant 1 M 7

Warlord 3 M 6

Harpies 1 M 5

Hydra 1 M 7

Minotaur 1 M 6

Centaurs 1 M 5

Sea Serpent 1 M 8

Skeletons 2 M 2

Barbarians 1 M 4

Soldiers 2 M 3

Bandits 3 M 3

Amazonians 1 M 4

Pirates 1 M 3

Maze 1 M 4

Ogre 1 M 6

Doppelganger 1 M 7

Backstaber 1 M 5

Evil Warriors 3 M 4


WAR IN HELL

INTRODUCTION


2 Player Card game.

Diabolic Fantasy theme

The Arch Devils Intrigue and do battle to control the 9 Planes of Hell.

Each player controls a Faction of Arch Devils.


VICTORY


Control all 9 Planes of Hell

THE BOARD


Place 9 (Finely Illustrated) cards in a row.

Each card represents one of the Planes of Hell from 1 (highest) to 9 (lowest).


THE DECK


Players share a common deck

Arch Devils and Dukes of Hell are considered to be Leaders.

Lesser & Greater Devil cards & Monster cards are considered to be Legions.

Legions & Leaders are Units.

A Leader with attached Legions is referred to as an Army.

A Stack is a Leader with or without attached cards.

A Host refers to all the units of a player in the same Plane.

MARKERS


Each player gets a set of markers of a unique color.

These are used to mark control of Planes and Units.


SETUP


Each player draws 9 cards.

Discard & redraw if you did not draw at least 1 Arch Devil.

No Units may move until each player has had 1 turn.

TURN SEQUENCE


Players take turns.

Each turn has 7 Phases:

Summon Phase

Host Phase

Intrigue Phase

Gate Phase

Battle Phase

Reinforcement Phase

Control Phase

SUMMON PHASE


Draw 3 cards.

HOST PHASE


You may put Leaders & Legions face up into Play from your hand.

Arch Devils must start on their Home plane.

(Each of the 9 Arch-Devils control 1 Plane of Hell)

You cannot play an Arch Devil if an opponent controls its Home Plane.

Dukes of Hell may start in any plane you control.

Legions are attached (Stacked with) to Leaders you control.

Place a control marker on your Stacks to indicate ownership.

INTRIGUE PHASE


Each player gets 100 Intrigue points.

Players use these points to secretly bid on every Leader in Play.

Your Bids on Leaders you already control are worth double.

Bids are revealed simultaneously.

Players gain control of those Leaders they won the bid for.

(You get the Leader & all attached cards.)

Replace control markers as required.

If tied, flip a coin.

Leaders lost to Intrigue are called Traitors.

GATE PHASE


Each of your Armies may move 1 Plane higher or lower.

A Leader without attached Legions may be moved to any Plane.


BATTLE PHASE


The current player is the Attacker. Other players are Defenders.

Battle occurs when opposing units occupy the same Plane.

Every unit has a Force value.

Each player adds up the Total Force value of all their units in the Plane.

Players may play Event cards to increase their sides Total Force value.

The side with the lower Force value is completely destroyed (discarded)

The side with the higher Force Total gets to keep units with a Force

Total equal to or less than the difference between the Totals.

The Winner always gets to keep at least 1 Unit (a Leader)

Legions, if attached to a General for that type, get Force +3.

An Army with Flyers gets Force +5 if facing a Host with no Flyers.

REINFORCEMENT PHASE


Each of your Armies may move 1 Plane higher or lower.

A Leader without attached Legions may be moved to any Plane.

Units may not move into Planes occupied by enemy units.

You may put Leaders & Legions face up into Play from your hand.

Arch Devils must start on their Home plane.

You cannot play an Arch Devil if an opponent controls its Home Plane.

Dukes of Hell may start in any plane you control.

Legions (& Relics) are attached (Stacked with) to Leaders you control.


CONTROL PHASE


Max hand size is 9 cards.

Discard excess cards.

Put a Control marker on any Plane you occupy (Remove enemy marker).

CARD LIST NOTATION


A = Arch Devil

D = Duke of Hell

G = Greater Devil

L = Lesser Devil

E = Event

CARD LIST


Card Name: # Type Force Notes:

Asmodeus 1 A 20 General: Pit Fiends

Baalzebul 1 A 17 General: Hell Hounds

Tiamat 1 A 13 General: Dragons

Geryon 1 A 14 General: Bone Devils

Dispater 1 A 15 General: Erinyes

Belial 1 A 16 General: Scaly Devils

Mephistopheles 1 A 19 General: Ice Devils

Moloch 1 A 13 General: Horned Devils

Mammon 1 A 14 General: Barbed Devils

Amon 1 D 13 General: Bone Devils

Arioch 1 D 12 Avenger: Force +5 vs Traitor

Bael 1 D 10 General: Barbed Devils

Hutijin 1 D 11 General: Pit Fiends

Titivilus 1 D 8 Messenger: Can Move any Time

Glasya 1 D 7 Consort: Arch Devil gets +5

Gorson 1 D 9 Bailiff: Force +5 if Defender

Alastor 1 D 8 Executioner: Force +5 vs Duke

Tartach 1 D 7 Legate: Intrigue Points +5

Neabaz 1 D 8 Herald: Delay

Phongor 1 D 9 Inquisitor: Spy

Moloch 1 D 10 Viceroy: Summons

Pit Fiends 3 G 13 Flying

Ice Devils 3 G 11

Bone Devils 3 G 10

Horned Devils 3 G 9 Flying

Dragons 2 G 10 Flying

Lemures 3 L 3

Scaly Devils 3 L 6 Flying

Bearded Devils 3 L 7

Spined Devils 3 L 3 Flying

Barbed Devils 3 L 8

Erinyes 3 L 4 Flying

Hell Hounds 3 L 5

Nupperibos 3 L 2

Surprise 2 E 12

Overrun 2 E 10

Outflank 2 E 6

Powerful Magic 2 E 8

Slaughter 2 E 4

Treachery 10 E - Worth 10 Intrigue Points

Spies 4 E - Look at Opponents Hand

Summon 4 E - Draw 3 cards

Divination 4 E - Look at next 10 cards in Deck




Download 8.66 Mb.

Share with your friends:
1   ...   119   120   121   122   123   124   125   126   ...   270




The database is protected by copyright ©ininet.org 2024
send message

    Main page