Introduction to Warpspawn Games



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DEMON DECK CARD LIST


Card Name # Type Notes

Balseraph (The Liars) 2 D Activate: Negate target Block

Djinn (Stalkers) 2 D Atk + 2

Calabim (Destroyers) 2 D Force + 1

Habbalah (Punishers) 2 D Activate: Target gets Force – 1

Lilim (The Tempters) 2 D Activate: Recruit 1 Persona

Shedim (Corruptors) 2 D Activate: Opponent discards 1 card

Impudites (The Takers) 2 D Activate: Draw 1 card from the deck

Humans 9 H

Andrealphus (Lust) 1 P Control Target Human

Asmodeus (The Game) 1 P Look at next 3 cards in both decks

Baal (War) 1 P All Personas get Atk + 1

Beleth (Nightmares) 1 P Target cannot Attack or Block

Belial (Fire) 1 P Atk + 3

Haagenti (Gluttony) 1 P Target cannot Attack or Block

Kobal (Dark Humor) 1 P Target cannot Attack or Block

Kronos (Fate) 1 P Look at next 7 cards in target deck

Malphas (Factions) 1 P Negate all attacks this turn

Nybbas (Media) 1 P Put 1 Prophecy token on target Human

Saminga (Death) 1 P Target Human becomes Undead (Force + 1)

Valefor (Theft) 1 P Take control of target Artifact

Vapula (Technology) 1 P Force + 1

Soldier of Hell 1 M Human gets Force + 1

Dissonance 1 M Force –1 (Attach to angel)

Diabolical 1 M Force + 1

Geas 1 M Atk + 1

Stigmata 1 M Force –1

Blindness 1 M Force –1

Talisman 1 A Atk + 1

Unholy Shotgun 1 A Force + 1

Imbroglio 1 E All personas have Def –1

Summon Demon 1 E Put Demon in discard into your hand

Numinous Corpus 1 E Force + 1

Imps & Gremlins 1 E Opponent must discard 2 cards from hand

Road to Hell 1 E Put 1 Prophecy token on target Human

Outcast 1 E Shuffle target angel back into his deck

Corporeal Forces 1 E Atk + 2

Corruption 1 E Remove 2 Prophecy tokens from Human

Kiss of Death 1 E Atk + 3

Discord 1 E Opponent must discard 2 cards from hand

Fallen Angel 1 E Control target Angel

Deal with the Devil 1 E Put 1 Prophecy token on target Human

Infernal Rite 1 E Draw 2 cards

Demonic Tutor 1 E Take 1 card from deck & put it in your hand

Song of Charm 1 S Recruit any number of Personas this turn

Song of Dreams 1 S Look at next 5 cards in target deck

Song of Entropy 1 S Target cannot be Blocked

Song of Form 1 S Target gets Force + 1

Song of Motion 1 S Target cannot be blocked

Song of Possession 1 S Take control of Target for 1 Turn

Song of Projection 1 S Target cannot Attack or Block

Song of Tongues 1 S Draw 2 cards


LINKS


Official Page

ILLUMINATI NEW WORLD ORDER

CCG by Steve Jackson Solitaire Rules

INTRODUCTION


For those who like the power structure building aspect of the INWO CCG.

THE DECK


The deck should contain 1 of each of the Group cards.

Plot cards are not used.

(Hopefully you bought one of the 450 card factory sets.)

No dice or counters are needed.


SETUP


Pick any one Illuminati card.

Play it to the table.

Use a large table.

VICTORY


If your power structure ever contains 20+ cards you win.

You have achieved world domination.

Admire your handiwork.

Ignore the special abilities of the Illuminati.


TURN SEQUENCE


Each turn has 3 phases:

1. Draw Phase

2. Build Phase

3. Reserve Phase


DRAW PHASE


Draw 1 card.

BUILD PHASE


Add the card you just drew to your power structure.

Attach according to the available control arrows.

The group it is attached to must have at least

1 attribute or 1 alignment the same, or be the Illuminati.

You must attach a group if it is possible.

The attachment is always automatic, no attack rolls are made.

If it is not possible to attach the group, the group goes into your

Reserve pile.

Power, Resistance, and special abilities are not used.

RESERVE PHASE


If possible attach card(s) in your reserve pile to your power structure.

If you ever have 3 or more cards in your reserve pile at the end

of the reserve phase you automatically lose.

OPTIONAL RULES


Make the capacity of the reserve pile 5 cards.

Once per game you may switch a card in your power structure with

one in your reserve pile.

IN THE NAM

INTRODUCTION


Scenario for WarpQuest: Vietnam War.

Click here for the WarpQuest Core Rules.

Your platoon has been de-assed in the bush.

You must patrol the area and meet at a new pick-up point.


THE SCENARIO


The map spaces represent abstract time and distance.

There is only one Module. There is no “Artifact”. The Scenario is a one way trip.

When your Platoon (Pawn) reaches the End Space (Landing Zone) it is airlifted out.

The winner is the Platoon with the most confirmed Kill points.


FAILURE


If you ever have less than 20 men left in the platoon, the survivors are airlifted

out and your game ends.


THE PLATOON


Each player has a platoon of 42 men.

The platoon has 12 rolls on the skill table.


SKILLS TABLE


1D6 Skill: Notes:

1 Jungle Warfare +1 Ability to set-up & detect Booby Traps & Ambushes

2 Fire Support +1 Ability to call in Artillery Strikes & Close Air Support

3 Firepower +1 Ability to achieve small arms fire superiority

4 Diplomacy +1 Ability to communicate with villagers

5 Leadership +1 Ability to avoid strife within the platoon

6 Medical +1 First Aid (Maximum of +2)

FOES


If you encounter a Foe, you have to make several challenge Test Rolls:

1. Make a test vs Jungle Warfare x2.

If successful add one to your next roll…

2. Make a test vs Firepower x2.

If successful, you kill the Foe. Discard it. If not…

3. Make a test vs Fire Support x2.

If successful, you call in Artillery or Air support that kills the Foe. Discard it. If not…

4. Make a test vs Leadership x2.

If successful, you are able to make an orderly retreat. Discard the Foe card.

5. Roll 1D6 to determine casualties:

Subtract your Medical Skill roll.

Subtract 1D6 if you passed the Jungle Warfare Test.

Add 1D6 if you failed the Firepower test.

Add 1D6 if you failed the Navigation test.

Add 1D6 if you failed the Leadership test.

Casualties are airlifted out on a medevac chopper.

If you passed your Firepower test get a confirmed kill point.



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