Introduction to Warpspawn Games


LINKS Factions Quotes Apolyton AC GURPS ALIEN EMPIRES



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LINKS


Factions

Quotes

Apolyton AC

GURPS

ALIEN EMPIRES

INTRODUCTION


Use the special abilities of your Race to dominate your opponents.

OBJECT


Control all 20 of the worlds on the map.

THE MAP


Use a starfield hex map.

MAP SETUP


Distribute 20 World (Planet/System) chits (tokens, markers) onto the map.

Two planets cannot occupy the same space.


CARDS


The common deck contains 3 types of cards:

Force cards

Race cards

Event cards

All cards are mixed together.

See the card list.


CHITS


Each player has a set of 50+ control chits (units, markers, tokens).

Each player has a unique color.


PLAYER SETUP


All players roll 1D10. Reroll ties.

In order of the rolls, each player picks one World to be his homeworld.

A player places 10 markers on his Homeworld.

Players start with 10 cards.

Each player plays 3 Race cards from his hand face up onto the table.

These are the Abilities, Traits or Powers that this player will have for

the remainder of the game.

These Race cards are called the Racial Destiny Cards.

Players may discard Race cards with conflicting rules.

If a player does not have 3 Race cards, he may draw cards until he does.

Players discard down to 10 cards.

ROUNDS, TURNS, & PHASES


Players take turns.

Turn order is the reverse order of that determined in player setup.

The time it takes for all players to take a turn is called a round.

The player whose turn it is currently is known as the active player.

Turns are divided into 4 phases:

TURN SEQUENCE


1. Fate Phase

2. Genesis Phase

3. Migration Phase

4. Conflict Phase


FATE PHASE


The active player may draw 5 cards.

Discard down to 10 cards.


GENESIS PHASE


Each planet colonized by the active player gains 1 token.

MIGRATION PHASE


Active player only.

All of your markers may move once per turn.

Markers may move 2 spaces.

Any world you have tokens on is considered to be colonized.


CONFLICT PHASE


All conflicts in this phase must involve the active player.

The active player decides the order in which conflicts are resolved.

Only one conflict is allowed per space per turn.

The active player may initiate a maximum of 3 conflicts this phase.

The attacker and defender are known as the primary players.

Tokens in the same space and adjacent spaces may participate.

Other players with tokens in those spaces may add tokens to the attacker or

defenders side, if the primary player allows it. These are ally tokens.

The defender draws one card.

Primary players take turns playing race cards and event cards that can affect

The outcome of the conflict.

Players simultaneously reveal one or more force cards, if they have any.

Each token is worth 1 point of force.

Each side adds up its force total = population tokens in stack + force card

value + other race & card effects.

The side with the highest force total wins.

Losing tokens are destroyed.

All played cards are discarded.

Players allied to the winning side get to draw a card.

RACE CARD LIST


Card Name Special Ability

Tachyonic Travel Tokens may move twice in Migration Phase

Hive Society Worlds produce 2 population tokens in Genesis Phase

Symbiotic Each two tokens generate +1 Force

Traveler Each token has move range +2 in Migration Phase

Assassination Kill one population token anywhere in Migration Phase

Fanaticism Each token +2 Force when attacking on worlds

Berserking Discard a card to generate 4 Force during Conflict

Aggressive This player may initiate any number of attacks in his conflict phase

Spacer Each token +2 Force when attacking in Space

Carapace Each token +2 Force when defending on Worlds

Jinx One of opponents tokens is Force = 0 during Conflict

Mass Each token +1 Force and move range -1

Reductionism Opponent may play only 1 Force card in conflict

Limit Opponent must discard 1 card at start of conflict

Tactician Draw one extra card at start of conflict

Neutralize Opposing race cannot use one of its powers during the conflict

Eliminate Sacrifice to make opponent discard 1 card during conflict

Spies Look at opponent’s hand at start of conflict after defender draws his card

Burnout Sacrifice to draw a card

Emulate Copy power of any other player not in combat

Copycat Copy power of opponent on same world

Vampirism Gain 1 token if you win the conflict

Doubler Double value of one Force card you use

Feedback Sacrifice to duplicate the effect of a card used by opponent

Booby Trap Kill half of enemy tokens after conflict if you loose

Scavenger Draw one card if you win the conflict

Strategy One target stack you control gets a second Migration and Attack Phase

Resurrection Sacrifice to take top card of discard pile in Fate Phase once per round

Rearguard You may retreat all of stack except 1 token at start of conflict phase

Mind Control Take control of one opposing token at start of conflict

Opportunists Steal random card from opponent at start of conflict

Reinforcement At start of conflict add one friendly token from up to 3 spaces away

Escape Artist Retreat one friendly token from conflict if you lose.

Gatherer All movement towards one target planet chosen this turn is at +3

Breeder Discard a card to add two tokens on world you have colonized

Memory Your hand size +2

Projection Discard 2 tokens to place a third token onto any world in Migration Phase

Thinker Draw +1 card in Fate phase

Psychic Look at top 7 cards in deck after you draw in Fate phase

Worldships Move one world you control one space per round

Martyr Sacrifice to give all your other tokens +1 force during conflict

Precognition You may pick your battle card after opponent reveals his

Repulsion Move up to 3 of opponents tokens on your Migration phase

Collectors Draw 1 extra card in Fate Phase

Anarchy You may exchange hands with opponent at start of conflict

Minimalist The side with the lowest Force card wins the conflict

Pacifist Use Force cards of 8+ to prevent a conflict

Second Chances If you lose the conflict, your tokens remain and a second conflict is fought

Teaser Force enemy stack on same world to attack at Force –2

Clean Slate At start of conflict you may discard and redraw up to 5 cards

Repatriations If you lose the conflict steal one card from opponent

Diplomat Opponent must discard 2 cards to attack

Deporter Cause two enemy tokens on same world to retreat in Migration Phase

Trader Switch 1 card with opponent in Fate Phase

Inconspicuous One of your tokens if alone in space cannot be attacked.

Scourge Opponents Hand size -1

Foundation Give another player a card at any time

Mercenary Your tokens may move up to 3 spaces away to ally

Distress Call Any player may give you a card at any time

Contagion Your tokens can move with an opponents moving token

Toll Keeper Opponents tokens on same world as yours cannot move

Contraceptives Opponents tokens on same world as yours may not reproduce

Plea Maker Force up to 3 non-primary token to ally

Propagandist Take control of one of opponent’s tokens on same world

Time Control At the beginning of the round you may change the turn order

Notes: Sacrifice = Discard token.

Notes: Retreat = Move token(s) in same stack 1 space. These tokens may not attack.




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