Introduction to Warpspawn Games



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MARTIAL ART RANKINGS


Rank: Hand Size: Hits: Maneuvers: Notes:

Noncombatant 3 5 0

White Belt 4 5 1

Yellow Belt 4 6 2

Green Belt 5 6 3

Blue Belt 5 7 4

Brown Belt 6 7 5

1st Degree BB 6 8 6 Major Maneuvers Allowed

Second Degree BB 7 8 7 Zen Maneuvers Allowed

Third Degree BB 7 9 8

Fourth Degree BB 8 9 9 Major Zen Maneuvers Allowed

Fifth Degree BB 8 10 10 Basic Characters in Kung Fusion

Sixth Degree BB 9 10 11

Seventh Degree BB 9 11 12

Grand Master 10 12 13 Secret Special Maneuvers

MARTIAL ARTS STYLES


Style: Minimum Maneuvers known at Fifth degree Black Belt level:

Karate 4 Punch, 2 Kick, 4 others

Tae Kwon Do 4 Kick, 2 Move, 4 others

Jujitsu 4 Grab, 2 Block, 4 others

Akido 2 Grab, 2 Block, 2 Move, 4 others

Shaolin Kung Fu 2 Block, 2 Punch, 2 Kick, 4 others

Jeet Kune Do 2 Punch, 2 Kick, 2 Move, 4 others

KUNG FUSION CARD SET


Bruce Lee Pics! Thanks Zak, they really kick ass.

Click here for card set.


KUNG FU HEROES


Here's another free Kung Fu card game:

Kung Fu Heroes

LEGEND OF THE FIVE RINGS SKIRMISH



INTRODUCTION


Board & card game for 2 players.

Based on the Legend of the Five Rings Games.

Each figure represents a Hero or a company or unit of men.

DISCLAIMER


Legend of the Five Rings is a copyrighted property.

This is merely a fan site.


VICTORY


You win if you kill your opponents Warlord.

THE MAP


Use an 8x8 chessboard.

THE MEN


Use chits or miniatures to represent units.

Each player starts with 16 units:

4 Infantry

4 Cavalry

4 Archers

1 Warlord

1 Champion

1 Shugenja

1 Special Unit (Depends on Clan)

Infantry, Cavalry, and Archers are bushi.

Other units are Heroes.

SETUP


Each player picks one Clan.

Each player places one unit on each square of his back two rows.

Units may not stack.

HITS


A unit reduced to 0 Hits is killed.

Bushi have one hit each.

Warlords and Champions have 3 Hits.

Shugenja and Special units have 2 Hits.


THE CARDS


Players share a common deck.

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Orders Phase

Move Phase

Battle Phase

ORDERS PHASE


Draw 3 cards.

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

Max hand size = 5 cards.

Discard excess cards.


MOVE PHASE


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

Cavalry and Heroes may use Fast type movement cards.

Units cannot move through other units.

The move card has a number.

This is the number of spaces the unit moves.

Moves are diagonal or orthogonal.

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

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

option of moving up to 3 units forward the indicated number of

spaces using a single move card.

A unit can only make one move per turn.

BATTLE PHASE


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

The attack card has a number.

This is the range of the attack.

Attacks are diagonal or orthogonal.

“Knight” type attack cards produce an attack with a range like a knight in chess.

The enemy unit that is the target of the attack takes 1 hit of damage.

Units cannot attack through other units except for Archers and Spells.

Your opponent may play certain Defense cards to negate your attack.

A unit can only make one attack per turn.

Champions can make two attacks per turn (using two attack cards)


POWER CARDS


Each clan can use Power cards to different effects.

CARD LIST NOTATION


M = Movement

A = Attack

D = Defense

X = Special Card

P = Power Card

K = as a Knight would move in Chess

Type = Purpose of card

Only cavalry and Heroes can use Cavalry cards

Archers can only attack using Archer cards.

Only Warlords, Champions and Archers can use Archer cards.

Only Shugenja can use spells.

CARD LIST


Card Name: # Range Type Notes

March 7 1 M All

Double Time 6 2 M All

Charge 5 3 M All

Scout 4 K M All

Canter 3 4 M Cavalry

Gallop 2 5 M Cavalry

Difficult Ground 2 - X Negate target Move card

Superior Tactics 2 - X Discard to draw 3 cards

Katana 4 1 A All

No Dachi 4 1 A All

Yari 4 2 A All

Naginata 4 2 A All

Bows 4 3 A Archers

Arrows 4 4 A Archers

Armor 3 - D All

Hold Ground 3 - D All

Ying Power Card 4 - P

Yang Power Card 4 - P

Mists of Illusion 1 - D Spell; Target any friendly unit

Wind-Borne Speed 2 4 M Spell; Target any friendly unit

Earthquake 2 4 A Spell; Attack originates from caster

Fires of Purity 2 1 A Spell; Attack originates from caster

Castle of Water 1 - D Spell; Target any friendly unit


CLAN LISTS


Clan lists describe:

Variations to the basic army unit type composition.

How units of that clan can use Power cards.

Special powers of Special units.


CRAB CLAN


Power cards can be used 2 ways:

Ying: Berserk: Attack = 1

Yang: Armor of the Crab: Defense

The special unit is the Task Master.

The Task Master can discard a power card to:

Move any adjacent friendly bushi 2 or 3 spaces or Whip Attack = 2


CRANE CLAN


Power cards can be used 2 ways:

Ying: Ijatsu Attack: Attack = 1 as a second attack made by one unit on the same

or a different target.

Yang: Sudden Strike: Defense plus you may immediately play an attack card by any unit.

The special unit is the Magistrate.

The Magistrate can discard a power card for:

Defense vs any attack made against self or a Crane unit within 3 spaces.



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