LENSMAN
By C. Gerard Luft
INTRODUCTION
Lensman for Rebel Space.
Uses the same rules as Rebel Space, only the names of some cards have changed.
GALACTIC PATROL OF THE FIRST (MILKY WAY) GALAXY CARD LIST
Card Name Type # Grnd Space Dam Cost Notes
Kimball Kinnison* hero 1 7 7 2 3 psi, captain
Clarrisa Kinnison hero 1 3 3 2 3 psi
Captain Craig hero 1 4 6 2 3 capt
Sergeant van Buskirk hero 1 2 2 1 2 pilot
Lensman Worsel hero 1 2 2 1 2 psi pilot
Artisian Mentor hero 1 2 2 0 2 psi
Port Adm. Haynes hero 1 4 4 2 3 capt
Chief Pilot Henderson hero 1 0 5 1 3 capt, pilot
Space marines ground 15 1 0 0 1
Speedster G/S 8 2 1 1 1 fighter
Scout space 6 0 2 2 2
Prime base ground 1 1 0 0 2 defense**
Primary beam G/S 1 1 1 0 2 destroy 1 ship
Cruisers space 10 0 3 1 1 ship
Battleship space 5 0 4 1 2 ship
Mauler space 4 0 5 1 2 ship
Dreadnaught Dauntless space 1 0 7 1 3 ship
Telepath psi 1 0 3 0 -
Read minds psi 1 0 0 3 -
Mind blast psi 1 3 0 0 -
Surgeon-marshal Lacy act 1 take hero from discard and put in hand
Recruit act 1 take any hero from discard and put in hand
Lensman Spy act 1 look at opponents hand
* = The Grey Lensman
** = Facility: draw 1 extra Card each turn
BASKONIAN PIRATES OF THE SECOND (ANDROMEDA) GALAXY CARD LIST
Card Name Type # Grnd Space Dam Cost Notes
Eichmil Eighth* hero 1 7 7 2 3 captain
Jalte hero 1 8 6 2 3 captain
Helmuth hero 1 1 5 2 3 capt
Overlord of Delgon hero 1 3 4 1 3 capt
Colonial hero 1 4 4 2 3 capt
Captain hero 1 2 2 1 2 capt
Lieutenant hero 1 1 1 1 1 pilot
Baskonian raiders ground 20 1 0 0 1
Drug lord hero 1 6 4 1 3 pilot
Crime lord hero 1 5 2 2 3 capt
Speedster G/S 8 2 1 1 1 fighter
Scout space 5 0 2 1 2 ship
Cruiser space 10 0 3 1 1 ship
Battleship space 5 0 4 1 2 ship
Planetship space 3 0 10 2 3 Ship
Grand base space 1 0 12 3 3 def facility
Baskonian spy act 1 look at opponents hand
Drug thionite act 1 take control of an opponent hero
* = of Baskone
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Rules1- Linear Progression is a two player abstract strategy game played on a regular chess or checkers board. 2- One player gets a set of black tokens. The other player gets a set of white tokens. Plastic winks work great.3- Players begin by dropping one of their tokens onto the board. The square it lands on is their starting location. 4- Players take turns moving. White moves first. 5- Tokens move like queens in chess. 6- Every space your token moves into or through put a token of your color into that square.7- If an opponent had tokens in spaces you moved into or through, remove them and replace them with your tokens.8- A player moves only one token per turn but it can be any of their tokens. 9- A token cannot move into or through an opponents last token. 10- For a move to be legal you must enter at least one empty space on your turn.11- If you move into a space occupied by one of your own tokens you must stop moving and your turn ends. 12- The game ends when the last empty space becomes occupied. The winner is the player with the most spaces of their color on the board. 13- The corner spaces of the board are not used and cannot be entered. Optional RulesEqual Number of Moves: Black always moves last even if white occupied the last empty space. Blockers: Use rooks for blockers. Tokens cannot move into or through blockers. Blockers move like queens, they can move onto or through spaces that are empty or occupied by tokens. Blockers cannot move into the last unoccupied space or onto a players last token or into the last space your opponent moved into last turn. Players can move one blocker per turn in addition to one token. If a blocker is on top of a token that token cannot be moved. Tokens a blocker moves through or onto are not removed. Players start the game with one blocker. This blocker starts in any unoccupied corner space. Variant Boards: Try using boards of different shapes and sizes. One good variant board is a chessboard with the corner spaces blocked off.
MEGIDDO 1918 INTRODUCTION
WWI card game for 2 players.
Recreate the last great cavalry campaign in history.
One player is the British.
The other player is the Turks.
THE DECKS
Each player has his own deck.
Each player keeps two discard piles:
The Reserve pile, and the Casualty pile.
VICTORY
The British win with 5 Victory points.
This indicates that they have overrun the Turks, and that they have captured
Damascus before their Arab allies led by Colonel Thomas Edward Lawrence,
also known as Lawrence of Arabia.
The Turks win with 3 Victory points.
This indicates that the Turks have made a successful fighting withdrawal
and that they have retreated back to Turkey without being overrun.
1. Maneuver Phase
2. Reserve Phase
3. Order of Battle Phase
4. Air Strike Phase
5. Cavalry Exploitation Phase
6. Artillery Phase
7. Machine Gun Phase
8. Infantry Phase
MANEUVER PHASE
Players fill their hands to 10 cards.
If a players deck runs out, shuffle the reserve pile and draw from it.
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