Introduction to Warpspawn Games


LENSMAN By C. Gerard Luft INTRODUCTION



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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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LINEAR PROGRESSION


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.

TURN SEQUENCE


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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