Introduction to Warpspawn Games


FORCE CARDS LIST Force # Notes 1 15



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FORCE CARDS LIST


Force # Notes

1 15

1 12

1 10

3 9

5 8


7 7 Discard to prevent the conflict

9 6 Discard to let your stack retreat at start of conflict


11 5

13 4

15 3


# = Number in Deck

EVENT CARDS LIST


Card Name- Effect

Mutation- Your Race loses one old power and gains a new one from your hand.

Population Explosion- Genesis Phase: Target world gains +5 tokens

Power up- Value of target Force card is doubled.

Universal Peace- No conflicts this round. Play in opportunity Phase

Temporal Nexus- You may take another turn this round

Supernova- Destroy all tokens on target non-home world

Worm Hole- Move target stack you control to any planet


ALIEN EMPIRES EXCEL SPREADSHEET


By Peter Cobcroft.

with some handy tools for running a PBeM version of Alien Empires.

Go Here for file.

VARIANTS


Add, delete, and alter cards.

Start with fewer or more race abilities.

Technology Advances: Every 10 turns gain a Racial Ability.

Terrain: Add obstacles: black holes, supernovas, nebulas to map.

Setup: Bid for Race Abilities.

Background: Detail several races with set racial abilities.

Divide deck up between players.

Add force multiplier cards.

Give individual planets special rules.

Go to Old version of rules


AFV

INTRODUCTION


Two Player Card Game of Modern Tank Combat.

VICTORY


Reduce your opponent to 0 AFV tokens.

AFV TOKENS


Each player starts the game with 16 AFV (Armored Fighting Vehicle) Tokens

SETUP


Flip a coin to see who goes first.

Each player is dealt a hand of 10 cards


THE DECK


Players share a common Deck.

The Deck contains 10 types of Cards:

Offensive Attack

Defensive Attack

Units

Weapons


Movement

Obstacle


Protection

Leadership

Morale

Reconnaissance


TURN SEQUENCE


Players take turns.

The current player is called the Active player.

His opponent is called the Defending player.

Each turn has 8 phases:

Deploy Phase

Leadership Phase

Reconnaissance Phase

Defensive Phase

Defensive Movement Phase

Offensive Phase

Offensive Movement Phase

Redeploy Phase


DEPLOY PHASE


Both players fill their hands to 10 cards from the deck.

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


LEADERSHIP PHASE


Players may discard Leader Cards.

For each Leader card he discards, a player may draw 2 cards from the deck.


RECONNAISSANCE PHASE


Players discard Reconnaissance cards.

The player who discards the most Recon cards gets to look at his

opponent’s hand and may discard up to 4 cards and draw replacements.

If it is a tie, both players may discard and redraw up to 3 cards.


DEFENSIVE PHASE


The Defending player may discard a Defensive Attack card or Leader card.

He must also discard either a Unit card or a Weapon card.

The Active player must lose an AFV token unless he discards a Protection

card if a Weapon card was played or a Morale Card if a Unit card was played.


DEFENSIVE MOVEMENT PHASE


The Defending player may discard a Movement Card or Leader card.

If he does so he may repeat the Defensive Phase.

The Active player may play an Obstacle card to negate the Defenders play.

OFFENSIVE PHASE


The Active player may discard an Offensive Attack card or a Leader card.

He must also discard either a Unit card or a Weapon card.

The Defending player must lose an AFV token unless he discards a Protection

card if a Weapon card was played or a Morale Card if a Unit card was played.


OFFENSIVE MOVEMENT PHASE


The Active player may discard a Movement Card or Leader Card.

If he does so he may repeat the Offensive Phase.

The Defending player may play an Obstacle card to negate the Active Players play.

REDEPLOY PHASE


Each player may discard up to 5 cards.

_________________________________________________________________

OFFENSIVE ATTACK CARD LIST


Deliberate Attack

Frontal Attack

Hasty Attack

Main Attack

Supporting Attack

Decisive Engagement

Direct Fire

Fire & Movement

Bounding Overwatch

Clear Enemy in Zone

Wedge Formation

Offensive Front

Seize Initiative

Pursuit


Exploit Gap

Secure Sector

Massed Attack

Infiltrate

Flank Attack

Surprise Attack

Skirmish

Strike Enemy Rear

Overwhelm at Short Range

Advance Guard

Drive Head-on

Blitz

DEFENSIVE ATTACK CARD LIST


Base of Fire

Primary Position

Battle Position

Counter Attack

Kill Sack

Decisive Terrain

Defile

Engagement Area



Field of Fire

Overwatch

Coil Formation

Defensive Front

Key Terrain

Killing Zones

Mine Field

Fire from Concealment

Strongpoint

Blocking Position

Fortified Position

Ambush


Long Range Gun Duel

ATGW at 4000m


UNITS CARD LIST


Armored Fighting Vehicle

Close Air Support Fighter

Main Battle Tank

Infantry Fighting Vehicle

Cavalry Fighting Vehicle

122mm Self-Propelled Howitzer

155mm Self-Propelled Howitzer

Tank Destroyer

SP Anti-Tank Gun

Gun-over-Hull Tank

Helicopter Gunship

Mechanized Infantry

Tank Platoon

Fire Support Team

Light Tank

Hunter-Killer Tank

Air Supremacy

Heavy ATGM Weapon Teams

Combined Arms

Armored Personnel Carrier

Mortar Carrier

Numerical Superiority




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