Card Name: # Type Force Notes
Hordak (Leader) 6 H 9 Leader of the Evil Horde (Spell caster)
Grizzlor 1 H 8 Hairy Henchman of the Evil Horde
Leech 1 H 7 Evil Master of Power Suction
Mantenna 1 H 4 Evil (Spy)
Modulok 1 C 9 Evil Beast of a Thousand Bodies
Multi-Bot 1 C 9 +5 if played with Modulok
Monstroid 1 C 10 Ancient Monster
Catra 1 H 5 Jealous Beauty (Spy)
Entrapta 1 H 6 Tricky Golden Beauty
Shadow Weaver 1 H 7 (Spell caster)
Horde Troopers 10 C 5 Robots (+2 for every other trooper)
Scorpia 1 H 6 Poison Sting
Imp 1 HF 4 (Spy)
Dragstor 1 H 5 Evil Transforming Warrior
Mosquitor 1 HF 5 Evil Energy-Draining Insectoid
Twinix 1 H 6
Hurricane Mace 1 W 4 Force = 9 with Hordak
Buzz-Saw 4 W 3
Spiked Mace 4 W 2
Forbidden Weapons 1 W 8
Mantisaur 1 V 6 Evil Insectoid Steed
Roton 9 VF 5 Spinning Blades & Guns
Dimensional gate 1 P 10
Mystical Cage 1 P 9
Betrayal 1 P 10
Summon Insect Swarms 1 P 9
Slime Pit 1 P 10 Conversion to Evil
Trojan Horse Ploy 1 P 10
Transform Innocents 1 P 10
Kidnapping 1 P 9
Capture Vehicle 1 P 9
Invisibility 1 P 10
SNAKE MEN DECK CARD LIST
Card Name: # Type Force Notes
King Hiss (Leader) 6 H 9 Leader of the Snake Men (Spell caster)
Rattlor 1 H 8 Quick Strike Poison Bite
Tung-Lasher 1 H 7 Coats Opponents in Venom Shell
Snake Face 1 H 7 Can turn Opponents to Stone
Viper 1 H 6
Spittor 1 H 6
Sssqueeze 1 H 8 Evil Long-Armed Constrictor
Blast-Attak 1 H 6 Robot Henchman
Kobra Khan 1 H 7 Master of Snakes with Poison Breath
Fangz 1 H 6 Poisonous Bite
Megator 1 C 10 Evil Giant Destroyer
Tyrantisaurus Rex 1 C 9 Terrifying Dinosaur
Plamydon 1 C 8 Slimy Teleporting Worm
Gorman 1 C 7 Bipedal Lizard
Snakemen 5 C 4
Snake Staff 1 W 3 Force = 7 with King Hiss
Stone Axe 1 W 3
Spear 1 W 2
Spiky Shield 1 W 2
Snake Gun 1 W 4
Dragonfly Crossbow 1 W 4
Venom Pistol 1 W 4
Bone Club 1 W 2
Weighted Net 1 W 3
Turbodactyl 5 VF 5 Reptile with "Jet" Wings
Bionatops 5 V 7 Bionic Triceratops with Horn Cannons
Energy Pool 1 P 10 Under Snake Mountain
Hypnotize 1 P 10
Time Travel 1 P 10
Towers of Eternia 1 P 10
Take Hostages 1 P 10
Diversion 1 P 9
Summon New Foe 1 P 10
Treachery 1 P 9
Steal He-Man's Sword 1 P 10
DISCLAIMER
‘Masters of the Universe’ is a copyrighted/trademarked property.
This is just a fan site.
Goto He-Man.org
Goto Mattel
Goto The History of He-Man and the Masters of the Universe
MAN O'WARP
INTRODUCTION
Card game based on the Games Workshop Game called Man O'War.
DISCLAIMER
Man-O-War is a trademarked, copyrighted property.
This is merely a fan site.
FLEET CONSTRUCTION
Each player chooses Ships from one list.
A Fleet will have 20 points worth of Ships.
Record your ships on a scrap paper.
A Fleet will get 5 draws from the Improvements deck.
Each Improvement card can modify one ship.
A ship can only be improved twice.
VICTORY
Sink all of your opponent’s Ships.
TURN SEQUENCE
Play proceeds in Rounds.
During a Round each Ship gets its own Phase.
Players take turns giving one of their ships a phase.
The player with the most ships goes first.
For Example: Player X has ships A, B, and C. Player Z has Ships D and E.
Player X goes first. He uses Ship B. Player Z goes next with ship E. Player X then
goes with ship A, and so on.
A ship whose turn it is, is called the Active ship.
A Phase has 4 Segments:
Draw Segment
Move Segment
Attack Segment
End Segment
DRAW SEGMENT
First discard any cards from your hand you don’t want.
Next, fill your hand to 7 cards.
If the deck runs out, shuffle the discard and draw from it.
MOVE SEGMENT
Pick an enemy Ship to be the target of your attack.
Your opponent may discard a Row or a Sail card to force you to pick another target.
You may play Row cards or Sail cards.
Your Ship has stats for Rowing and Sailing.
Multiply the number of Row or Sail Cards you play by the corresponding stat.
The total you get is called your Speed Score.
Your opponent does the same for his target ship.
The target ship cannot play any cards if it rammed or boarded in its last phase.
If your Speed score is higher than his, you may attack the target this phase.
Discard played cards.
ATTACK SEGMENT
Play one Attack Card.
There are 4 types of attack cards: Broadsides, Fire-Forward, Ram, and Boarding Action
Your ship has a stat for each type of attack.
The value of the stat that corresponds to the played card is called the Attack Score.
Roll a number of six sided dice equal to your attack score.
Every roll of 4-6 on a six sided die does one point of damage to the target ship.
Subtract one from the roll for Indirect fire.
Record damage for all ships.
Any time a ship has damage equal to or greater than its Hull stat it sinks.
If you made a Fire-Forward attack the target may simultaneously play a Fire-Forward.
A ship cannot automatically return fire against a ship with Indirect
fire unless it also has indirect fire.
If you made a broadside attack the target may simultaneously play a broadside.
If your ship made a broadside attack it may attack a second ship using
the same attack card.
The second broadside attack must first repeat Move Segment with the new target.
If the attack is a boarding action the target may play a broadside first.
If the attack is a boarding action the target may simultaneously play a boarding action.
A ship cannot ram if it was rammed since its last phase.
Discard played cards.
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