END SEGMENT
Fill your hand to 7 cards.
ACTION DECK
Card Name: Number in Deck
Fire-Forward 8
Broadsides 8
Ram 8
Boarding Action 8
Row 16
Sail 16
BRETONNIAN LIST
Ship Type Cost Hull Row Sail Broad Fire Ram Board
Buccaneer 2 2 0 5 2 0 0 1
Corsair 4 4 0 5 3 0 0 3
Galleon 6 6 0 5 5 0 0 5
EMPIRE LIST
Ship Type Cost Hull Row Sail Broad Fire Ram Board
Greatship 6 7 0 3 4 0 0 6
Wargalley 3 3 2 3 2 0 3 3
Wolfship 2 2 3 4 0 2 2 2
Hellhammer 3 3 2 3 0 1* 0 2
Ironfist 3 3 2 3 0 1* 0 2
Notes: If the attack hits with a Hellhammer or Ironfist, it automatically
does 1D6 points of damage.
The Ironfist and Wolfships have indirect fire.
DWARF LIST
Ship Type Cost Hull Row Sail Broad Fire Ram Board
Nautilus 3 2 3 3 1 2 4 1
Monitor 3 4 3 3 2 1 2 1
Ironclad 4 6 3 3 3 2 3 2
Dreadnaught 6 8 3 3 4 2 4 3
Notes: All ships use Steam Powered Paddlewheels or Screws
The Nautilus is also using Torpedoes when Firing Forward
Dwarf ships cannot be boarded unless they already have at least one point of damage.
A Dwarf ship in its End Segment may make a repair roll:
On a roll of 1on 1D6 the ship engineers repair 1 point of damage
HIGH ELF LIST
Ship Type Cost Hull Row Sail Broad Fire Ram Board
Eagleship 2 1 0 8 2 2 0 1
Hawkship 3 2 0 6 4 4 0 2
Dragonship 4 3 0 6 0 0 6 3
Notes: Targets cannot automatically return Broadsides and Fire-Forward attacks.
If the Dragonship sinks a Ship by ramming it may
attack again that phase (like broadsides rule)
ORC LIST
Ship Type Cost Hull Row Sail Broad Fire Ram Board
Big Chukka 2 3 2 2 0 2 2 2
Drilla Killa 3 4 2 2 0 0 5 4
Hulk 6 8 2 2 3 2 4 7
Notes: The Big chukka has indirect fire.
MAGIC
Every Fleet except Dwarves has 1 Wizard.
During each Round, your Wizard may cast one spell.
A spell allows you to draw 1D6 cards from the action deck.
If you are fighting against Dwarves subtract one from your roll.
IMPROVEMENTS DECK
Card Name: Improvement:
Inspired Seamanship Sail or Row +2
Reinforced Bulkheads Hull +2
Chain Grapples Board +2
Long Range Guns Broad or Fire +2
Fire Strike Broad or Fire +2
Dreaded Captain Board +2
Heavy Cannon Broad or Fire +2
Divine Icon of Wrath Fire +2
Ships Surgeon Board +2
Master Gunner Broad or Fire +2
Streamlined Hull Sail or Row +2
Boarding Nets Board +2
War Banner Board +2
Volley Fire Broad or Board +2
Rogue Captain Sail or Row +2
Shield Wall Board +2 or Hull +2
Fire Pumps Hull +2
War Leader Board +2
Inspired Gunnery Broad or Fire +2
Warrior Priests Board +2
Bow Chasers Broad or Fire +2
Heavy Timbering Hull +2
Swivel Guns Broad or Fire +2
Berserkers Board +2
Armor Plating Hull +2
Magic Standard Sail or Row +2
Villainous Crew Board +2
Crows Nest Guns Broad or Fire +2
Magic Figurehead Hull +2
Massive Hull Hull +2
THE MYSTIC WARRIORS OF THE PLAINS INTRODUCTION
Each player takes the role of an (American) Indian Brave (Young Warrior).
Players compete to accumulate prestige by their deeds.
THE DECK
Players share a common deck.
Use tokens to represent Eagle Feathers.
VICTORY
The first player to accumulate 28 Eagle Feathers has enough to
make his Warbonnet and wins the game.
SETUP
Each player starts with a hand of 6 cards.
The oldest player goes first.
Players take turns.
Each turn has 3 phases:
1. Medicine Phase
2. Raid Phase
3. Hunt Phase
MEDICINE PHASE
The current player draws 1 card.
If the deck runs out shuffle the discard and draw from it.
Max hand size is 9 cards. Discard excess cards.
RAID PHASE
A player may decide to go on a Raid.
There are Four types of Raids:
Horse Raids, War Parties, Revenge Raids, and Pipeholder Raids.
To go on a Horse Raid you must do 5 things:
1. Play one Spirit card
2. Play one Tribe card
3. Play one Weapon card
4. Play one Dress card
5. Play two Approach card
Next flip over and discard the top 7 cards in the Deck.
For every Coup card that comes up gain one Eagle Feather Token.
Discard all played cards.
A Coup is an action that demonstrates considerable courage.
To go on a War Party you must do 5 things:
1. Play one Spirit card
2. Play one Tribe card
3. Play two Weapon cards
4. Play two Dress cards
5. Play one Approach card
Next flip over and discard the top 8 cards in the Deck.
For every Coup card that comes up gain one Eagle Feather Token.
Discard all played cards.
To go on a Revenge Raid you must do 5 things:
1. Play two Spirit cards
2. Play one Tribe card
3. Play two Weapon cards
4. Play one Dress card
5. Play two Approach cards
Next flip over and discard the top 9 cards in the Deck.
For every Coup card that comes up gain one Eagle Feather Token.
Discard all played cards.
To go on a Pipeholder Raid you must do 10 things:
1. Play two Spirit cards
2. Play one Tribe card
3. Play two Weapon cards
4. Play two Dress cards
5. Play two Approach cards
Next flip over and discard the top 10 cards in the Deck.
For every Coup card that comes up gain one Eagle Feather Token.
Discard all played cards.
In a Pipeholder raid the player is the Leader of the Raid.
A player must have 10+ Feathers to go on a Pipeholder Raid.
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