Introduction to Warpspawn Games



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JAPANESE SETUP


The Japanese have 4 carriers with the following squads:

Carrier Zeros Kates Vals Judys

Soryu 2 2 2 1

Hiryu 2 2 1 1

Kaga 2 2 2 1

Akagi 2 2 2 1


AMERICAN SETUP


The Americans have 3 carriers with the following squads:

Carrier Wildcats Devastators Dauntlesses

Yorktown 2 2 2

Enterprise 1 1 4

Hornet 2 2 2

On Midway Island there is 1 squad of each of the following: Catalinas

Avengers, Brewster Buffaloes, Marauders, Vindicators, and Flying Fortresses.

There are also 2 Wildcat squads and 2 Dauntless squads.


STRIKE FORCE FLOW CHART


One per player.

BOXES: DRAW ONE-WAY ARROW TO THESE BOXES:

ATTACK RETURN II


2nd SEARCH ATTACK; RETURN II

SEARCH ATTACK; 2nd SEARCH; RETURN I


RETURN II RETURN I

TAKEOFF SEARCH; CARRIER; PATROL

RETURN I CARRIER

PATROL CARRIER

CARRIER TAKEOFF

CARRIER BOX FLOWCHART


One per carrier.

BOXES: DRAW ONE-WAY ARROW TO THESE BOXES:

ON DECK TAKEOFF; REFUEL/REARM

REFUEL/REARM ON DECK

AMERICAN SQUAD LIST


# Squad AA AS Type

7 Grumman F4F Wildcat 3 - Fighter

5 Douglas TBD Devastator - 2 Slow Torpedo Plane

10 Douglas SBD Dauntless - 3 Dive Bomber

1 Avenger - 1 Torpedo Strike Planes

1 Brewster Buffalo 2 - Obsolete Fighters

1 B26 Marauder - 1 Twin Engine Bombers

1 Marine Vindicator - 1 Scout Bomber

1 Flying Fortress - 1 High Altitude Bombers

1 Catalina - 1 Flying Boat


JAPANESE SQUAD LIST


# Squad AA AS Type

8 Mitsubishi A6M Zero 3 - Fighter

7 Nakajima B5n Kate - 2 Torpedo Plane

7 Aichi D3ai Val - 3 Dive Bomber

4 Yokosuka D4Y Judy - 3 Dive Bomber

OPTIONAL HISTORICAL CONSTRAINTS


The Japanese must attack Midway immediately with at least 9 bombers & 4 Zeros.

Midway must attack the Japanese immediately with everything except fighters.

This must be followed by a second attack on the Island.

The American carriers must coincide the attacks of 4 Strike forces with the return of

the second wave of planes to attack Midway.

The Japanese may only send attackers after being attacked by carrier planes.

Their first counter-attack must be against the Yorktown.

The Americans get a free torpedo attack on turn 17, made by the submarine USS Nautilus.

The sub hits on a roll of 1-3 on 1D6.

VICTORY


Destroy all of your opponents carriers.

COUNTER SET


The following counter set and boards were created by Janne Thörne:

Janne has also made counters for Cannonade.



Download Midway Counters

Download Midway Strikeforce Flowchart

Download Midway Carrier Flowchart

Midway Review by jon parshall at the Imperial Japanese Navy Homepage

MARTIAN INVASION

INTRODUCTION


Run for your lives! The Martians are coming!! The Martians are coming!!!

Card game. One player is the menacing Martians.

The other player is the hapless Humans.

THE DECKS


There are 2 unique decks: the Martian deck, and the Human deck.

Each deck has 52 cards containing 4 of each of the 13 cards in a list.


OBJECT


Be the first to acquire 3 Victory Points.

CARD TRAITS


All cards have a numerical force value of 0-9.

All cards have one or more of the following traits:

S = Space

A = Air


G = Ground

B = Bonus

X = Special

TURN SEQUENCE


Each turn has 7 phases:

1. Deploy Phase

2. Reserves Phase

3. Abduction Phase

4. Space Phase

5. Air Phase

6. Ground Phase

7. Regroup Phase


DEPLOY PHASE


Each player fills their hand to 7 cards from their own deck.

RESERVES PHASE


Each player may discard and redraw up to 2 cards.

ABDUCTION PHASE


The Martian player may discard an abduction card to cause the

Human player to discard one random card.


SPACE PHASE


Each player may reveal none, some, or all of their cards with the Space trait.

If the Martian player played at least one such card, he may also play

Bonus cards. Bonus cards must be attached to other non-bonus cards.

Players reveal all their cards simultaneously.

The Human player may discard an ‘Ambush’ card to cause one target

Martian card and its bonus cards to be discarded.

Both sides add up the forces of the remaining played cards to get Force Totals.

The side with highest Force Total gains a Strategy Point.

If tied, the side with the most cards wins.

If still tied, both sides gains a SP.


AIR PHASE


Each player may reveal none, some, or all of their cards with the Air trait.

If the Martian player played at least one such card, he may also play

Bonus cards. Bonus cards must be attached to other non-bonus cards.

Players reveal all their cards simultaneously.

The Martian player may discard a ‘Mind Control Devices’ card to cause

One target Human card to switch sides.

The Human player may discard an ‘Ambush’ card to cause one target

Martian card and its bonus cards to be discarded.

Both sides add up the forces of the remaining played cards to get Force Totals.

The side with highest Force Total gains a Strategy Point.

If tied, the side with the most cards wins.

If still tied, both sides gains a SP.


GROUND PHASE


Each player may reveal none, some, or all of their cards with the Ground trait.

If the Martian player played at least one such card, he may also play

Bonus cards. Bonus cards must be attached to other non-bonus cards.

Players reveal all their cards simultaneously.

The Martian player may discard a ‘Mind Control Devices’ card to cause

One target Human card to switch sides.

The Human player may discard an ‘Ambush’ card to cause one target

Martian card and its bonus cards to be discarded.

Both sides add up the forces of the remaining played cards to get Force Totals.

The side with highest Force Total gains a Strategy Point.

If tied, the side with the most cards wins.

If still tied, both sides gains a SP.




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