Introduction to Warpspawn Games



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ARMIES


Armies are represented by counters.

There are only two types of counters: French armies & Ally armies.

Each side has 80 counters.

A country may have zero, one, or more armies in it.


FRENCH SETUP


The French Empire begins with 20 armies located in France.

France begins with 4 armies in the Confederation of the Rhine (Rhineland)

France begins with 2 armies in each of the following countries:

Holland


Denmark

Spain


Portugal

Kingdom of Italy (Italy)

Kingdom of Naples (Naples)

Switzerland

Egypt

ALLIES SETUP


The Allies begin with 10 armies located in each of the following countries:

England


Russia

Austria


Prussia

TURN SEQUENCE


Players take turns.

The French player goes first.

Each turn is composed of 4 phases:

Draw Phase

Move Phase

Attack Phase

Reinforcements Phase

DRAW PHASE


Draw 2 cards from the Deck.

You may have a maximum of 7 cards in your hand.

Excess cards must be discarded face down into the discard pile.

If the deck runs out, shuffle the discard pile and continue drawing from it.


MOVE PHASE


Armies may move from one country to any adjacent country.

Armies may be moved into countries occupied by enemy armies.

An army may move only once per turn.

Armies in England may be moved to any non-landlocked country.

The French player may never move armies into England.

The powerful English Navy made the possibility of a French attack impossible.

Allied Armies cannot be moved back to England.

ATTACK PHASE


If enemy armies occupy the same country there will be a battle.

Each army has a Force = 1.

If a player has a card that influences a battle at that country, he may play it.

The card gives a Force bonus to either the French or the Allies.

The defender has a Force bonus +1

Each side rolls 1D6 and adds this to their Force.

The side with the higher modified force total wins.

The winning side takes casualties = 1D6 x 10%. (Round Down)

The winner cannot take more casualties than the loser had armies x2.

The defeated side takes 2D6 x 10% casualties, and must retreat the surviving armies to

an adjacent friendly territory, or they are destroyed.

CASUALTY CALCULATION EXAMPLE


Lets say you won the battle and you had 10 armies to start with.

Roll 1D6. Lets say you rolled a 4.


4 X 10% = 40%.


40% of 10 is 4 so you lose 4 armies.

The loser had 6 armies. He rolls 2D6. He gets an 11.

Thats 110% so all of his armies are destroyed.

REINFORCEMENTS PHASE


If you have one or more armies in a country, and your opponent has none, you control it.

During this phase place a number of your armies onto each country you control equal to

the Reinforcement value of the country as given by the table below:

Country: Reinforcements:

France 4

England 3

Russia 3

Austria 2

Prussia 2

Holland 1

Denmark 1

Sweden 1


Spain 1

Portugal 1

Rhineland 2

Italy 1


Naples 1

Switzerland 1

Warsaw 1

Egypt 1


Ottoman Empire 0

France can never receive reinforcements from Prussia, Russia, or Austria.


NATIONALIST MOVEMENTS


During Reinforcements phase the allies may place an additional 2 rebel armies in

any one of the following countries:

Spain, Portugal, Prussia, Russia, or Austria

This may be done even if France occupies the country.


CARD LIST


Card Name: Notes:

Toulon France: French +4

Italian Campaign Italy or Naples: French +2

Battle of the Nile Egypt: Allies +3

Austerlitz Austria: French +3

Jena Prussia: French +4

Friedland Russia: French +4

Balance of Power Allies gain 2 rebel armies in Reinforcement phase

Louisiana Purchase France gains 2 armies in Reinforcement phase

Trafalgar France: Allies +2

Continental System France & England receive 2 less reinforcements per turn for rest of game

Peninsular War Spain or Portugal: Allies +2

General Winter Russia: Allies +4

Battle of Nations Rhineland: Allies +5

Battle of Waterloo Holland: Allies +4

Admiral Horatio Nelson Anywhere: Allies +2

Duke of Wellington Anywhere: Allies +2

Czar Alexander I The Allies may take an extra turn without reinforcements

King Frederick III The Allies may take an extra turn without reinforcements

Prince Metternich The Allies may take an extra turn without reinforcements

Son of the Revolution The French may take an extra turn without reinforcements

Louis Berthier The French may take an extra turn without reinforcements

A Man of Destiny The French may take an extra turn without reinforcements

The Little Corporal Anywhere: French +1

Artillery Tactics Anywhere: French +1

Josephine The French may not move this turn

Treaty of Tilsit The Allies may not move this turn

Wiff of Grapeshot The French player may draw 2 cards

Scorched-earth Policy Russia: Allies +3

Gebhard von Blucher Anywhere: Allies +1

Conscription France gains 2 armies in Reinforcement phase

Proclamation of Empire The French player may draw 3 cards

Nation of Shopkeepers The Allied player may draw 3 cards

When a card is played, it is discarded.


VICTORY


The Allies win if they control France at the end of their turn.

The French win if they control all continental countries at the end of their turn.


GAME DESIGNERS NOTES


To make it a multiplayer game, the major countries of the Allies can be divvied up.


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