Introduction to Warpspawn Games



Download 8.66 Mb.
Page172/270
Date31.03.2018
Size8.66 Mb.
#45297
1   ...   168   169   170   171   172   173   174   175   ...   270

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 Download 8.66 Mb.
Share with your friends:

1   ...   168   169   170   171   172   173   174   175   ...   270




The database is protected by copyright ©ininet.org 2024
send message

    Main page