Introduction to Warpspawn Games



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PRIEST PHASE


Each of your Priests can make one attack.

For each priest pick a target and roll 1D6.

Attack with one priest at a time.

On a roll of 4+ an enemy worshiper is controlled.


GOD LIST


Card Name: Special Effects:

God of War Your Heroes & Armies get +1 to attack rolls

God of Love Your Priests get +1 to attack rolls

God of the Mountains Play Earth Monsters and Miracles for Free

God of Blacksmiths Your Armies get +1 to attack rolls

God of the Harvest Worshiper recruit roll +1

God of Thieves Steal 1 Card from oppont’s hand for 10 Faith Pnts in Miracle Phase

God of the Dead Put your killed Heroes back into your hand

God of Archery Heroes get +1 to attack rolls

God of Beauty Discard 2 cards to take control of target Hero

God of the Sea Play Water Monsters and Miracles for Free

God of Luck Reroll one dice roll per turn

God of Creation Your Units cost 1 less Faith point to play

God of the Sky Play Air Monsters and Miracles for Free

God of Knowledge Pay 1 Faith Point to look at opponents hand or top 3 cards in deck

God of Fate In Fate phase draw 3 cards and discard 2

God of the Sun Play Fire Monsters and Miracles for Free

God of Healing Put your killed Heroes back into your hand

God of Fertility Worshiper recruit roll +1

MORTALS LIST


Card Name:

Armies


Heroes

Priests


Temples

Notes: The Deck contains 10 of each card listed in the Mortals List.


MONSTER LIST


Card Name: Notes:

Leviathan Water

Kraken Water

Giant Earth

Titan Earth

Dragon Air

Gorgon Earth

Demon Fire

Devil Fire

Serpent Water

Phoenix Fire

MIRACLE LIST


Card Name: Type: Effect:

Earthquake Earth Destroy 1D6 Worshipers or Temple

Crumble Earth Destroy Temple

Tidal Wave Water Destroy 1D6 Worshipers

Volcano Fire Destroy 1D6 Worshipers or Temple

Flood Water Destroy 1D6 Worshipers

Sacrifice Death Sacrifice 2 worshipers to gain 10 Faith Points

Prophet --- Gain one Priest for free

Holy War --- Your Armies get +2 to attacks this turn

Chasm Earth Destroy Hero, Monster, or Army

Inferno Fire Destroy 1D6 Worshipers

Famine Fire Destroy 1D6 Worshipers

Plague Death Destroy 1D6 Worshipers or Army

Fertility --- Gain 1D6 Worshipers

Blight Death Destroy 1D6 Worshipers

Sanctuary --- Opponent cannot attack you next turn

Draught Fire Destroy 1D6 Worshipers

Godspeed --- Draw 3 cards

Pestilence Death Destroy 1D6 Worshipers

Resurrection Death Put killed hero or priest back into play

Abjuration --- Negate Miracle just played

Hurricane Air Destroy 1D6 Worshipers

Gift of the Gods --- Hero gets +2 to attack rolls permanently

Prosperity --- Gain 1D6 Worshipers

Mana from Heaven --- Gain 1D6 Worshipers

War in Heaven --- Destroy target God Card

Lightning Bolt Air Destroy target Hero or Priest

Banish --- Destroy target Monster


PERIPLUS

INTRODUCTION


Board & card game for 2 players.

Battle between two Fleets of Greek Warships.

Abstract skirmish level combat.

Each figure represents a single Ship (unit).


VICTORY


You win if you Destroy the opposing Quinquereme.

THE MAP


Use an 8x8 chessboard.

THE SHIPS


Use chits or miniatures to represent Ships.

There are 4 types of Ships:

Biremes, Triremes, Quadriremes & Quinqueremes

SHIP TABLE


# Type Hits

2 Bireme 1

3 Trireme 2

2 Quadrireme 3

1 Quinquereme 4

# = Number of that type of Ship you start the game with.

Hits = Number of Hits that type of Ship has.

SETUP


Each player places one Ship on each square of his back rows.

Ships may not stack.


THE CARDS


Players share a common deck.

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Orders Phase

Maneuver Phase

Fire Phase

ORDERS PHASE


Draw 3 cards.

Max hand size = 5 cards.

If the deck runs out, shuffle the discard and draw from it.

Discard excess cards.


MANEUVER PHASE


Play (discard) a Move card to move one of your Ships.

The move card has a number.

This is the number of spaces the Ship moves.

Moves can be diagonal or orthogonal.

“Knight” type move cards allow a Ship to move like a knight in chess.

Instead of moving just one Ship in any direction, you have the

option of moving one or more Ships forward the indicated number of

spaces using a single move card.


FIRE PHASE


Play (discard) an Attack card to have a Ship attack.

The attack card has a number.

This is the range of the attack.

Attacks can be diagonal or orthogonal.

“Knight” type attack cards produce an attack with a range like a knight in chess.

Each attack inflicts one point of damage.

Use Chits or coins to record damage.

A ship reduced to 0 Hits is destroyed and removed from the board.

Your opponent may play (discard) Defense cards to negate your attack.

In order to ram, a ship must move first in the same turn.

A Shear Oars does no damage but the target ship can no longer ram or move.

CARD LIST NOTATION


M = Movement

S = Shooting Attack

R = Ramming Attack

B = Boarding Attack

D = Defense

X = Special

K = as a Knight would move in Chess

Type = Purpose of card

# = Number of that card in the Deck.

CARD LIST


Card Name: # Range Type Notes

Row 5 1 M

Row Row 5 2 M

Row Row Row 5 3 M

Ramming Speed 5 4 M

Periplus 5 K M Outflank

Prongs 2 1 R

Reinforced Ram 2 1 R

Ram 2 1 R Special Damage

Shear Oars 2 1 R

Hoplites 2 1 B

Harpax 1 1 B Catapult Launched Grapnel

Corvus 1 1 B Swing Bridge

Marines 2 1 B

Full Deck 2 1 B

Archers 1 3 S

Javelins 1 2 S

Slings 1 2 S

Greek Fire 1 2 S

Ballistae 1 4 S

Catapult 1 5 S

Trebuchet 1 6 S

Tower Archers 1 K S

Parablemata 2 - D Negate Shooting Attack

Reinforced Hull 2 - D Negate Ram Attack

Disengage 2 - D Negate Boarding Attack




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