PHASERS INTRODUCTION
Board & card game for 2 players.
Battle between two Star Trek Fleets.
Abstract skirmish level combat.
Each figure represents a single Ship (unit).
VICTORY
You win if you Destroy the opposing Dreadnaught.
THE MAP
Use an 8x8 chessboard.
THE SHIPS
Use chits or miniatures to represent Ships.
There are 4 types of Ships:
Scouts, Destroyers, Cruisers, Dreadnaughts.
SHIP TABLE
# Type Hits
2 Scout 1
3 Destroyer 2
2 Cruiser 3
1 Dreadnaught 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.
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.
Scout ships can be moved twice per turn.
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.
The enemy Ship that is the target of the attack takes damage equal to the
Damage value of the card.
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.
Shield cards reduce the amount of damage done by the attack.
Shield cards automatically negate Transporter Mines & Boarding Parties.
Cruisers & Dreadnaughts can attack twice per turn.
CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Special
K = as a Knight would move in Chess
Type = Purpose of card
Dam = Damage (inflicted or prevented)
# = Number of that card in the Deck.
CARD LIST
Card Name: # Range Dam Type Notes
Defensive Phasers 3 1-2 1 A
Phasers 3 3 1 A
Offensive Phasers 3 4 1 A
Transporter Mines 2 1 2 A
Special Attack 3 1 4 A
Drone Missiles 2 5 3 A
Boarding Party 2 1 5 A
Security 2 - - D Negate Boarding Party
Wild Weasel 2 - - D Negate Drone Attack
Shields 3 - 1 D
Directed Shields 3 - 2 D
Full Power Shields 3 - 3 D
Special Defense 3 - - D Negate Attack
Warp 1 3 1 - M
Warp 2 3 2 - M
Warp 3 2 3 - M
Warp 4 2 4 - M
Warp 5 2 5 - M
Warp 6 2 6 - M
Warp 7 2 7 - M
Worm Hole 2 K - M
Sensors 4 - - X Look at opponents hand
Tactics 3 - - X Discard to draw 3 cards
Defensive card that negates any one Attack.
For the Romulans this represents their Cloaking Device.
For the Klingons this represents the increased Speed & Agility of their Ships.
For the Federation this represents their advanced Shields & Sensors.
SPECIAL ATTACK CARD
Attack card that causes 4 damage at a range of 1 space.
For the Romulans this represents their Plasma Torpedoes.
For the Klingons this represents their Disruptor Banks.
For the Federation this represents their Photon Torpedoes.
CARD SET BY ZAK
Here is the URLs for the Phaser cards
http://digilander.iol.it/warpspawn2/phasers/phasers1.zip
http://digilander.iol.it/warpspawn2/phasers/phasers2.zip
http://digilander.iol.it/warpspawn2/phasers/phasers3.zip
http://digilander.iol.it/warpspawn2/phasers/phasers4.zip
http://digilander.iol.it/warpspawn2/phasers/phasers5.zip
I'm working on a complete thoth module with board & counters.
PIZZA PIE MAKER INTRODUCTION
Children’s card game.
2-4 players.
WINNING
The game ends when a player goes to draw a card and there are none left.
The player with the most points in their oven at the end of the game wins.
SETUP
Players are dealt 8 cards each.
The youngest player goes first.
TURN SEQUENCE
Eac turn is divided into 4 phases:
Market Phase
Order Phase
Sale Phase
Overhead Phase
MARKET PHASE
The current player draws one card and puts it in his or her hand.
ORDER PHASE
The current player may make a ‘pie’.
A pie is a combo of three or more cards that must include:
1 crust card, 1 sauce card, 1 cheese card, and 0 or more topping cards.
Place the pie into the ‘oven’ (your scoring pile).
SALE PHASE
Earn points for your pie if you made one this turn:
A basic pie of 1 crust card, 1 sauce card, 1 cheese card is worth 3 points.
Each additional topping is worth 1 point. You may not duplicate toppings.
Special Scoring Pies:
Everything Pizza: Basic pie + 6 different toppings is worth 12 points.
Meatsa Pizza: Basic pie + 1 pepperoni + 1 sausage + 1 meatball card is worth 8 points.
Veggie Pizza: Basic pie + 4 different veggie toppings is worth 10 points.
White Pizza: Substitute garlic for sauce.
Double Ingredient: once per game you may duplicate any topping or cheese or sauce.
Note: Some cards score extra points.
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