By Tom Higgins
In the course of working up the first issue of the zine
(countermoves) I have been flooded with urls to game sites, aid,
rules and graphics. I have discovered the world of gamming is
both bigger and MUCH smaller than I thought.
In gaming there are also two extreme levels of representing the
game environment.
There is the super realistic miniatures camp where every thing,
the units, the trees, the grass, the houses, etc, are hand
crafted miniatures and the game is played by moving them about
either freestyle (using rulers and strings) or on some sort of
hex grid system built into the terrain.
Then there is the counter and map camp where a flat map depicts
all the environs and flat cardboard counters represent the
movable units.
In between there are some interesting and , I think, fertile
grounds for us to explore.
One of the things I have been stumbling across again and again
are Cardboard or Cardstock minatures/battle fields.
A good example of this can be found at
http://www.microtactix.com/
These folks sell PDF's that can be printed out and folded to
make 3d style environs and units. If you got a color printer you
can also add color to em.
This is sort of a cheaper way to use miniatures in your game.
Instead of investing time and money
Earlier this year, as a birthday present, I got the
Campaign Cartographer 2 bundle from a bud who was getting out of
the RPG world. One of the modules of it is called the Dioramas
expansion. It aids in creating these types of things.
http://www.profantasy.com/products/cc2d.asp
What I’m wondering here is are there any Warpsapwn games that
would be a good test to try this out on? If so we can bundle the
rules with the cardboard cut outs and have a really nice package.
In the same sense I am looking at a way to come up with a good
standard Warpsapwn Card template, something that would have a
Warpspawn logo for the back and a standard layout for the cards
grfx and text. I have though of just ripping MTG's layout, but
if there’s better ideas I would rather do them.
With a standard card layout it will be much easier to bang out
card sets for old games and new ones as they come out.
I have also been digging working on and seeing PDFs being made
for the games. It makes it easier to pass on to other as a
complete ready to play package.
RING WAR
INTRODUCTION
Two player card game simulating the struggle between the forces
of good and evil in Tolkein’s "The Hobbit" and "The Lord of the Rings".
THE DECKS
There are two decks.
One player uses the Forces of Light Deck.
The other player uses the Dark Powers Deck.
Each deck contains one of each of the cards described in its list.
VICTORY
The first player to have 10 Quest tokens or 10 War tokens wins.
If at the end of a turn one player has 10 Quest tokens and the other
Player has 10 War tokens the player with the 10 Quest tokens wins.
SETUP
Each player starts with 5 Quest tokens and 5 War tokens.
TURN SEQUENCE
Draw Phase
Aid Phase
Scout Phase
Action Phase
Resolution Phase
DRAW PHASE
Each player fills his hand to 9 cards.
If a deck runs out shuffle the discard and draw from it.
AID PHASE
Each player may discard up to 3 cards and draw replacements.
SCOUT PHASE
Reveal a card with the Scout property to look at your opponents hand.
The revealed card may not be your reserve card this turn.
ACTION PHASE
Each player puts 4 cards face down in 2 piles:
The War Pile and the Quest pile. (Each pile will contain 3 cards)
When both players have made 2 piles, the piles are revealed (flipped face up)
This will leave each player with one card in their hand.
The remaining card is called the reserve card.
RESOLUTION PHASE
Each card has a Quest value and a War value.
Each player adds up the Quest values of the cards in his Quest pile.
The player with the highest total value wins the Quest Contest.
The winner of the Quest contest takes one Quest token from his opponent.
In ties, no tokens are exchanged.
If one player’s total value is twice his opponents, he may take 2 tokens.
Each player adds up the War values of the cards in his War pile.
The player with the highest total value wins the War Contest.
The winner of the War contest takes one War token from his opponent.
In ties, no tokens are exchanged.
If one player’s total value is twice his opponents, he may take 2 tokens.
A pile may only contain one location card.
The player with the most armies in his war pile gets +3 to his War total.
The player with the most cavalry armies in his war pile gets +1 to his War total.
If 2 cards in a pile share the same alliance the pile gets +1.
If 3 cards in a pile share the same alliance the pile gets +3.
If 4 cards in a pile share the same alliance the pile gets +5.
A single card may belong to more than one alliance at a time.
CARD LIST NOTATION
A = Alliance
W = War
Q = Quest
MIDDLE EARTH - WAR OF THE RING - DARK POWERS - CARD LIST
Unit Name: A W Q Notes:
Sauron the Dark Lord M 7 6 Maiar: Lord of the Rings
Saruman the White I 4 4 Istari: Maiar
Witch King of Morgul AU 5 5 High Nazgul
Nazgul Ring Wraiths MU 4 4 Black Riders: Scout: +1 vs One Ring
Barrow-Wights U 0 3 Monster: Undead
Mouth of Sauron M 2 0 General: All your armies get +1W
Orcs of the Red Eye MG 2 2 Army: Goblins
White Hand Orcs IG 2 2 Army: Goblins
Orcs of Angmar AG 2 2 Army: Goblins
Uruk-hai G 3 2 Army: Hobgoblins
Half Orcs IG 3 0 Army
Trolls T 4 3 Army: Giants
Olog-hai T 5 3 Army: Black Trolls
Balrog Demon U 6 5 Monster
Shelob the Great S 0 4 Monster: Spider
Great Spiders S 0 3 Monsters
Cave-Drake D 4 3 Monster: Dragon
Winged Fire-Drake D 4 4 Monster: Dragon
Smaug D 5 5 Monster: Dragon
Black Numenoreans - 2 0 Army: Men
Umbar Corsairs M 2 0 Army: Men
Easterlings of Rhun A 3 0 Army: Men: Sagath: Cavalry
Men of Harad M 2 0 Army: Men: Southrons
Balchoth Barbarians M 2 0 Army: Men
Wargs W 2 3 Monsters: Great Wolves
Wolf Riders GW 3 2 Army: Orcs & Wargs: Cavalry
Great Bats - 0 2 Monster
Vampires U 0 3 Monsters: Undead
Gaurhoth Werewolves UW 0 3 Monsters: Shapeshifters
Fell Beasts U 0 2 Monsters: Nazgul get +1
Wainriders M 3 0 Army: Men: War Chariots: Cavalry
Flies of Mordor M 0 2 Monster: Swarms
Dunlendings I 2 0 Army: Men
Haradrim Mumakils M 3 0 Army: War Elephants: Cavalry
Hillmen A 2 0 Army: Men
Smeagol Gollum - 0 5 Monster: +3Q vs Frodo or the One Ring
Kraken - 0 3 Monster
Bandits - 1 2 Men: Scout
Wormtongue I 2 2 Traitor: +3 vs King Theoden
Southron Spy I 1 2 Scout
Gothmog A 3 0 General: All your armies get +1W
Variags of Khand M 3 0 Army: Men: Cavalry
The Grond - 1 0 Giant Battering Ram: +5W vs. Locatns
The Lidless Eye M 2 3 Magic: Scout
Corruption - 0 3 Magic: +1Q per opposing hero
Palantir - 0 3 Seeing Stones: Maiar get +2: Scout
Crebain - 1 2 Large Black Crows: Scout
Mordor M 4 3 Location
Moria - 0 3 Location: Balrog gets +2Q
Mount Doom M 0 4 Location
Mirkwood S 0 3 Location
Misty Mountains - 0 3 Location
Notes:
M = Mordor Alliance
A = Angmar Alliance
I = Isengard Alliance
U = Undead Alliance
S = Spiders Alliance
D = Dragons Alliance
G = Goblins Alliance
T = Trolls Alliance
W = Wolves Alliance
The Corruption card is = 0 if any Hobbits are played
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