Introduction to Warpspawn Games



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FIRE PHASE


The Advantaged player may attack.

The Disadvantaged player may not attack.

If Equals, both players may attack.

An attacker may reveal attack cards of only one type.

For example, a player may reveal one or more Cannon

Ball cards, but cannot also reveal Chain and Grape Shot.

Each Cannon Ball card will reduce the opponents Hull Stat by one.

Each Chain Shot card will reduce the opponents Rigging Stat by one.

Each Grape Shot card will reduce the opponents Crew Stat by one.

Discard all played cards.


RETIRE PHASE


Players may discard up to 3 cards.

SPICE RAID

INTRODUCTION


Board & card game for 2 players.

Man to man combat on the surface of Arrakis.

Takes place in the Dune Universe.

Pick your force: Atreides, Harkonnen, Fremen, Sardaukar

Each figure represents one warrior.

DISCLAIMER


‘Dune’ is a copyrighted/trademarked property.

This is just a fan site.


VICTORY


Kill your opponents Leader.

THE MAP


Use an 8X8 chessboard.

THE MEN


Use chits or miniatures to represent men.

ATREIDES UNIT LIST


# Unit Name Hits Notes

1 Captain of the Guard 3 Leader

2 Sword Master 2

5 Atreides House Troops 1


HARKONNEN UNIT LIST


# Unit Name Hits Notes

1 House Assassin 3 Leader

2 Sleeper Troops 2

5 Harkonnen House Troops 1


FREMEN UNIT LIST


# Unit Name Hits Notes

1 Naib 3 Leader

2 Fedaykin Death Commandos 2

5 Sietch Fremen Warriors 1


SARDAUKAR UNIT LIST


# Unit Name Hits Notes

1 Imperial Agent 3 Leader

2 Bashar 2

5 Sardaukar Soldier Fanatics 1


SETUP


Each player places 1 man on each square of his back row.

Men may not stack.


THE CARDS


Players share a common deck.

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Orders Phase

Move Phase

Fight Phase

ORDERS PHASE


Draw 3 cards from your deck.

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

Max hand size = 5 cards.

Discard excess cards.


MOVE PHASE


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

The move card has a number.

This is the number of spaces the man moves.

Moves can be diagonal or orthogonal.

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

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

spaces using a single move card.

FIGHT PHASE


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

The attack card has a number.

This is the range of the attack.

Attacks can be diagonal or orthogonal.

The enemy man that is the target of the attack takes one point of damage.

Use chits to keep track of damage.

A man reduced to zero hits is killed.

Your opponent may play a defense card to negate your attack.

If you use a Shield defense against a Lasgun, both target & attacker are killed.

The Fremen player treats the Lasgun card as: Crysknife (Attack range = 1)


CARD LIST NOTATION


A = Attack

M = Move


D = Defense

X = Special

# = Number of that card in the deck.

CARD LIST


Card Name: # Type Range Notes

Slip-Tip 2 A 1 Poison Tipped Left Handed Knife

Kindjal 2 A 1 Double bladed Short Sword

Rapier 2 A 1

Maula Pistol 2 A 2 Spring Loaded Poison Dart Gun

Stunner 2 A 3 Slow Pellet Projectile Weapon

Lasgun 2 A 4 Continuous Wave Laser Projector

Pyrocket 2 A 5

Personal Shield 2 D - Holtzman Generator

Shield Fighting 2 D -

Behind Cover 2 D - Negate attack of Range = 2-5

Thrust & Parry 2 D - Negate attack of Range = 1

Advance 5 M 1

Run 4 M 2

Charge 4 M 3

Feint & Counter 2 X - Opponent must discard 1 card

Tactics 2 X - Look at opponents Hand

Battle Language 2 X - Draw 2 Cards


SUPERHERO SLUGFEST CARD COMBAT

INTRODUCTION


Like cards better than counters?

Now you can have your Slugfest Action and a handful of cards too!


DECKS


Each player gets one deck.

A deck represents one Superhero team, all its members, and all of their special abilities.

A Superhero team has 4 Members.

A deck has 40 cards.

Each Member is represented by 10 cards:

Five of these are Character cards.

The five character cards all have the same title, the name of the superhero.

The other five are Ability cards.

The five ability cards have different titles according to what each power or ability is.

Ability cards should also have the name of the superhero they belong to.

Each card has a Force Value.

The five character cards have Force values from 1 to 5.

The five ability cards have Force values from 1 to 5.

TURN SEQUENCE


Each turn has 5 phases:

Power Up Phase

Tactics Phase

Attack Phase

Slug Phase

Knockout Phase


POWER UP PHASE


Each player draws 8 cards.

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


TACTICS PHASE


Players may discard up to 4 cards and draw replacements.

For each Knocked out Character a player has, he may discard an additional card.


ATTACK PHASE


Players reveal their hands.

Hands are placed on the table face up.


SLUG PHASE


Each player determines the battle total for his hand.

Add up the Force value of all your cards.

Ability cards only count if you have at least one of the appropriate character cards.

For each Superhero, you can count only one of his or her character cards.

Knocked out Heroes and their abilities do not count.

Cards that do not count do not add to your Battle Total.




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