Introduction to Warpspawn Games


THE CARDS Players share a common deck. TURN SEQUENCE



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THE CARDS


Players share a common deck.

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Vector Phase

Move Phase

Fire Phase

VECTOR PHASE


Draw 3 cards.

If the 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 Fighters.

Fighters cannot move through other units except for Knight type moves.

The move card has a number.

This is the number of spaces the Fighter moves.

The Fighter tables list what type of Move cards each unit can use.

Moves are 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.

FIRE PHASE


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

The attack card has a number.

This is the range of the attack.

Attacks are diagonal or orthogonal.

The enemy unit that is the target of the attack is automatically

killed and removed from the map.

Units cannot attack through other units except for Knight type attacks.

CARD LIST NOTATION


M = Movement

A = Attack

D = Defense

K = As a Knight moves in Chess

Type = Purpose of card

# = Number of that type of card in the deck


CARD LIST


Card Name: # Range Type Notes

Maneuver 5 1 M

Loop 5 2 M

Break away 5 3 M

Pursuit 4 4 M

Dive 3 5 M

Afterburners 2 6 M

Blasters 5 1 A

Attack Run 5 2 A

Targeters 5 3 A

Fire-Linked 5 4 A

Evasion 4 - D

Deflector Shields 2 - D Rebels Only

Ion Thrusters 2 K M Imperials Only

Laser Cannons 2 5 A X-Wings Only

Agility 2 - D A-Wings Only

Ion Cannons 2 3 A B-Wings Only

Laser Turret 2 K A Y-Wings Only

Tight Turns 4 - D TIE Fighters Only

Laser Cannons 2 5 A Interceptors Only

Tactics 2 - X Draw 2 cards

LINKS


Starwars Project

STRATEGO WWII NAVAL

INTRODUCTION


Stratego variant with a WWII Naval theme.

All spaces are sea spaces, except for 2 islands in the center of the board.

There are 40 new pieces.

There are 2 ways to win:

1. Destroy all of your opponent’s Carriers.

2. Have one of your Transports reach your opponents back row.

All units except mines move 1 or 2 spaces. There are no scouts.

Mines are equivalent to bombs.

High Rank destroys low rank.

For example: Battleships = 7 defeat Cruisers = 6.

Every turn in addition to your normal move you may make one Air Mission.

There are 2 types of missions: Reconnaissance & Bomber missions.

For a Reconnaissance mission choose an enemy unit and roll one six sided die:

1D6 Result:

1-3 Unit Identity revealed if it is not a sub or a mine

4-5 No sightings

6 Reconnaissance Plane shot down by AA guns/fighters

For a Bomber mission choose an enemy unit and roll one six sided die:

1D6 Result:

1-3 Target unit (not sub or mine) destroyed by bombs/torpedoes

4-5 Bomber misses

5-6 Bomber shot down by AA guns /fighters

Each player has 4 Reconnaissance Planes and 4 Bombers.

If all planes of 1 type are shot down, no more missions of that type are possible.

Unit Name # Rank Notes

Mines 6 - Same as Bombs

Transport 4 1

PT Boat 4 3 Defeats all units except mines when attacking

Mine Sweeper 2 2 Automatically defeat Mines

Destroyer 8 5 Automatically defeat Subs

Cruiser 4 6

Battleship 4 7

Carrier 4 4

Submarine 4 - Defeats all units except mines & destroyers


COUNTER SET & MAP


The following counter set and map was created by Janne Thorne:

jan.thorne@mail.bip.net

Janne has also made counters and cards for Blitz, Midway, Cannonade, and others.


SCORE

INTRODUCTION


Scenario for WarpQuest.

Click here for the WarpQuest Core Rules.

Each player takes the role of a teenager looking to “Score” on a Saturday night.

VARIANT RULES


There is only one Module.

There is no Artifact.

The journey on the board is a one way trip.

Spaces on the board represent time not distance.

There are 6 types of challenges:

Alcohol, Sex, Drugs, Music, Trouble, Fight

Each player starts with 6 skills.

If a card lists two types pick one.

If you fail the challenge discard the card (no one gets wounded or killed).

If you win the Challenge, keep the card.

The player with the most cards in the most challenge types wins.

If you win a “fight” with an opponent take any one of his cards.


SKILL TABLE


1D6 Skill Notes

1 Stupidity +1 to Trouble Challenges

2 Smooth Talking +1 to Sex Challenges

3 Tough Guy +1 to Fight Challenges

4 Stoner +1 to Drug Challenges

5 Tape Collection +1 to Music Challenges

6 Tolerance +1 to Alcohol Challenges

SCORE


Card Name Notes

Six Pack of Beer Alcohol

Vodka Bottle in each Hand Alcohol

Beer Keg Alcohol

Long Neck Flask Alcohol

Wine Coolers Alcohol

Wine in a paper Bag Alcohol

Chugging Alcohol

Game of Quarters Alcohol

Bar Hopping Alcohol

Pub Crawl Alcohol

Beer & Chicken Wings Alcohol

Mixed Drinks Alcohol

Hard Liquor Alcohol

Tequila Shots Alcohol

Dance Club Music

Live Band Music

House Music Music

Head Bangers Ball Music

Mosh Pit Music or Fight

Stage Diving Music or Trouble

Techno Rave Music

Hip Hop Music

Grunge Music

Dance Music Music

Battle of the Bands Music

Rap Music Music

Heavy Metal Music

Hardcore Music

Retro Disco Music

Nitrous Oxide Drugs

Mary Jane Drugs or Sex

Smokin Dope Drugs

Grass Drugs

Pass the Joint Drugs

Burn Drugs

Dime Bag Drugs

Psychadelic Haze Drugs or Music

Water Bong Drugs

Weed Drugs

Light Up Drugs

Cocaine Drugs

Spanish Fly Drugs or Sex

Spin the Bottle Sex

Truth or Dare Sex or Trouble

Hippy Chick Sex

Condoms Sex

Two Sisters Sex

Beach Bunny Sex

Party Girl Sex or Drugs

Wham Bam Thank You Maam Sex

Punk Rock Girl Sex or Music

Sex on the Beach Sex or Alcohol

Back Seat Sex

Dinner & a Movie Sex

College Dorm Orgy Sex

Hot Tub Sex

Skinny Dipping Sex or Trouble

Roomates Sex

Boy Toy Sex

Gang Bang Sex

Biker Chick Sex or Fight

Ass Whooping Fight

Fight in the Bowling Alley Fight

Scuffle in the Parking Lot Fight

You Lookin at Me? Fight

Hicks Fight

Punks Fight

Lowlifes Fight

Fight Club Fight

Looking for Trouble Fight or Trouble

Saturday Nights alright for Fighting Fight

Mailbox Baseball Trouble

Cops Break up Party Trouble

Shoot Bottle Rockets at Houses Trouble

Driving Drunk Trouble or Alcohol

Street Racing Trouble

Toilet Paper Cars Trouble

Shoplifting Trouble

Loud Stereo Speakers Trouble or Music

Broken Bottles Trouble or Alcohol

Loud & Obnoxious Trouble or Fight

Juvenile Delinquent Trouble

Break Window Trouble

Vandalism Trouble

Graffiti Trouble

Crash Party Trouble or Fight

Trespassing Trouble

Money Aid: +4 to Drug, Alcohol, or Music Challenge

Cool Car Aid: +4 to Sex Challenge

Good Looks Aid: +4 to Sex Challenge

Stash Aid: +4 to Drug Challenge

Gang Aid: +4 to Fight Challenge

Bad Attitude Aid: +4 to Fight or Trouble Challenge




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