THE CARDS
Players share a common deck.
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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