THERMOPYLAE INTRODUCTION
Two-player Card game.
Simulates the battle of Thermopylae (480 BC), where a small band of Spartan warriors
Fought to their deaths against the mighty Persian Army of king Xerxes.
CARDS
Players will have to make their own sets of cards.
The Greeks and Persians have their own unique decks.
The Greeks also need ten Troop tokens.
Each Token represents 200 Spartan Soldiers (& allies).
On the Deck lists, # = number of that card in the deck.
Both decks have 52 cards.
Notice that most cards have a force value.
SET UP
Shuffle both decks.
The Persian player draws 4 cards.
The Greeks player draws 4 cards.
The Greeks start with 10 Tokens.
The number of Persian warriors is not recorded.
Draw Phase
Discard Phase
Persian Attack Phase
DRAW PHASE
Both players draw 1 card from their respective decks.
DISCARD PHASE
If a player has more than 7 cards he must discard the excess.
Players may also discard any cards they don't want.
Players may, in this phase, play cards that cause their opponent to discard.
The Persian player may decide not to attack. If so, the turn ends.
If the Persian player must play an “Attack” card to attack.
The Persian may attack with additional cards with a force value of greater than zero.
Add up the force value of all of these cards and multiply by the number of
Strategy cards played +1.
You cannot play 2 strategy cards of the same type.
This number is the Total Persian Force Value.
All cards used in the Attack are discarded.
The Greek may defend with at least one card with a force value of greater than zero.
Add up the force value of all of these cards and multiply by the number of
Strategy cards played +1.
You cannot play 2 strategy cards of the same type.
This number is the Total Greek Force Value.
All cards used in the Defense are discarded.
Subtract the Total Greek Force Value from the Total Persian Force Value.
If the result is positive, this, divided by 10, is the number of Greek tokens lost.
PERSIAN VICTORY
If all of the Greek troops are killed than the Persians win.
GREEK VICTORY
If the Persian player goes to draw a card and there are no cards left in his deck
and the Greek player still has troops remaining, than the Persians give up and
go home, and the Greeks win.
PERSIAN DECK CARD LIST
8 Attack 10 Must be played to attack
3 Ethiopian Tribesmen 20
3 Egyptian Levies 20
2 Mede Cavalry 20
4 Bactrian Spearmen 30
1 Indian Heavy Chariots 30
1 Scythed Chariots 30
2 Assyrian Light Chariots 30
4 Persian Archers 40
2 Scythian Horse Archers 40
2 Phrygian Javelineers 40
8 Immortals 50
3 Greek Traitor 0 Strategy Card
3 Outflanking March 0 Strategy Card
3 Mountain Path 0 Strategy Card
3 Xerxes Commands 0 Opponent must discard 2 random cards
SPARTAN DECK CARD LIST # CARD FORCE NOTES
8 Greek Allies 10
8 Overlapping Shields 20
8 Heavy Infantry 30
8 Hoplites 40
8 Phalanx 50
3 Heroic Last Stand 0 Strategy Card
3 Spartan Training 0 Strategy Card
3 Narrow Defile 0 Strategy Card
3 Leonidas Strategy 0 Opponent must discard 2 random cards
THERMOPYLAE FORUM
Click here
SPEED RACER
INTRODUCTION
Go Speed Racer! Go!
Pick your Driver, Car, Modifications, and go!
DISCLAIMER
Speed Racer is a licensed, copyrighted, trademarked property.
This is merely a fan site.
VICTORY
It takes 50 Speed Points to cross the Finish line.
Determine 1st, 2nd, and 3rd place.
THE DECKS
There are 5 Decks:
The Driver Deck
The Car Deck
The Equipment Deck
The Action Deck
The Episode Deck
THE ACTION DECK
The Action Deck has 4 types of cards:
Foe Cards
Obstacle Cards
Villain Cards
Aid Cards
SETUP
Each player Draws 1 Driver, 1 Car, and 3 pieces of Equipment.
Place these cards face up in front of you.
Each player starts with a hand of 5 Action cards.
Players roll high on 1D6 to see who goes first.
Draw 1 card from the Episode deck to see who the Villain is this game.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Draw Phase
Threat Phase
Speed Phase
DRAW PHASE
Draw 2 cards from the Action Deck.
Max hand size is 7 cards.
Discard excess cards.
THREAT PHASE
You may play a Villain card on yourself or any opponent may play one
Villain, Foe, or Obstacle card on you.
These are collectively referred to as ‘Threat’ cards.
Each Threat card has a Threat Level.
Roll 1D6 and add the Threat Level of the Threat card to get the Total Threat Value.
The Threat has one of several Descriptors: Fight, Jump, Turn, etc.
Roll 1D6 and add any bonuses you have from your Driver, Car, or Equipment in the
Indicated Descriptor. This is the Total Skill Value.
You may also play Aid cards of the appropriate type for additional bonuses.
If the Total Skill Value is equal to or greater than the Total Threat Value, you
Overcome the Threat. If not, you fail the Threat.
Threat and Aid cards are discarded.
SPEED PHASE
If you overcame the threat from Threat phase roll 1D6 and add any
Speed bonuses you have. Add this value to your running Speed Point Total.
If you failed the Threat, you get no Speed points.
If you were not challenged by a Threat you may roll with an extra bonus of +2.
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