Introduction to Warpspawn Games



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THE VILLAIN


Every time a Villain card is played, you have to face the Threat described on

the Episode card.

The third time a Villain card is overcome means the Villain is finally,

totally defeated, andNo one can play any more villain cards.

The player that defeated the Villain for the third time gains 1D6 Speed points.

RACE CAR DECK CARD LIST


Card Name Notes

Mach 5 Jump & Speed +1

Mach 5 Formula One Speed +2

Mock Mach 5 Jump & Speed & Turn +1

Shooting Star Speed +1 (Spiffy Black & Yellow)

Black Tiger Turn +1 (Number 4)

Car 13 Jump +1 (Yellow)

Car 001 Repair +1 (Red)

Melange X-3 Speed +1 (Sporty Black Coupe)

Supersonic Car Speed +3 & Turn –1


DRIVER DECK CARD LIST


Card Name Notes

Speed Speed +1 & Fight +1

Racer X All Threats +1 (Rex Racer)

Kim Jugger Speed +1 (Competitive Racer)

Janine Trotter Turn +1 (Aspiring Racer)

Twinkle Banks Jump +1 & Turn +1 (Girl Daredevil)

Rock Force Speed +1 & Turn +1 (One Armed Racer)

EQUIPMENT DECK CARD LIST


Card Name Notes

Powerful Auto Jacks Jump +1

Super Grip Tires Turn +1

Auxiliary Motors Turn +1

Rotary Saws Rough Terrain +3

Safety Cockpit Repairs +3

Super Headlights Darkness +3

Submersible Water +3

Homing Robot Hand Size +1

Special Brakes Turn +1

GRX Engine Speed +1

Retractable Wings Jump +1

Jet Engines Speed +1

Oil Slick Fight +1

Mizmo Raygun Fight +1

Super Charged Speed +1


EPISODE DECK CARD LIST


Card Name Notes

Monster Car Jump +2 (Laser Tank created by the Mad Dr McFife)

Mammoth Car Speed +4 (Cruncher Block: Crime Lord)

International Assassins Fight +2 (Professor Anarchy: Evil Mastermind)

Race Rudolph Elegantor Jump +2 (Notorious Aristocratic Mastermind)

Ace Deucey Fight +2 (Mercenary)

Mr. Cumulus Navigate (Maniacal Villain with Atomic Bomb)

Tongue Blaggard Fight +2 (Unscrupulous Crime Boss)

Kadar Turn +2 (Greedy Villain)

Jack Rival Fight +2 (Unethical CEO of the Rival Motor Company)


ACTION DECK CARD LIST: AID CARDS


Card Name Notes

V-Gas Drug Speed +2

Go Speed Racer! Go! Speed +2

Driving Skill Turn +2

Elude Danger Turn +2

Quick Reflexes Turn +2

Martial Arts Fight +2

Calculate Speeds Navigate +4

Navigation Whiz Navigate +4

Natural Talents Turn +1 or Jump +1

Fearless Jump +2

Expert Marksman Fight +2

Smoke Bombs Fight +2

Overtake the Pack Speed +2

Short Cut Speed +2

Sparky Repair +2

Pops Repair +2

Chim Chim Fight +2

Spritle Fight +2

Pit Stop Repair +2

Trixie Navigate or Fight +2

Inspector Detector +2 vs Villain


ACTION DECK CARD LIST: FOE & OBSTACLE CARDS


Card Name Notes

Villain Cards 7 in Deck

Motorcycle Bandits Fight

Skull Duggery Fight (Enemy Driver)

Axle Spikes Speed

Zoomer Slick Speed (Enemy Driver)

Henchmen Fight

Alpha Team Turn (Enemy Drivers)

Assassins Fight

Grudge Match Speed

Zero Visibility Darkness

Spin out Turn

Thugs Fight

Dirty Tricks Turn or Fight

Gunman Fight

Falling Rocks Turn

Log Trap Speed

Night Darkness

Chasm Jump

Bridge Out Jump or Water

Canyon Jump or Navigate

River Water

Maze Navigate

Jungle Rough Terrain or Navigate

Blizzard Darkness or Navigate

Underground Base Fight

Avalanche Turn

Lava Flow Speed

Rubble Jump

Ramp Jump

Pile of Flaming Wrecks Jump

Mud Slide Turn

Foliage Rough Terrain

Sabotage Repair

Mechanical Failure Repair

Engine Problems Repair

Flat Tire Repair

Quicksand Jump or Turn

Remote Control Car Fight

Road Block Rough Terrain

Flooding Water

Icy Road Turn

Signposts Altered Navigate

Detour Navigate


LINKS


Speed Racer Shrine

Sparky’s

SPIDER-MAN

INTRODUCTION


2 player card game.

One player is Spiderman (Spidey).

The other player is the Bad Guys.

THE DECKS


There are 2 decks:

The Bad Guy Deck & The Spiderman Deck.

The Bad Guy deck has 5 of each of the cards listed in the

Bad Guy Card List & Bad Guy Attack Card List.

The Spidey deck has 5 of each of the cards listed in the

Spiderman Card List & Spiderman Attack Card List.


OBJECTIVE


Get all 50 plot Tokens.

SETUP


Each player gets 25 plot tokens.

TURN SEQUENCE


Players go simultaneously.

Each turn is divided into 7 phases:

1. Plot Phase

2. Encounter Phase

3. Plot Thickens Phase

4. Maneuver Phase

5. Climax Phase

6. Attack Phase

7. Resolution Phase

PLOT PHASE


Each Player must put 2 Tokens in the pot (now referred to as the PLOT)

ENCOUNTER PHASE


Each player draws 7 cards from his deck.

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


PLOT THICKENS PHASE


Starting with the Bad guys, each player may up Ante by up to 5 plot tokens.

A Player may fold and concede the PLOT to his opponent.


MANEUVER PHASE


Players can discard up to 5 cards and draw replacement cards.

CLIMAX PHASE


Starting with the Spiderman, each player may up the Ante by up to 5 plot tokens.

A Player may fold and concede the PLOT to his opponent.


ATTACK PHASE


Players reveal their hands.

Calculate the value of each hand.

For the Bad Guys:

Multiply the number of cards of a particular Bad Guy x The number of his attack cards.

For Example: You have 2 Mysterio cards & 3 Energy Globes in your hand.

This would score 2 x 3 = 6.

Lets say the other 2 cards in his hand are Vulture and Lightning Blast.

No points are gained for either card. However,

If the other two cards were Vulture and Swoop Attack that would be

worth 1 x 1 = 1 point andThe total score would be 6 + 1 = 7

For Spidey:

Attack and defense cards that you only have one copy of do not count.

Multiply the number of attack cards times the number of defense cards.

For Example: You have 3 Jumps and 2 Punches and 1 Swing and 1 Tangle.

The Tangle and the Swing cards do not count.

Multiply 3 x 2 to get your final hand value: 2 x 3 = 6.




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