BATTLE 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 takes one Hit point of damage.
A unit reduced to zero hits is captured and is removed from the map.
Units cannot attack through other units.
A player may discard a Defense card to negate an attack.
M = Movement
A = Attack
D = Defense
X = Special
Type = Purpose of card
# = Number of that type of card in the deck
CARD LIST
Card Name: # Range Type Notes
Move 5 1 M Walk
Move 5 2 M Run
Move 5 3 M Hover
Move 4 4 M Jet Pack
Move 3 5 M Full Throttle
Blast Off 1 3 M Rangers only
Rocket Cycle 1 4 M Rangers only
Flying Platform 1 3 M Zurg only
Laser 5 2 A Pistol
Laser 5 3 A Rifle
Laser 4 4 A Bazooka
Laser 4 5 A Cannon
Close Combat 3 1 A Kick
Close Combat 3 1 A Punch
Close Combat 2 - D Flip: vs Close Cbt: Attacker takes 1 Hit
Armor 1 - D Terrillium Carbonic Alloy
Armor 1 - D Laser Resistant Diavallic Alloy
Maneuver 1 - D Gemini Split: Rangers only
Maneuver 1 - D Emergency Liftoff
Maneuver 1 - D Dodge
Communicator 1 - X Draw 3 cards
Nefarious Scheme 1 - X Draw 3 cards: Zurg only
Crystolic Fusion Cell 1 - X Draw 2 cards
Energy Readings 1 - X Look at opponents Hand
Spy Drone 1 - X Look at opponents Hand: Zurg only
Special 6 - X Activate Unit Special Ability
STORMBRINGER
INTRODUCTION
Two player card game depicting the struggle between Law & Chaos in
Moorcock’s Elric Fantasies.
THE DECKS
There are 2 decks:
The Law Deck
The Chaos Deck
Each player controls one deck.
SETUP
Shuffle the decks.
Each player draws 8 cards from his own deck.
Each player starts with 4 Balance Tokens.
VICTORY
The first player to control all 8 Balance Tokens wins the game.
TURN SEQUENCE
Each turn has 5 phases:
Fate Phase
Destiny Phase
Quest Phase
Struggle Phase
Balance Phase
FATE PHASE
Each player fills his hand to 8 cards
If a deck runs out, shuffle its discard and draw from it.
DESTINY PHASE
Each player may discard up to 4 cards and draw replacements.
QUEST PHASE
Players may discard a Transport card to search their deck for and play any
Item or Place card.
STRUGGLE PHASE
Each player may play to the table, face-up, some, all, or none of his cards.
Each played card has a Force Value.
Each player adds up the Force Value of his played cards.
The player with the highest total Force Value wins the turn.
The Law player may only play:
1 Elric card, 1 Stormbringer card, 1 Lady card, 1 Spell card, 1 God card,
1 Transport card, 1 Place card, 1 Item card.
The Law Player may play any number of Hero and Army cards.
The Chaos Player may only play:
1 Sorcerer or Villain card, 1 God card, 1 Transport card, 1 Place card,
1 Special Item card, 1 Event card.
The Chaos Player may play any number of Monster, Army, and Item cards.
BALANCE PHASE
The turn winner gets to take a Balance Token from his opponent.
All played cards are discarded.
Players may discard some, none, or all of the cards in their hands.
LAW DECK CARD TYPES
E = Elric
SB = Stormbringer
H = Hero
A = Army
P = Place
L = Lady (Lover)
B = Boon
I = Item
S = Spell
T = Transport
G = God
LAW DECK CARD LIST
Card Name: Type Force Notes:
Elric, Eternal Champion E 9
Elric, God-Slayer E 9 Destroy 1 opposing God
Elric the Doomed Albino E 8
Elric the White Wolf E 8
Elric, Emperor of the Ruby Throne E 7
Elric of Melnibone E 7
Elric, Woman-Slayer E 6 You cannot play a Lady card
Stormbringer, Hell Sword SB 9 +2 if Elric card Played
Stormbringer, Soul Stealer SB 8 +2 if Elric card Played
Stormbringer, Rune Blade SB 7 +2 if Elric card Played
Stormbringer, The Black Sword SB 6 +2 if Elric card Played
Moonglum H 8
Rackhir the Red Archer H 7
Tanelorn P 8
Dyvim Tvar, Lord of the Dragon Caves H 5 +4 if Dragons are played
Magum Colim, Grand Admiral H 6 Friendly Armies get +2
Horn of Fate I 10 Only play if you have 7 Tokens
Chaos Shield I 9 Destroy opposing Sorcerer
Myshella, Emress of the Dawn L 9 Spells you play get +2
Champion of Law B 7 Only if you play at least 1 Hero
Count Smiorgan Baldhead H 5 Friendly Armies get +2
Queen Yishana of Jharkor L 6
Zarzonia Voashoon L 4
The Noose of Flesh S 7 Destroy one opposing Army
Invulnerability S 7
The Ship that Sails over Land & Sea T 7 +3 if Straasha or Grome played
Mechanical Bird T 5 +3 if Myshella played
Potion of Strength I 4 +3 if Elric played
Dragons of Melnibone A/T 9
Steeds of Nihran T 3
Duke Avan Astran, Explorer H 6
Dyvim Slorm H 7
Oone, Dreamthief L 6
Actorios, the Ring of Kings I 8 Play only if Elric Played
Isle of Purple Towns P 7 +2 if Count Smiorgan played
Golden Battle Barges A 8
Straasha, King of the Sea G 8
Grome, King of the Earth G 8
Lasshaar, King of the Air G 8
Sepiritz, Captain of the Fates H 6
Grey Lords G 9 Only play if Chaos is winning
Castle Kaneloon P 8 +3 if Myshella played
Sea Lords Reaver Fleets A 6 +2 vs Imrryr
Elemental Allies A 7 +2 if a God is played
Three As One S 9 2 Heroes & Elric must be played
Meerclar, Lord of Cats G 7
Fileet, Lord of the Birds G 7
Haaashaastaak, Lord of Lizards G 7
Arrow of Justice I 8 Destroy one opposing Monster
Astral Travel S/T 4
White Lords of Law G 10 Play only if you are winning
Karlaak, City of Jade Towers P 5 +2 if Zarzonia is played
The Winged Men of Myyrhn A 5
Share with your friends: |