Introduction to Warpspawn Games



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CHAOS DECK CARD TYPES


S = Sorcerer

V = Villain

I = Item

SI = Special Item

A = Army

M = Monster

G = God

T = Transport



B = Boon

E = Event


CHAOS DECK CARD LIST


Card Name: Type Force Notes:

Jagreen Lern, Theocrat of Pan Tang S 9

Prince Yrkoon S 8

Mournblade SI 8

Theleb Kaarna S 8

Arioch of the Seven Darks G 10

Doctor Jest V 5

Melniboneans A 8

Earl Saxif D’Aan S 9

Champion of Chaos B 5 Must play with Sorcerer or Villain

Demon Steed M/T 4

Prince Gaynor the Damned V/S 9

Mordaga, the Sad Giant M 6

Demon Armor I 4

Urish the seven Fingered, Beggar King V 7

Dead God’s Book SI 9 +2 if played with a God

Grimoire I 5 Sorcerer gets +4

Mirror of Memory SI 9 Destroy 1 opposing army

Demon Sword I 5

Ghouls of Limbo A/M 6

Demon Shield I 5

Beggar Horde A 5 +2 if played with Urish

Sorcerers Ring I 3 Sorcerer gets +3

Mages Amulet I 4 Sorcerer gets +2

Crimson Gate T 5

Shade Gate T 5

Lord Gho’s Elixir I 5

Clakars, Winged Apes M/A 6

Giant Owls M/A 6 +2 vs Winged Men of Myyrhn

Agak & Gagak S 9

Mist Giant M 7

Kyrenee, Greater Demon M 9 Destroy 1 opposing Army

Doomed Companion E 3 Destroy 1 Hero if SB played

The Bane of the Black Sword E 3 Destroy 1 Hero if SB played

Prince of Chaos G 9

Immortal B 7 Villain or Sorcerer must be played

Host of Chaos A 8

Imrryr, The Dreaming City P 9

Teran Gashtek, Flame Bringer V 9

Weeping Wastes P 6

Pan Tang Isles P 6 +2 with Theleb or Jagreen

Nadoskor, City of Beggars P 5 +2 with Urish

Barbarian Horde A 6 +2 with Flame Bringer

Shapeshifters M 6

Demon Guardians M 6

Burning God G 8

Sighing Desert P 5

Tigermen M 4

The Vanishing Tower P/T 9

Dwarven Sorcerer S 6

Beings of Troos M 5

Dukes of Hell G 9

Chaos Armada A 9

Warping Power E 2 Destroy one opposing Lady

Boiling Sea P 8

Kelmain Host A 6

Balo the Jester S/G 8

Chaos Butterfly M 4

Hunting Dogs of Dharzi M 4

ELRIC LINKS


The Sailor on the Sea of Fate

Eternal Champion Role Playing

DISCLAIMER


Elric is a copyrighted/licensed property.

This is merely a fan site.


MEN OF SUMER

INTRODUCTION


Players a rival kings in the land of Sumeria.

VICTORY


The first player to control six of the ten city-states is the winner.

THE MAP


Use a hex map to depict:

The Fertile Crescent (The lands around and between the Tigris and Euphrates rivers).

There are 10 City states:

Kish, Larak, Nippur, Umma, Lagash, Uruk, Ur, Eshnunna, Khafaje, and Eridu.

There are 5 Terrain types:

1. Mud (Farmland & Villages)

2. River Valleys

3. Desert

4. Sea

5. City-States


COUNTERS


Each player gets a set of counters of a unique color.

A counter set contains counters of the following types:

Type: Number Notes

Armies 30 Each Army represents about 1,000 men.

Leader 1 Kingly personification of each player

Control Markers 70


WAR DECK


The War Deck has 6 types of cards:

Phalanx, Javelins, Chariots, Morale, Strategy, Terrain.

For each type of card there are 10 such cards in the deck numbered 1 through 10.

The Harvest Deck is a seperate deck.


SETUP


Shuffle the deck.

Each player gets a counter set.

Roll high on 1D6 to determine placement order.

Each player places his Leader counter on one of the City-states.

Place a control marker on your city-state and all of the surrounding adjacent spaces.

Neutral City states contain 3 Armies which must be defeated to gain control of the city.

Neutral city-states will retake adjacent unoccupied spaces in Planting Phase.

STACKING


Any number of armies may stack in one space.

MAIN TURN SEQUENCE


Each turn consists of 3 phases:

1. Harvest Phase

2. War Phase

3. Planting Phase


HARVEST PHASE


Players roll high on 1D6 to determine turn order. Reroll ties.

Each player…

Gains 5 armies for each City-state they control.

Gains 1 army for each ‘Mud’ terrain they control.

Gains 1 army for each ½ of a river valley they control.

Each Player is dealt 4 cards face up from the Harvest Deck and plays them.

Players place these armies in their City-states in turn order.

If a player lost a Leader last turn, he gains a new one.

He places the new leader in one of his City-States.

Discard all harvest cards.


WAR PHASE


This phase is divided into 10 segments.

Each player gets one segment turn during each segment.

Players take their segment turns in the order determined during Harvest Phase.

Each segment turn is divided into 3 sub-segments:

1. Movement Sub-segment

2. Fighting Sub-segment

3. Conquest Sub-segment

MOVEMENT SUB-SEGMENT


A player may move each of his armies 2 spaces.

A Leader may move 4 spaces.

In river spaces denote which side of the river the stack is on.

It costs 1 space to cross a river.

Armies & Leaders may not enter Sea spaces.

An army must stop upon entering a City-state, or a space occupied by enemy armies.


FIGHTING SUB-SEGMENT


If two stacks of opposing armies occupy the same space there will be a battle.

Exception: The armies are on either side of the river and the moving player

does not want to attack.

Each player is dealt 7 cards from the War deck.

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

Players may then discard up to 6 cards and draw replacements.

Each player may play up to one card of each of the six types of cards.

(For Example: a player could not play 2 chariot cards.)

Each player calculates his battle total:

Add the numeric value of all cards played + 1D6 per Army present and +2D6 if

your Leader is Present.

If the defending stack was in a City-state, the defender adds 2D6.

If the attacking stack just crossed a river the defender may add 1D6.

The player with the higher Battle Total wins.

Roll high on 1D6 to break ties.

The losing stack is destroyed utterly. The winner takes no casualties.

If your leader is destroyed, all of your armies on the board disband.

Discard all war cards.




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