On any space you have an army add a control marker if you didn’t already have one there.
Replace enemy control markers with your own in any space you occupy.
PLANTING PHASE
All players discard all their army counters.
The men return home to plant their fields.
Place your Leader counter into a City-state you control.
HARVEST CARD LIST
Card Name: Effect: Notes:
Revolt Lose 1D6 Armies
Flood Lose 1D6 Armies
Dust Storms Lose 1D6 Armies
Draught Lose 1D6 Armies
Flash Floods Lose 1D6 Armies
River changes Course Lose 1D6 Armies
Swamps Lose 1D6 Armies
Wild Jackasses Lose 1D6 Armies
Semite Invaders Lose 1D6 Armies
Martu Invaders Lose 1D6 Armies
Elamite Invaders Lose 1D6 Armies
Plague Lose 1D6 Armies
Pestilence Lose 1D6 Armies
Piracy Lose 1D6 Armies
Locusts Lose 1D6 Armies
Disease Lose 1D6 Armies
Rebellion Lose 1D6 Armies
Bloody Coup Lose 1D6 Armies
Corruption Lose 1D6 Armies
Heresy Lose 1D6 Armies
Famine Lose 1D6 Armies
Uprising Lose 1D6 Armies
Banditry Lose 1D6 Armies
Class Warfare Lose 1D6 Armies
Tax Reform Lose 1D6 Armies
Epidemic Lose 1D6 Armies
Food Shortage Lose 1D6 Armies
Anarchy Lose 1D6 Armies
Unrest Lose 1D6 Armies
Trade for Wood Gain 1D6 Armies
Trade for Metal Gain 1D6 Armies
Trade for Exotic Foods Gain 1D6 Armies Spices
Surplus Grain Gain 1D6 Armies Exported
Good Harvest Gain 1D6 Armies
Sumerian Beer Gain 1D6 Armies Favorite Drink
Bread & Onions Gain 1D6 Armies Staple Foods
Blessing of Innanka Gain 1D6 Armies The Goddess of Fertility
Blessing of En-Lil Gain 1D6 Armies The Wind God
Semite Migrations Gain 1D6 Armies
Elamite Mercenaries Gain 1D6 Armies Renowned archers
Martu Mercenaries Gain 1D6 Armies Semitic Desert Nomads
Trade for Gold Gain 1D6 Armies
Cuneiform Script Gain 1D6 Armies Written on Clay Tablets
Temple Festivals Gain 1D6 Armies Music & Sports
Trade Pottery Gain 1D6 Armies Clay was abundant
Livestock Gain 1D6 Armies Sheep, Oxen, and Swine
Build Ziggurat Temple Gain 1D6 Armies Step Pyramids
Irrigation Ditches Gain 1D6 Armies
Immigrant Workers Gain 1D6 Armies
Artisans & Craftsmen Gain 1D6 Armies Carpenters, Bricklayers, Jewelers, Weavers
Fishing Gain 1D6 Armies
Conquer Foreign Tribes Gain 1D6 Armies
Slavery Gain 1D6 Armies
Great Leader Gain 1D6 Armies Gilgamesh
Sacred Marriage Gain 1D6 Armies Yearly Ritual Orgy
Good Omens Gain 1D6 Armies Astrology, Reading Sheep’s Livers
Raise Taxes Gain 1D6 Armies Silver Shekels
Peace Treaty Gain 1D6 Armies
MAP
Thanks to Janne Thörne for making a Great map!
INTRODUCTION
Wet Wargame for 2 or more players.
Fantasy Swamp theme.
VICTORY
Destroy all enemy units.
DICE, CHITS, CARDS & TILES
Tiles are used to make the Map.
Chits are used to represent Units.
Each player has their own set of unit chits.
Cards are used to represent Spells.
Six sided dice are needed to play.
TERRAIN TILE LIST
Type: # Cost Notes:
Swamp 4 1 Wet, Trees
Marsh 4 1 Wet
Slough 4 2 Wet, Trees
Bog 4 2 Wet
Mud Hole 4 2 Wet, Treacherous
Bayou 4 1 Wet, Trees, Home
Sawgrass 4 2 Dry, Treacherous
Fen 4 1 Dry
Hammock 4 1 Dry, Trees
Mangroves 4 2 Dry, Trees
Rocks 4 2 Dry
Mound 4 2 Dry, Home
Spawning Pool 4 2 Water, Home
Pond 4 1 Water
Sink Hole 4 2 Water
Root Water 4 2 Water, Trees
# = Number of Tiles in Terrain Tile Set
Cost = Cost in Move Points to enter
THE MAP
Use a Chessboard (8 x 8).
Randomly distribute the tiles to the 64 spaces.
SETUP
Players pick which race they want to control.
Each race has its own set of Chits.
Each Player starts with their Leader chit located in a Home Space.
Randomly determine who goes first.
RACES
Several races (& subspecies) live (and fight) in the swamp:
Lizard Men
Crab Men
Bullywugs
Snake Men
Turtle Men
LIZARD MEN UNIT CHIT LIST
Unit Name: # Force Move Hits Notes:
Gecko 4 2 4 1 Shaman
Leaping Lizard 4 2 4 1 Jump
Chameleon 4 2 3 2
Horned Lizard 4 3 2 3 Shell
Komodo Dragon 3 4 3 3
Lizard King 1 5 3 2
Special Ability: All Lizard units have Dry & Tree
CRAB MEN UNIT CHIT LIST
Unit Name: # Force Move Hits Notes:
Rock Lobster 4 3 2 2 Water
Jumbo Shrimp 4 2 2 1 Water
Hermit Crab 4 2 2 2 Shaman
Stone Crab 4 4 2 3 Dry
Horseshoe Crab 3 2 4 2
King Crab 1 5 2 3 Leader
Special Ability: All Crab units have Shell
BULLYWUGS UNIT CHIT LIST
Unit Name: # Force Move Hits Notes:
Tree Frog 4 2 4 1 Tree
Frog Man 4 2 3 1 Water
Bull Frog 4 3 3 3 Dry, Shaman
Horny Toad 4 3 3 2 Shell
Poison Dart Frog 4 4 4 1 Poison
Frog Prince 1 5 4 2 Leader
Special Ability: All Frog units have Jump
SNAKE MEN UNIT CHIT LIST
Unit Name: # Force Move Hits Notes:
Water Snake 4 2 4 1 Water
Tree Snake 4 2 3 1 Tree, Shaman
Grass Snake 4 2 4 1 Dry
Python 4 3 3 3
Viper 3 4 4 2
King Cobra 1 5 3 2 Leader
Special Ability: All Snake units have Poison
TURTLE MEN UNIT CHIT LIST
Unit Name: # Force Move Hits Notes:
Snapper 4 3 2 2 Wet
Sea Turtle 4 2 2 2 Water
Tortoise 4 2 2 2 Dry, Shaman
Ninja Turtle 4 4 3 2
Galapagos 3 3 2 3
Mock Turtle 1 5 2 2 Leader
Special Ability: All Turtle units have Shell
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