Introduction to Warpspawn Games



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EXPLORATION PHASE


Take the top card of the Dilemma Deck and put it face up in the center of the

Table next to any already revealed Dilemma cards.

If there are already 3 Dilemma cards face up in the middle of the table, skip this phase.

DRAW PHASE


Draw 2 cards from the Crew Deck.

Discard one of these two cards, and keep the other one in your hand.

Maximum hand size is 9 cards. Discard excess cards.

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


MISSION PHASE


If you can and you want to, discard crew cards to solve a target dilemma card.

The crew cards discarded must, combined, have attribute levels equal to or

exceeding the levels of the dilemma.

Place the solved dilemma into a separate pile next to you called your Captains Log.

When solving a dilemma, you may play only one copy of a unique character.

For example: you can play multiple red shits, but only one Captain Kirk.

You can only play one copy of an equipment or action card. (one Tricorder, not two.)

You cannot play just equipment cards, at least one crewmember is required.

The Vulcan Mind Meld, Vulcan Nerve Pinch, and Vulcan Logic cards can

only be played with Spock.


SPECIAL CARDS


Discard a Starbase card and your hand to skip Mission phase and draw 5 new cards.

Discard a Shuttle card to draw 2 cards and put them in your hand.

Discard a Scanner Reading card to draw a card and look at the next card in the Dilemma deck.

Discard a Replicator card to look at the next 7 cards in the Crew Deck.

Discard a Beam me up card to take a crewmember card from the discard pile and

put it in your hand.

Discard a Warp Speed card to draw a card and take another turn.

Discard a Prime Directive card to shuffle the current Dilemmas into the Dilemma deck.

Discard a Space Time Anomaly to make target opponent discard three random cards.

CARD NOMENCLATURE


# = Number of that card in the deck

T = Tactics

S = Science

N = Negotiation

Y = Card Type

C = Crew


E = Equipment

A = Action

X = Special

V = Victory Points


CREW DECK


Card Name # T S N Y

Captain Kirk 6 3 - 3 C

Mr Spock 6 2 3 1 C

Dr “Bones” McCoy 5 - 2 2 C

Uhura 3 - - 2 C

Chekov 3 1 - 1 C

Sulu 3 1 - 1 C

Scotty 3 1 1 - C

Red Shirts 5 1 - - C

Blue Shirts 3 - 1 - C

Yellow Shirts 4 - - 1 C

Tricorder 4 - 1 - E

Phaser 2 1 - - E

Transporter 2 1 - - E

Replicator 2 - - - X

Shuttle 2 - - - X

Scanner Reading 2 - - - X

Warp Speed 2 - - - X

The Starship Enterprise 5 1 1 - E

Commlink 2 1 - - E

Explore New Worlds 1 - 1 - A

Phasers on Stun 1 1 - - A

Vulcan Mind Meld 2 - - 1 A

Vulcan Nerve Pinch 1 1 - - A

Vulcan Logic 1 - 1 - A

Highly Illogical 1 - 1 - A

Open Hailing Frequencies 1 - - 1 A

We Come in Peace 1 - - 1 A

Live Long & Prosper 1 - - 1 A

Starbase 3 - - - X

Beam me up 2 - - - X

The Prime Directive 3 - - - X

Love Interest 5 - - 1 C

Space Time Anomaly 3 - - - X


DILEMMA DECK CARD LIST


Card Name: V T-S-N Notes:

The Man Trap 3 3-5-0 Shape changing Salt Vampire

Charlie X 3 0-3-5 Immature Telekinetic Child

Where No Man has gone Before 6 2-3-4 Crewmember turned into a God

The Naked Time 4 2-3-4 Crews inhibitions are removed

The Enemy Within 3 4-3-2 Kirk is split in two

Mudds Women 2 3-0-5 Conniving Space Pimp

What are little girls made of? 5 5-0-3 Android Duplicates

Miri 3 3-4-2 Diseased 300-year old Children

Dagger of the Mind 3 4-3-2 Mad Dr with Mind Control Device

The Corbomite Maneuver 4 5-0-3 Trapped by Alien Ship

The Menagerie 2 3-0-5 Spock takes Pike to Talos IV

The Conscience of the King 2 3-0-5 Genocidal Mastermind in Disguise

Balance of Terror 4 5-0-3 Cat & Mouse with Cloaked Romulan

Shore Leave 4 3-2-4 World were wishes come true

The Galileo Seven 3 3-2-4 Shuttle crash lands

The Squire of Gothos 4 3-0-5 Impudent God child Angered

Arena 6 4-2-3 First contact with the Gorn

Tomorrow is Yesterday 2 0-3-5 Time travel: Rescue 20th century pilot

Court Martial 2 0-3-5 Kirk is falsely on Trial

Space Seed 5 5-0-3 Botany Bay and Khan Noonian Singh

A Taste of Armageddon 5 3-0-5 War fought by Computers

This Side of Paradise 4 3-2-4 Bliss Spores

The Devil in the Dark 3 2-4-3 Horta defending its Eggs from miners

Errand of Mercy 6 3-0-5 Klingons conquer the Organians

The Alternative Factor 7 5-3-0 Lazarus & the Antimatter Universe

City on the Edge of Forever 6 3-0-5 The Necessary Death of Edith Keeler

Operation Annihilate 5 2-4-3 Ameoba Parasites causing Mass Insanity


LINKS


Star Trek Episodes


THE GREAT TRAVELING CIRCUS GAME

INTRODUCTION


Each player is the owner of a traveling circus.

GAME BOARD AND PIECES


Use a monopoly game board.

Also use the monopoly pawns, money, houses, and hotels. (But not the cards)

Six sided dice are needed.

END GAME


The game ends when the last card is drawn from the Act Deck.

Alternate ending: When the Lead player goes around 15 times.


WINNING


The player with the most money at the end of the game wins.

THE DECK


The game uses a novel set of cards called the act deck.

The deck contains one of each of the cards in the Card List.

Each card represents a Carnival/Circus Act.

There are 4 types of acts: Acrobats, Clowns, Animals, and Freaks.

Do not use any of the Monopoly cards.



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