TUNNEL RAT INTRODUCTION
Vietnam War tunnel combat.
Bluffing game for 2 players.
One Player is the US Tunnel Rat.
The other player is the VC.
THE DECK
The deck contains 40 cards:
10 Viet Cong (VC) cards
10 Trap Cards
20 Tunnel Cards
OBJECT
The VC player wins if he inflicts 5 casualties.
The US player wins if he accumulates 5 tunnel cards.
VC RULES
The VC player must keep his hands where the rat can see them.
The VC cannot wear sunglasses.
The VC must look the rat in the eyes.
The VC must verbally answer all questions by the rat.
TURN SEQUENCE
There are 8 phases in a turn:
1. Draw Phase
2. VC Phase
3. Trap Phase
4. Advance Phase
5. Cross Examination Phase
6. Action Phase
7. Revelation Phase
8. Result Phase
DRAW PHASE
The VC player draws 1 card.
He must look at it.
He must not show it to the US player.
VC PHASE
The US player may ask the VC:
"Is it a VC?"
The VC must always answer no.
TRAP PHASE
The US player may ask the VC:
"Is it a Trap?"
The VC must always answer no.
ADVANCE PHASE
The US player may ask the VC:
"Is it safe?"
The VC must always answer no.
CROSS EXAMINATION PHASE
The US player may repeat the 3 questions in any order as much as he likes.
The VC must always answer no.
ACTION PHASE
The US player must guess which card the VC has drawn:
Tunnel, VC, or Trap.
If he thinks it's a tunnel he must say: Advance.
If he thinks it's a VC he must say: Shoot.
If he thinks it's a tunnel he must say: Search.
REVELATION PHASE
The VC shows the US player the card.
RESULT PHASE
If it is a VC and the rat guessed correctly:
Discard the card.
If it is a VC and the rat guessed incorrectly:
The US player suffers one casualty.
The VC keeps the card.
If it is a Trap and the rat guessed correctly:
Discard the card.
If it is a Trap and the rat guessed incorrectly:
The US player suffers one casualty.
The VC keeps the card.
If it is a Tunnel and the rat guessed correctly:
The US player keeps the card.
If it is a Tunnel and the rat guessed incorrectly:
Discard the card.
I hope this game doesn't offend.
If it does, e-mail me and I'll remove it.
TRANSFORMERS SKIRMISH
INTRODUCTION
Board & card game for 2 players.
Takes place in the Transformers Universe.
One player is the Autobots, the other is the Deceptacons.
Each figure represents one Transformer Robot.
DISCLAIMER
‘Transformers’ is a copyrighted/trademarked property.
This is just a fan site.
VICTORY
Destroy all opposing Transformers.
THE MAP
Use an 8x8 chessboard.
THE MECHS
Use chits or miniatures to represent Transformers.
Unit Name # Hits
Optimus Prime 1 4
Red Alert 1 3
Hot Shot 1 3
Autobots 5 2
# = Number of that type of unit each player has in setup.
DECEPTACONS UNIT TABLE
Unit Name # Hits
Megatron 1 4
Star Scream 1 3
Demolisher 1 3
Deceptacons 5 2
SETUP
Each player places one unit on each square of his back row.
Units may not stack.
MINICONS
You may designate four of your mechs as having attached Minicons.
A Transformer may only have one Minicon attached.
Transformers with Minicons have +1 Hits and can use certain action cards.
GROUND & AIR
There are 2 types of Transformers: ground and air.
Designate 4 of your Transformers as being air types, and 4 as ground types.
Air types convert into jets or helicopters.
Ground types convert into tanks or trucks.
Different types can use different action cards.
THE CARDS
Players share a common Action deck.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
1. Orders Phase
2. Move Phase
3. Fire Phase
ORDERS PHASE
Draw 3 cards.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move one of your units.
Units cannot move through other units except for Flying units.
The move card has a number.
This is the number of spaces the unit moves.
The Unit tables list what type of Move cards each unit can use.
Moves are diagonal or orthogonal.
Instead of moving just one unit in any direction, you have the
option of moving one or more units forward the indicated number of
spaces using a single move card.
FIRE 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 1 point of damage.
A unit reduced to zero hits is destroyed and is removed from the map.
Units cannot attack through other units.
A player may discard a Defense card to completely negate an attack.
CARD LIST NOTATION
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
Legs 8 1 M
Tracks/Glide 7 2 M
Wheels/Cruise 6 3 M
Fly 5 4 M Air types only
Supersonic 4 5 M Air types only
Punch 2 1 A
Kick 2 1 A
Flip 2 1 A
Hand Weapon 2 1 A
Minicon Attack 2 2 A Units with Minicons only
Lasers 2 2 A
Energy Beams 2 2 A
Plasma Bolts 2 2 A
Autocannon 2 2 A
Missiles 6 3 A
Particle Accelerator 2 3 A
Armor 2 - D
Shield 2 - D
Dodge 2 - D
Force Field 2 - D
Heavy Armor 4 - D Ground types only
Evasion 2 - D Air types only
Tactics 2 - X Draw 2 cards
Repairs 2 - X Remove one point of Damage
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