Introduction to Warpspawn Games


THE CARDS Players each have their own deck. TURN SEQUENCE



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THE CARDS


Players each have their own deck.

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Orders Phase

Move Phase

Combat Phase

ORDERS PHASE


Draw 3 cards from your deck.

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.

The move card has a number.

This is the number of spaces the unit moves.

Moves are diagonal or orthogonal.

Instead of moving just one unit in any direction, you have the

option of moving up to 3 units forward the indicated number of

spaces using a single move card.

Humans & Predator Units cannot move through other units.

Alien Units may move through other units.

COMBAT 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 point of damage.

A Fighter reduced to zero Hits is destroyed.

Units cannot attack through other units.

CARD LIST NOTATION


M = Move Card

A = Attack card

D = Defense Card

X = Draw 2 Cards

Z = Use as an Attack, Defense, or Move Card

L = Opponent must discard 2 cards

H = Unit regains 1 lost Hit

K = As a Knight would move in chess

Type = Purpose of card

# = Number of that type of card in the deck


MARINE DECK CARD LIST


Card Name # Type Range Notes

Ground Advance 6 M 1

Run 4 M 2

APC 1 Z 3


Combat Landing Craft 1 Z 4

Exoskeleton 1 Z 1

Improvised Weapons 1 A 1

Hand Guns 1 A 2

Perimeter Defense Gun 1 A 2

Shotguns 1 A 1

Explosives 1 A 1 Does 3 Damage

Thermite Grenades 1 A K

Flamers 1 A 1

Grenade Launcher 1 A 4

Pulse Rifles 1 A 3

Autocannons 1 A 3 Marines only

Motion Detectors 1 X -

Courage 1 X -

Ingenuity 1 X -

Rescue 1 D -

Escape 1 D -

Barricades 1 D -

Blast Doors 1 D -

Body Armor 1 D - Not Civilians

Plan 1 L -

Survivor 1 H -


ALIEN DECK CARD LIST


Card Name # Type Range

Gather 2 M 1

Approach 2 M 2

Pursuit 2 M 3

Charge 2 M 4

Air Shafts 1 M K

Crawl on Walls 1 M K

Berserker Rage 1 A 1

Pounce Attack 1 A 1

Swarm Attack 1 A 1

Acidic Blood 1 A 1

Mouthful of Fangs 1 A 1

Sonic Scream 1 A 2

Spit Acid 1 A 2

Razor Sharp Claws 1 A 1

Implantation 1 A 1 Face Hugger only

Extending Jaws 1 A 1

Perfect Killing Machine 1 Z 1

Move Silently 1 Z 1

Speed & Strength 1 Z 1

Hard to Kill 2 H -

Natural Armor 2 D -

Evade 1 D -

Hide in Shadows 1 D -

Cunning 1 X -

Surprise 2 X -

Terror 1 L -

PREDATOR DECK CARD LIST


Card Name # Type Range

Stalk 4 M 1

Hunt 3 M 2

Run 3 M 3

Wrist Blades 3 A 1

Disc Caster 1 A 2

Spear Gun 1 A 2

Ceremonial Spear 2 A 1

Shoulder Laser 2 A 3

Self Destruct Device 1 A 1 Does 3 Damage*

Medicomp 1 H -

Cloaking Device 2 D -

Body Armor 1 D -

Durable 1 D -

Dodge 1 D -

Bloodlust 1 Z 1

Killer Instincts 2 Z 1

Ambush 2 X -

Vision Modes 1 X -

The Hunted 1 L -

* = And destroy Predator

ANCIENT WARFARE

INTRODUCTION


Board & card game for 2 players.

Battle between ancient armies.

Each figure represents a general, camp or unit of troops.

VICTORY


You win if you destroy your opponents general or 8 of his units.

A Camp counts as 2 units.


THE MAP


Use an 8x8 chessboard.

THE MEN


Use chits or miniatures to represent units.

ARMY COMPOSITION


Every army has 1 General, 1 Camp, and 11 other units.

You may designate 2 of your units as “Elite”.


CHOOSING ARMY COMPOSITION


Besides the obligatory General and Camp pick any 11 units from the

Unit list.


DBA ARMIES


For DBA army lists please consult the following site: DBA Online

Disclaimer Note: DBA is a licensed copyrighted product.

This is merely a fan site.

UNITS TABLE NOTATION


Move = Move Limit.

Range = Unit may attack enemy units within this range.

Below is a listing of all possible unit types.

UNIT TYPE TABLE


Unit Move Range Notes

Camp 0 1


General 3 1

Auxilia 3 1

Warband 2 1

Blades 2 1

Spears 2 1

Pikes 1 1

Cavalry 4 1 Heavy Chariots

Knights 3 1

Psiloi 3 2

Light Horse 5 2 Light Chariots

Bows 2 2

Artillery 1 4

War Wagons 2 2

Scythed Chariots 4 1


SPECIAL ABILITY CARD EFFECTS TABLE


Unit Type Special Ability Notes

General D Rally Rally any adjacent unit

Auxilia A/D Open Formation Either if in Rough ground

Warband A Berserker Frenzy Attack

Blades D Shield Wall Defend

Spears A Throw Spears Attack at range = 2

Pikes A/D Receive Charge Either vs non-missile unit

Cavalry A Bows Attack at range = 2

Knights X Dismount Becomes a Blades unit

Psiloi A/M Run Attack or Move = K

Light Horse A/M Wheel About Attack or Move = K

Bows A Indirect Fire Attack through units

Artillery A Indirect Fire Attack through units

War Wagons D Strong Defense Defend

Scythed Chariots A Open Ground Attack if on Clear ground

A player may play (discard) a special ability card to activate one of the above effects.




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