Introduction to Warpspawn Games



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INTRODUCTION


Space 1889 Theme.

Module for the Warp Empires system.

You must use the Warp Empires system to play this game.

Various Victorian Powers fight for control of Mars.


DISCLAIMER


Space 1889 is a licensed, copyrighted property.

This is merely a fan site.


MAP


Map of Mars divided into Territories.

When creating a random Map roll on the Territory Type Table:


TERRITORY TYPE TABLE


1D6 Type:

1 City


2-4 Flats

5 Ravines

6 Peaks

Note: No Units may Enter Peaks.



Ground Battalions may not enter Ravines.

VICTORY


You win if you control 50% the Cities on the Map

POWERS


Each player picks a Power:

Race: Special Ability:

British Air Supremacy: All Ships get Force +1

German Ground Supremacy: Battalions & Forts get Force +1

Canal Martian Established: Start the Game with 4 Cities

High Martian Raiders: Gunboats get Force +1 & Speed +1

French Traders: All Cities get Income +1

Russian Cheap Goods: All Units cost 1 less

American Fast Going: All Units get Speed +1

Belgians Tricky: Draw +1 card per Turn

Japanese Strategists: Max hand size = 10

COMMON UNIT LIST


Unit Name # Force Speed Notes

Ground Battalion 20 2 S Required to control a City

Fortifications 10 4 - Cannot Move

Gunboats 15 2 VF (Martian Screw Galley)

Aerial Cruiser 10 4 F (Martian Cloudship)

Aether Battleship 5 8 M May carry 1 Battalion


SETUP


Each player starts with a City with 5 random units and a hand of 5 cards.

UNITS & ACTION DECK


Players share a common Action deck and Unit chit pile.

DRAW PHASE


First discard any cards you don't want.

Each player draws 3 action cards.

Max hand size = 7. Discard excess cards.

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


MOVE PHASE


Use Action cards to move stacks or units in stacks.

A Very Fast unit can move 1-4 spaces.

A Fast unit can move 1-3 spaces.

A Medium speed unit can move 1-2 spaces.

A Slow unit can move 1 space.

Units can move into but not through opposing stacks.


REVENUE PHASE


Each City Generates 4 Income Units per Turn.

ACTION DECK CARD LIST


Card Name: # Notes:

Minor Move 15 Move 1 Stack

Major Move 10 Move 2 Stacks

Grand Move 5 Move 3 Stacks

Wind & Steam 5 Move 1 Stack of all Ships

Surprise 2 Battle: Attacker gets Force +10

Trap 2 Battle: Defender gets Force +10

Out Maneuver 2 Battle: Stack gets Force +5

Machine Guns 2 Battle: Each Unit in Stack gets Force +1

Big Guns 2 Battle: Battleships & Cruisers in Stack get Force +3

Rams 2 Battle: Martian Ships in Stack get Force +2

Close Combat 2 Battle: Battalions in Stack get Force +3

Armor 2 Battle: Human Ships in Stack get Force +2

Swift Attack 2 Battle: Gunboats in Stack get Force +3

Guided Torpedo 1 Battle: Destroy Target Ship

Evasion 2 Battle: Negate Battle Card

Sandstorms 2 Negate Move

Adventurers 1 Steal 2 random cards from opponent

Treaty 2 Opponent may not attack this turn

Sabotage 1 Destroy Random Unit in target Stack

Spies 2 Look at opponents Hand

Scouts 2 Look at target Stack

Resupplied 2 Draw 3 cards

Martian Treasures 2 Gain 10 Income Units


LINKS


Adventures on the Red Planet

Royal Martian Geographical Society

Space 1889

Felix

DARK SUN EMPIRES





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