Introduction to Warpspawn Games



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TURN SEQUENCE


Event Phase

Spanish Move Phase

Spanish Attack Phase

Spanish Rally Phase

Aztec Move Phase

Aztec Attack Phase

Aztec Rally Phase

Fire Phase


EVENT PHASE


Roll twice on the Event Table.

EVENT TABLE

D6 EVENT


1-3 1 Aztec dies of disease/starvation

4-6 1 Spanish Ally dies of disease/starvation

A player picks which of his units succumbs.

MOVEMENT PHASES


Units may not stack except for units riding brigantines.

A unit gets 1D6 move points. Roll for each unit before it moves.

A unit can get 2D6 move points but it cannot attack.

Roads and clear hexes cost 1 point to enter.

Housing and plots costs 2 point to enter.

Walls cost 2 points to pass.

Temples and jungles cost 3 points to enter.

Only units on brigantines can move on water spaces.

It costs brigantines 1 point to enter a water hex.

Units may pass through friendly units.

Units may not enter or pass through spaces occupied by enemy units.

Routed units cannot be moved toward enemy units.

If a routed unit is ever adjacent to an enemy unit, it must move away or be destroyed.

Units cannot enter spaces with a fire counter.


ATTACK PHASES


A unit can attack an adjacent enemy unit.

Routing units cannot attack.

An attacking unit rolls 1D6.

All rolls of 5-6 on 1D6 indicate the defending enemy unit is defeated.

On a natural or modified roll of 1 the attacker is defeated.

Conquistadors get +1 to their rolls.

Units attacking routed units get +1 to their rolls.

Leader units and friendly units adjacent to leader units get +1 to their rolls.

Spanish units attacking Aztec units behind city walls get -1 to their rolls.

Aztecs attacking Conquistadors or Cortez get -1 to their rolls.

Units on Brigantines get -1 to their rolls.

If a unit is defeated roll 1D6.

On a roll of 1-2 the unit is destroyed.

On a roll of 3-6 the unit is routed.

A routed unit must immediately move away from the attacking unit exactly 1D3 move

points or be destroyed.

Routed units are flipped over.

Each friendly unit adjacent to the routing unit also routs on a roll of 1-2 on 1D6.

If the defeated unit was in a housing hex, put a fire counter on the space.

A unit that defeats an enemy unit may move 1 space and attack again.


RALLY PHASES


This players routed units not adjacent to enemy units may rally.

Roll 1D6 for each unit.

The unit is flipped face up on a roll of 5-6.

Add +1 if adjacent to a leader unit.


FIRE PHASE


Fires go out on a roll of 1-2 on 1D6. Remove the fire counter.

AZTEC LINKS


Link Page

The Conquest

BLOWN AWAY

INTRODUCTION


Board & card game for 2 players.

18th Century Naval Combat

Abstract skirmish level Ship combat.

Each figure represents a single Ship (unit).


VICTORY


You win if you Sink the opposing Flagship.

THE MAP


Use an 8x8 chessboard.

THE SHIPS


Use chits or miniatures to represent Ships.

Each Player has 4 types of Ships.


FLEET UNIT TABLE


# Type Hits

1 Flagship 4

2 Ship of the Line 3

2 Clipper 2

3 Frigate 1

# = Number of that type of Ship you start the game with.

Hits = Number of Hits that type of Ship has.

SETUP


Each player places one Ship on each square of his back row.

Ships may not stack.


THE CARDS


Players share a common deck.

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Orders Phase

Maneuver Phase

Fire Phase

ORDERS PHASE


Draw 3 cards.

Max hand size = 5 cards.

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

Discard excess cards.


MANEUVER PHASE


Play (discard) a Move card to move one of your Ships.

The move card has a number.

This is the number of spaces the Ship moves.

Moves can be diagonal or orthogonal.

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

option of moving one or more Ships forward the indicated number of

spaces using a single move card.

FIRE PHASE


Play (discard) an Attack card to have a Ship attack.

The attack card has a number.

This is the range of the attack.

Attacks can be diagonal or orthogonal.

Every attack does 1 point of damage.

Use Chits or coins to record damage.

A ship reduced to zero Hits sinks and removed from the board.

Your opponent may play (discard) Defense cards to negate your attack.


CARD LIST NOTATION


M = Movement

A = Attack

D = Defense

X = Special

K = As a Knight would move in chess

Type = Purpose of card

Dam = Damage (inflicted or prevented)

# = Number of that card in the Deck.


CARD LIST


Card Name: # Range Type Notes

Boarding Action 2 1 A

Surrender 2 1 A Only vs Ships with 1 Hit left

Canister 2 1 A

Grapeshot 2 2 A

Bow Rake 2 2 A Only by ship that moved this turn

Broadsides 2 3 A

Roundshot 2 4 A

Chainshot: Dismasted 1 2 X Target can no longer move

Barshot: Dismasted 1 3 X Target can no longer move

Hot Shot: Fire 2 - X Attack does 1 extra damage

Breeze 5 1 M

Winds 4 2 M

Sail 3 3 M

Break the Line 2 K M

Gust 2 4 M

Reload 2 - X Draw 2 Cards

Rally 2 - D

Refuse Battle 2 - D

BASEBALL OUTS

INTRODUCTION


Card & Dice & Record Keeping game for 2 players

Simulation of a Baseball game.




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