NOTES
If you want a third player, include
Marshal Konstantin Rokossovsky of the Second Belorussian Front.
BOX CARS INTRODUCTION
Train-themed Dice-and-scoring game for one or more players.
DICE
Use 10 sided dice.
10 dice are required.
DICE ROLL TABLE
1D10 Result: Notes:
1 Locomotive
2 Caboose
3 Mail Car
4 Sleeper Car Passenger Car
5 Coach Passenger Car
6 Box Car Freight Car
7 Tank Freight Car
8 Hopper Freight Car
9 Way Car
0 Breakdown
Each turn has 6 phases:
1. Roll 10 Phase
2. Reroll 8 Phase
3. Reroll 6 Phase
4. Reroll 4 Phase
5. Reroll 2 Phase
6. Scoring Phase
ROLL 10 PHASE
Roll 10 ten-sided dice.
Consult the Dice Roll Table for every roll.
Each roll corresponds to a type of Train Car.
REROLL 8 PHASE
You may reroll up to 8 of your dice.
A Breakdown result may only be rerolled if you have a Way Car in play.
REROLL 6 PHASE
You may reroll up to 6 of your dice.
A Breakdown result may only be rerolled if you have a Way Car in play.
REROLL 4 PHASE
You may reroll up to 4 of your dice.
A Breakdown result may only be rerolled if you have a Way Car in play.
REROLL 2 PHASE
You may reroll up to 2 of your dice.
A Breakdown result may only be rerolled if you have a Way Car in play.
SCORING PHASE
Look at your final die roll results:
Roll or Combo: Points:
One Locomotive +10
No Locomotive Score no points at all this turn
Each Additional Locomotive +0
One Caboose +10
Each Additional Caboose +0
No Caboose -10
Way Car +0
Breakdown -10
One Mail Car +10
Each Additional Mail Car +0
One of a Kind +5
Two of a Kind +20
Three of a Kind +40
Four of a Kind +60
Five of a Kind +80
Six of a Kind +100
Seven of a Kind +120
Eight or more of a Kind +140 (For Example: 8 Coach Rolls)
Passenger Car Bonus +10
Freight Car Bonus +10
Notes:
“X of a kind” apply to Sleeper, Coach, Box, Tank, & Hopper Cars only
To get the Passenger Car Bonus you must have at least 2 Passenger Car results & no
Freight Car results.
To get the Freight Car Bonus you must have at least 2 Freight Car results & no
Passenger Car results.
FULL GAME
Add up your score for 5 Turns.
BIRTHRIGHT CONQUEST
INTRODUCTION
Card game for 2 players.
Set in the AD&D Birthright Campaign Setting.
One player controls the Armies of Good.
The other player controls the Armies of Evil.
DISCLAIMER
Birthright is a copyrighted product.
This is merely a fansite.
VICTORY
Destroy all your opponents.
To destroy an opponent, you must:
Reduce your opponents Realm deck to zero cards.
Then eliminate all his Realms in play.
THE DECKS
There are 3 decks:
The Good Deck
The Evil Deck
The Common (Action) Deck
The Good & Evil Decks are collectively referred to as Realm Decks.
Players keep 2 Hands:
The Realm Hand kept Face up on the Table
The Action Hand held in the players hand
CARD TYPES
Card types in the Realm Decks include:
Lords (Regents)
Realms (Countries)
Armies
Card types in the Common Deck include:
Spells
Events
Blood Abilities
SETUP
Each player draws 5 Action cards.
Each player draws 4 Realm cards.
The Evil player goes first.
Each player starts with 5 Gold.
TURN SEQUENCE
Players take turns.
Each turn has 6 Phases:
Alliance Phase
Planning Phase
Realm Phase
Recruit Phase
Event Phase
Attack Phase
ALLIANCE PHASE
Draw 1 Realm card or Fill your Realm Hand to 4 cards.
Pay 3 Gold to draw an extra card.
Maximum Realm hand is 4 cards.
Put your choice of excess cards on the bottom of your Realm deck.
PLANNING PHASE
Draw 2 cards from the Common deck.
Pay 2 Gold to draw an extra card.
Maximum Action hand size is 7 cards.
Discard your choice of excess cards.
If the Common deck runs out shuffle the discard and draw from it.
REALM PHASE
Each of your Realms in Play generates 1 Gold.
Use coins to represent Gold.
Gold can be saved from turn to turn.
RECRUIT PHASE
You may put exactly one Realm (Country) card from your hand into play.
You may put Lords and Armies into play.
Lords & Armies have a Gold cost = to their Force to put into play.
Army cards must be attached to a Lord.
Attached Armies are referred to as Allies.
A Lord is free if you already have his Realm in play.
EVENT PHASE
Certain Action cards can be played in this Phase.
You must have a Priest, Wizard, or Awnsheghlein in play to play a Spell card.
ATTACK PHASE
You may attack with none, some, or all of your Lords.
If unblocked your opponent must discard 3 Realm cards from the top of his deck.
If the opponent has no cards left in his Realm deck, discard one of his Realms in play.
The Defending Player may Block attacks.
For a given attack the defender may choose one of his Lords to block it.
A Lord that attacked last turn cannot be used to block.
Each Lord has a base Force value.
This Force value is modified by Attached Armies and Action cards.
Compare the Modified Forces of the Attacking & Blocking Lord.
The Lord with the Higher Modified Force Wins the Battle.
The Lower Force Lord and all attached cards are discarded.
The winning Lord must discard one attached Army (if it has any) at end of turn.
The Defender wins ties.
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