Introduction to Warpspawn Games



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MOVE PHASE


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

The move card has a number.

This is the number of spaces the man moves.

Moves can be diagonal or orthogonal.

“Knight” type move cards allow a man to move like a knight in chess.

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

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

spaces using a single move card.


FIGHT PHASE


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

The attack card has a number.

This is the range of the attack.

Attacks can be diagonal or orthogonal.

“Knight” type attack cards produce an attack with a range like a knight in chess.

Captains may make 2 attacks per turn (using two different cards)

Only the Sharpshot may use the Musket card.

Officers may only use Officer Attack cards.

Crew may only use Crew Attack cards.

Each attack does one point of damage.

Use Chits or coins to record damage.

A man reduced to 0 Hits is killed and removed from the board.

Your opponent may play Defense cards to negate your attack.

CARD LIST NOTATION


M = Movement

A = Attack

D = Defense

X = Special card

C = Crew

O = Officer

S = Sharpshot

E = Either Crew or Officer

K = as a Knight would move in Chess

Type = Purpose of card

User = What type of units may use the card

# = Number of that card in the Deck


CARD LIST


Card Name: Range Type User # Notes

Duck - D E 1 Negate attack

Jump - D E 1 Negate attack

Parry - D E 1 Negate non-gun attack

Climb Rigging - D E 1 Negate attack

Run Away - D E 1 Negate attack

Hide - D E 1 Negate attack

Knife 1 A C 1

Cutthroat 1 A C 1

Backstab 1 A C 1

Hook 1 A E 1

Cutlass 1 A E 2

Rapier 1 A O 1

Thrown Overboard 1 A E 2

Bludgeoned 1 A C 1

Lunge 2 A E 1

Axe 2 A C 1

Oar 2 A C 1

Gaff 2 A C 1

Boarding Pike 2 A C 1

Ramrod 2 A C 1

Thrown Knife 3 A C 1

Musketoon 3 A C 1

Flintlock Pistol K A O 2

Blunderbuss 4 A C 1

Musket 5 A S 1

Swivel Gun 6 A C 1

Peg Leg 1 M E 4

Sea Legs 2 M E 4

Rush In 3 M E 4

Swing on Rope 4 M E 4

Mad Dash 5 M E 4

Swashbuckling - X - 2 Discard to draw 3 cards

THE FIRST BALKAN WAR

INTRODUCTION


Wargame for 4 players.

Simulates the first Balkan War in 1912.

One player is the Ottoman Turks.

The other 3 players are the members of the Balkan League:

Serbia, Bulgaria, and Greece.

VICTORY


The player with the most Victory points at the end of the game wins.

The game ends after 24 turns.


COUNTER SET


Use counters to represent Divisions.

Each Division represents 10,000 men.

Country: Divisions

Ottomans 24

Bulgaria 11

Greece 10

Serbia 11

The Serbian Army includes one division of Montenegro Guerillas.

Other Counter types needed:

Control, Casualty, Movement, Battle.


THE MAP


Players will have to make their own map.

(I'm waiting for someone to make a map)

Divide up the map into squares or hexes.

There are several terrain types.

Terrain: MP DP VP

Mountains 2 1 1

Plains 1 0 1

Towns 1 1 2

Cities 1 2 5

Fortifications 2 3 3

MP = Movement point cost to enter.

DP = Defending Divisions add this to their Battle Roll.

VP = Victory Points for controlling this space at the end of the game.

To control a space you must have a control marker on it.

Rivers cost 1 MP point to cross.

A unit that has to rout across a river or into a mountain is destroyed.

Divisions may travel on Railroads for 1 MP per 4 spaces.

SETUP


League Divisions are concentrated on their borders.

Turkish Divisions are scattered throughout Albania, Macedonia, and Thrace.


TURN SEQUENCE


Draw Phase

Event Phase

Attack Phase

End Phase


DRAW PHASE


Each League member draws 5 cards.

The Ottoman player draws 10 cards.

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

EVENT PHASE


Each player rolls once on the Event Table.

EVENT TABLE

1D6


1 Disease Remove one Division from Play

2 Transport Problems Lose 3 Movement Points

3 Reinforcements Remove 1D6 Casualty Markers or gain 1 Division

4 Spies & Scouts Look at opponents hand

5-6 Nothing

ATTACK PHASE


Each player makes 2 piles: A Movement Pile and a Battle Pile.

Place any of your cards with Movement points into your Movement Pile.

Discard these cards and take a corresponding number of movement point tokens.

For example: if a card was worth 2 Movement points you would take 2 tokens.

Place any of your cards with Battle points into your Battle Pile.

Discard these cards and take a corresponding number of Battle point tokens.

A player may play cards for tokens at any time during the turn.

Each player rolls 1D6. This is the initiative roll.

Highest roll moves his divisions first.

Divisions may not stack.

To move a Division, pay the needed number of Movement point tokens.

Place one of your control markers on any space you enter. (Remove Opponents)

League members may not attack each other.

To attack an adjacent enemy Division, discard one Battle Point token.

To resolve the Battle the attacking and defending players each roll 1D6.

Before rolling, players may discard Battle points to increase their

totals by +1 per token. (up to 3 tokens max)

Defenders also get Terrain bonuses.

Get +1 if another division already attacked the enemy division this turn.

Get –1 for every Casualty counter on your division.

Get +1 for every one of your divisions adjacent to the enemy division.

The Division with the highest total wins.

The loser rolls on the Casualty Table:



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