Introduction to Warpspawn Games



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BUSHI CARD LIST


Card Name: Type Range Notes

Aikuchi A 1X Dagger

Tua-Kien A 1X Sword

Suan Tao Fung A 1O Mace

No-Dachi A 2O Two Handed Sword

Ono A 2X Battle Axe

Yari A 3O Spear

Bisento A 3X Halberd

Crossbow A 5O

Jingasa D - Helmet

Hanburi D - Helmet

Tough D -

Walk M 1

Hurry M 2

Move Swiftly M 3

Running Leap M K

Run M 4

Charge M 5


BERSERKER

INTRODUCTION


Board & card game for 2 players.

Human fleet vs a Berserker Ship.

Abstract skirmish level Ship combat.

Each figure represents a single Ship (unit).


DISCLAIMER


‘Berserker’ is a copyrighted/trademarked property.

This is just a fan site.


VICTORY


Destroy the opposing fleet.

THE MAP


Use an 8x8 chessboard.

THE SHIPS


Use chits or miniatures to represent Ships.

THE BERSERKER


# Type Hits Speed Range

1 Berserker 20 2 5


HUMAN FLEET UNIT TABLE


# Type Hits Speed Range

4 C-Plus Gun Ship 1 2 6

4 Cruiser 2 3 4

8 Ramship 1 4 2

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

Hits = Number of Hits that type of Ship has.

Speed = Type of Move cards the unit can use (Maximum)

Range = Type of Attack cards the unit can use (Maximum)


SETUP


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

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.

The Unit tables list what type of Move cards each unit can use.

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.

Ships cannot move through other ships.

A ship can only make one move per turn.


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.

The Unit tables list what type of Attack cards each unit can use.

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.

Ships cannot attack through other ships except for C-Plus Guns:

Their Projectiles skip through Normal and Hyperspace.

Cruisers can make up to 2 attacks per turn.

The Berserker can make up to 3 attacks per turn.

If a Ramship uses a "Marines" Attack card the Ramship is destroyed.

A Marines card does 2 points of damage (1 from the Ram, 1 from the Boarders).

A "Robot Security" defense card negates 1 point of damage caused by a Marines card.


CARD LIST NOTATION


M = Movement

A = Attack

D = Defense

X = Special

Type = Purpose of card

Dam = Damage (inflicted or prevented)

# = Number of that card in the Deck.

CARD LIST


Card Name: # Range Type Notes

Marines 8 1 A Ramships only; Does 2 Points Damage

Point Blank 2 1 A

Short 2 2 A

Medium 2 3 A

Long 2 4 A

Very Long 2 5 A

Extreme 4 6 A C-Plus Guns only

Tactical Speed 7 1 M

Cruising Speed 6 2 M

Fast 5 3 M

Very Fast 4 4 M Ramships only

Evasion 4 - D Humans only

Superstructure 4 - D Berserker only

Robot Security 4 - D Berserker only vs Marines

WWII COMBINED ARMS

INTRODUCTION


Board game for 2 players.

World War II theme. No dice or cards.

Each unit represents a brigade or battalion.

VICTORY


Destroy the enemies Head Quarters (HQ).

THE MAP


Use an 8x8 chessboard.

UNITS


Use chits or miniatures to represent units.

There are 13 distinct unit types.


UNIT ATTRIBUTES


Each unit has 3 Attributes or Traits:

*Move: the number of spaces the unit can move per turn.

*Range: the maximum number of spaces distant the unit can apply damage.

*Defense: the amount of damage the unit can take at one time before having to retreat.

Some units have additional special abilities.

There are 5 Classes of units:

Infantry (I), Armor (T), Artillery (L), Air (A), and Bases (B).

UNIT MASTER LIST


Unit Name Type Move Range Defense

General Infantry I 1 1 5

Paratroopers I 1 1 4

Engineers I 1 1 4

Mechanized Infantry I 2 1 4

Light Tanks T 3 2 3

Medium Tanks T 2 2 4

Heavy Tanks T 1 2 5

Howitzers L 1 3 3

Anti-Tank Guns L 1 2 3

Anti-Aircraft Guns L 1 2 3

Air Field A 2 4 2

Fortification B 0 3 6

Headquarters B 0 1 6


UNIT SPECIAL ABILITIES


AA Guns: The AA gun and all adjacent units are immune to attacks by Airfields.

Engineers: Do 2 Damage (not 1) to Fortifications & HQ.

AT Guns: Do 2 Damage (not 1) to Tanks.

Paratroopers: Have a Move = 4 if they start the turn next to a friendly Airfield.


ARMY CREATION


Each player designs an army before play starts.

An army is composed of 16 units.

One unit is a Headquarters.

An Army has only 1 HQ.

Up to 5 units can be Tanks.

The Army must have at least 7 types of units (not including the HQ)

There can be no more than 4 units of a single type.



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