SKILLS
These are in addition to the specialty dice.
Two Weapon Style: Treat one attack roll as a dodge roll, or
one dodge roll as an attack roll.
Riding Horse: Maneuver +1, Initiative +1. Take 1D3 Damage if you are knocked off.
Martial Artist: No penalty for being unarmed
Blind Fighting: Immune to Blind damage results
Berserker: Dodge -1, Attack +1
Adrenaline Rush: Take 1 Hit point of Damage to roll 1 extra basic combat die.
SPECIAL COMBAT ACTIONS
Player must have a maneuver score = 2+ to use one of these.
Shield Bash: Treat one Armor roll as an attack roll.
Parry: Treat one Attack roll as an armor roll.
Pommel Strike: Treat one Damage roll as an attack roll.
Retreat: Treat one Attack roll as a dodge roll.
Feint: Your Attack score = 0. Gain one extra basic combat die next turn
if you are not hit this turn.
Sand in the Eyes: Treat two Damage rolls as a Blinded damage result.
Blindness lasts 1D3 turns.
Grapple: Wrestling maneuver. If attack hits, all of opponents non-maneuver
scores are at -1 until the player rolls a maneuver score = 2+ to break free.
Both combatants are disarmed.
MAGIC
Spellcasters may forgo 1 or more combat dice to gain spells on a 1 to 1 basis.
A unit must keep at least 3 combat dice.
Additional Spells may be learned instead of Specialty dice.
A spell may be used only once per combat.
One spell may be cast per turn.
Before players make their combat roll, the spellcaster declares which spell he is
casting, if any.
For a spell to 'hit' an opponent, the attack roll must be greater than the dodge roll.
SPELL LIST
1. Fireball: Initiative +3, Damage +4, Attack +1 (ranged only)
2. Lightning Bolt: Initiative +4, Damage +6 (ranged only)
3. Paralysis: If opponent is hit, he takes no damage, but he may not hit or dodge
this, or next turn.
4. Aid: Caster or target gains 1D6 specialty dice of any 1 type for 1D6 turns.
5. Heal: Caster or target heals 1D6 lost hits
6. Curse: If hit, opponent loses 1D3 basic combat dice for 1D6 turns.
7. Finger of Death: Initiative -2, Damage +9, Attack -1
8. Shocking Grasp: Initiative +2, Damage +2, Attack +1
9. Shield: Armor +2 for 1D6 turns
RANGED COMBAT
The first 1D6-2 rounds are ranged combat rounds.
Only Ranged spells, Bows, and thrown weapons may be used to attack.
Ranged weapons and ranged spells cannot be used during normal melee rounds.
If both combatants want to continue ranged combat roll for another 1D6-2 rounds.
GLADIATORS
Secutor: Short sword, Medium shield, Light Armor
Retiarius: Net, Trident, Dagger, No armor
Thracian: Short sword, Small shield, Light armor
Murmillo: Large sword, Medium shield, Medium armor
Dimachaeri: 2 Short swords, No armor (Has Two-weapon Style skill)
Samnites: Short sword, Large shield, Medium Armor
COMPUTER GAME VERSION OF COMBAT DICE
Microsoft Visual Basic
Programmed by Dragyn Rain
Click here to go to the Website
COLONIAL FLORIDA INTRODUCTION
Historical period: Florida 1513 (Ponce de Leon) – 1821 (American posession)
Card & board game for 2-3 players.
Each player represents one colonial power: Spanish, British, or French
THE DECK
Players share the Enhancement deck.
The deck contains two types of cards: Income Cards & Combatants.
THE MAP
The Map is a circular ring divided into 36 spaces.
Spaces need to be large enough to put cards on.
The spaces are marked as follows:
1 Gulf Stream (Start/End Space)
2 Intracoastal Waterways
3 St Augustine (Settlement)
4 Mangrove Swamps
5 Unexplored Wilderness
6 Cowford (Settlement)
7 Payne’s prairie
8 Indian Trails
9 New Smyrna (Settlement)
10 Hardwood Hammock
11 Barrier Islands
12 Fort Caroline (Settlement)
13 Pond Apple Slough
14 King’s Road
15 Fort Matanzas (Settlement)
16 Cypress Stand
17 Lakes
18 Fort Picolata (Settlement)
19 St. Johns River
20 Wild Coast
21 Cape Canaveral (Settlement)
22 Beaches & Sandbars
23 Wetlands & Estuaries
24 Santa Maria de Loreto (Settlement)
25 Everglades
26 Old Spanish Road
27 San Luis (Settlement)
28 Sawgrass
29 Quagmire
30 San Marcos (Settlement)
31 Coral Reefs & Seagrass Beds
32 Sand Hills
33 Pensacola (Settlement)
34 Pine Barrens & Flatwoods
35 Sinkholes & Limestone Springs
36 Tallahassee (Settlement)
PIECES
Each player has one pawn and 12 control markers.
Disease, Hurricane, Pirate, or Indian Raid Markers are needed.
VICTORY
The first player to accumulate 50 Gold is the winner.
TURN SEQUENCE
Each turn has 7 phases:
Rebuild Phase
Hurricane Phase
Pirate Phase
Indian Raid Phase
Disease Phase
Income Phase
Action Phase
REBUILD PHASE
Remove one Raze counter from each settlement that has one.
HURRICANE PHASE
Roll 3D6 and move the Hurricane Marker counterclockwise.
If the Hurricane lands on a Settlement place 1D6 Raze markers on it.
Enhancements are destroyed on a roll of 1 on 1D6 (roll for each)
PIRATE PHASE
Roll 2D6 and move the Pirate Marker counterclockwise.
If the Pirate lands on a Settlement, the settlement is attacked by
1D3 combatants. If the defenders lose, place 1D6 Raze markers on the settlement.
This includes the effects of bandits, outlaws, corsairs, slavers, wreckers, & buccaneers.
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