Introduction to Warpspawn Games


LEGION OF DOOM DECK CARD LIST



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LEGION OF DOOM DECK CARD LIST


Card Name: Type Power Notes:

Power Ring C 7 Sinestro

Mind Control C 6 Sinestro

Force Cage C 5 Sinestro

Deadly Toys C 5 Toyman

Giant Toys C 6 Toyman

Fearless C 6 Solomon Grundy

Great Stamina C 5 Solomon Grundy

Black Crows C 5 Scarecrow

Psychology of Fear C 6 Scarecrow

Inventions C 7 Lex Luthor

Leadership C 5 Lex Luthor

Cameras Everywhere C 6 Lex Luthor

Super Genius C 7 Braniac

Research C 6 Braniac

Hypnosis Ray C 5 Braniac

Increase Size & Mass C 5 Giganta

Sea Pirate C 4 Black Manta

Ice Ray C 5 Captain Cold

Gorilla Tactics C 6 Grodd

Animal Strength C 4 Grodd

Traps & Tricks C 6 Riddler

Riddle Me This C 4 Riddler

Agility C 4 Cheetah

Speed C 5 Cheetah

Color Yellow P 1 Discard Green Lantern card

Kryptonite P 2 Discard Superman card

Giant Size Formula L 6

Android Imposters L 5

Steal Weapons of Justice L 3

Liquid Light L 4

Time Conveyor L 7

Hall of Doom L 4 Draw an extra card

Monolith of Evil L 7

Shrink Ray L 5

Giant Laser L 6

Holograms L 3

LINKS


Superfriends Archive

COTSF

SF Gallery

Funny

CTHULHU SKIRMISH

INTRODUCTION


Board & card game for 2 players.

Battle between two factions in the Lovecraft Universe.

Abstract skirmish level combat.

Each figure represents a single man/creature (unit).


DISCLAIMER


Cthulhu is a licensed property.

This is merely a Fan site.


VICTORY


You win if you kill the opposing Leaders.

If a faction has no Leader, then a loss of half it’s units will defeat it.


MAP & PIECES


Use an 8x8 chessboard.

Use chits or miniatures to represent units.


FACTIONS


Each player picks one Faction.

Each Faction has its own set of units described in its own unit list.

Each Faction has its own cardset described in its own cardset list.

There are 8 Factions:

Human Investigators

Deep Ones

Humanoids

Yithians


Elder Things

Mi-Go


Serpent People

Cultists

SPELL DECK


Players share a common Spell Deck.

Only leaders can use spells.

Keep your spell cards in a Separate hand.

SETUP


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

Units may not stack.


TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Fate Phase

Move Phase

Attack Phase

FATE PHASE


Draw 3 cards from your deck.

Max hand size = 5 cards.

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

Discard excess cards.


MOVE PHASE


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

The move card has a number.

This is the number of spaces the unit moves.

Moves can be diagonal or orthogonal.

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

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

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

spaces using a single move card.


ATTACK PHASE


Play (discard) an Attack card to have a unit 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.

Attacks always do one Hit of damage to the target unless otherwise specified.

Use Chits or coins to record damage.

A unit reduced to zero Hits is killed and removed from the board.

Your opponent may play Defense cards to negate your attack.

UNIT TABLE NOMENCLATURE


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

Hits = Number of Hits that type of unit has.


CARD LIST NOTATION


M = Movement

A = Attack

D = Defense

K = as a Knight would move in Chess

Type = Purpose of card

INVESTIGATORS UNIT TABLE


Unit Name: # Hits Notes:

Townsfolk 8 1 -

Companions 6 2 -

Investigators 2 3 Leaders


INVESTIGATORS CARD LIST


Card Name: # Type Range Notes:

Cautious Advance 4 M 1

Quick Advance 4 M 2

Run 3 M 3

Sprint 2 M 4

Zig-Zag 2 M K

Pitchfork 1 A 1

Shovel 1 A 1

Torch 1 A 1

Axe 1 A 1

Shoot Point Blank 1 A 1

Pistol 2 A 2

Revolver 1 A 2

Dynamite 1 A 2

Shotgun 2 A 3

Rifle 2 A 4

Duck 2 D -

Hide 2 D -

Block 2 D -

Battle Plan 2 X - Draw 3 cards

Stalwart 2 D - Companions only

Ancient Tome 4 X - Discard to Draw a Spell card


DEEP ONES UNIT TABLE


Unit Name: # Hits Notes:

Hybrids 8 1 -

Deep Ones 6 2 -

Ancient Deep One 2 3 Leaders


DEEP ONES CARD LIST


Card Name: # Type Range Notes:

Quiet Approach 4 M 1

Shamble 4 M 2

Loping Gait 3 M 3

Deft Scramble 2 M 4

Sinuous Movements 2 M K

Sharp Claws 2 A 1

Silent Attack 1 A 1

Bite 1 A 1

Trident 1 A 1

Net Attack 1 A 2

Hunting Spear 2 A 2

Thrown Harpoon 2 A 2

Crossbow 3 A 3

Scales 2 D -

Swift Motion 2 D -

Move in Shadows 2 D -

Emerge from the Sea 2 X - Draw 3 cards

Immortal 2 D - Deep Ones only

Deep Magic 4 X - Discard to Draw a Spell card


HUMANOIDS UNIT TABLE


Unit Name: # Hits Notes:

Ghouls 9 1 -

Ghasts 6 2 -

Gug 1 5 Leader




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