Introduction to Warpspawn Games



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OFFICERS


Only one commanding officer per formation.

The officer is always the last man killed in a formation.


BAGGAGE


An unarmed man must move adjacent to a baggage unit to rearm himself.

A Cannon must be within 4 hexes of a baggage unit, or it will run out of ammo

in 3 turns.

If an enemy Formation enters a hex containing baggage, they capture the

baggage.

COUNTERS


The following magnificent counter sets were created by Janne Thörne:

jan.thorne@mail.bip.net



Download Cannonade Counters


LINKS



Little Wars by H.G. Wells

CARRIERS

INTRODUCTION


Board & card game for 2 players.

World War Naval/Air II theme.

Abstract Fleet & Squadron level combat.

Each figure represents a group of Ships or Planes.


VICTORY


You win if you destroy your opponent’s carriers.

BOARD, CARD & COUNTER SET AVAILABLE


Thanks to the talented Janne Thörne:

Click here for Gameset


THE MAP


Use an 8x8 chessboard.

THE SHIPS


Use chits or miniatures to represent units.

There are 4 types of units:

Carriers, Warships, Subs, and Planes.

Each player starts with:

2 Carriers

4 Warships

2 Subs

8 Planes

SETUP


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

Units may not stack.


THE CARDS


Players share a common deck.

The deck contains 2 of each card listed.


TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Orders Phase

Search Phase

Engage Phase

ORDERS PHASE


Draw 3 cards.

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

Max hand size = 5 cards.

Discard excess cards.


SEARCH PHASE


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

The Move card must be useable by the unit.

For Example: Only Planes can use the patrol card.

The move card has a number.

This is the number of spaces the unit moves.

Moves can be diagonal or orthogonal.

Boats cannot move through other boat units.

“Knight” type move cards allow a man 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.

ENGAGE PHASE


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

The Attack card must be useable by the unit.

For Example: Only Warships can use the destroyer card.

The attack card has a number.

This is the range of the attack.

Attacks can be diagonal or orthogonal.

The enemy unit that is the target of the attack is automatically

destroyed and removed from the map.

Your opponent may play certain Defense cards to negate your attack.

CARD LIST NOTATION


M = Movement

A = Attack

D = Defense

V = Vessels (Warships & Carriers)

N = Naval unit (Vessels & Subs)

P = Planes

S = Submarine

W = Warship

U = Any type of Unit

X = Special Card

K = as a Knight would move in Chess

Type = Purpose of card

Target = What units are targeted by the attack

User = What type of unit can use the card


CARD LIST


Card Name: Range Type User Target Notes

Bomber 1 A P V

Dive Bomber 1 A P V

Torpedo Plane 2 A P V

Depth Charge 1 A W S

Torpedo 3 A S V

AA Guns 1 A V P

Flak 2 A W P

Destroyers 2 A W S

Naval Guns 3 A W V

Battleship 4 A W V

Fighters 1 A P P

Fighter Ace 2 A P P

Sailing 1 M N -

Change Course 1 M N -

Navigate 2 M N -

Underway 2 M N -

Full Steam 3 M N -

Climb 1 M P -

Patrol 2 M P -

Fly 3 M P -

Soar 4 M P -

Recon 5 M P -

Search 6 M P -

Drop Tanks 7 M P -

Intercept K M P -

Sonar - D - - Negate Attack by Sub

Radar - X - - Look at Opponents Hand

Cloud Cover - D - - Negate Attack by Plane

Rough Seas - - - - Negate Move by Vessel

Damage Control - D V - Negate Attack on Vessel

Silence - D S - Negate Attack on Sub


TERRAIN


Islands: Naval units cannot move into or through Islands.

CELLULAR

INTRODUCTION


Card game using concepts from general biology.

THE DECK


The deck includes 85 cards.

The deck contains one of each type of card listed in the Card List section.


OBJECT


Accumulate the most points at the end of the game, or over several games.

SETUP


All players are dealt a hand of 8 cards.

The dealer goes first. Play proceeds clockwise.


TURN SEQUENCE


Players take turns.

Each turn has 4 phases:

1. Draw Phase

2. Combination Phase

3. Scoring Phase

4. Discard Phase


DRAW PHASE


Draw 1 card from the deck or take the top X cards from the discard pile.

X can be any number, but you must take all of them.

If there are no cards left in the deck, the game ends.

COMBINATION PHASE


If you have the right cards to make one or more of the combos in the

combination list, place the card combo face up in front of you.

You may play multiple combos if you have them.

SCORING PHASE


Score 1+ one point for every card in the combo.

Any time a player has no cards left in his hand, the game ends.

At the end of the game, players lose one point for every card left in their hand.

DISCARD PHASE


Discard one card.

There is no maximum hand size.




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