Introduction to Warpspawn Games


CARDINALS GUARD UNIT STAT TABLE



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CARDINALS GUARD UNIT STAT TABLE


# Type: Hits Actions

1 Captain 2 2

7 Guard 1 1

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

Hits = Number of Hits that type of unit has.

Actions = Max number of attacks, moves, and defenses a unit can make per turn.


SETUP


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

Units may not stack.


THE CARDS


Players share a common deck.

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Luck Phase

Move Phase

Fight Phase

LUCK PHASE


Draw 3 cards.

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 men.

The move card has a number.

This is the number of spaces the man moves.

Moves can be diagonal or orthogonal.

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.

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

Y = Draw 2 cards

Z = Opponent must discard 2 random cards

# = Number of that card in the Deck

CARD LIST


Card Name: Type Range # Notes

Walk M 1 8

Run M 2 6

Sprint M 3 4

Charge M 4 4

Swing on Rope M K 2

Parry D - 1

Block D - 1

Dodge D - 1

Leap D - 1

Duck D - 1

Disarm D - 1

Break Sword D - 1

Hold in Check D - 1

Diversion D - 1

Cloak D - 1

Crossed Swords D - 1

Bystander D - 1

Intimidate D - 1

Spring Back D - 1

Confuse D - 1

Intervening Furniture D - 1

Swing Torch D - 1

Cut A 1 1

Overpower A 1 1

Pistol A 3 1

Musket A 4 1

Main Gauche Dagger A 1 1

Poniard A 1 1

Rapier A 1 1

Epee A 1 1

Foil A 1 1

Energetic Attack A 1 1

Desperate Lunge A 2 1

Terrible Thrust A 2 1

Rapier A 1 1

Trip A 1 1

Push A 1 1

Impale A 1 1

Stab A 1 1

Throw Impliment A 2 1

Falling Object A 2 1

Bludgeon A 1 1

Wound Repeatedly A 1 1

Wound Grievously A 1 1

Run Through A 1 1

Skewer A 1 1

Taste of Steel A 1 1

Pike A 2 1

Fine Blade A 1 1

Coup de Grace A 1 1 Only vs man with 1 hit left

Panicked Retreat A 1 1 Only vs man with 1 hit left

Set to Flight A 1 1 Only vs man with 1 hit left

Flee the Field A 1 1 Only vs man with 1 hit left

The Kings Guard X - 1 Guards only*

Feint X - 1 Look at opponents hand

En Guard Y - 1

One for All Y - 1 Musketeers only

All for One Y - 1 Musketeers only

Taunt Z - 1

Weapon Stuck Z - 1

* = Gain one Guard who starts in your back row.

4th MUSKETEER OPTION

Add 3 guards and D'Artagnan, the 4th Musketeer.


MUSKETEER MESSAGE BOARD


Click here

FIVE ARMIES

INTRODUCTION


Board & card game for 2 players.

Battle between the Free Peoples & the Goblinfolk for control of

Smaug’s treasure at the end of the Hobbit (by JRR Tolkein).

Each figure represents a warband of many troops.


DISCLAIMER


‘Middle Earth/The Hobbit’ are copyrighted/trademarked properties.

This is just a fan site.


VICTORY


You win if you kill off 10+ of your opponents units.

THE MAP


Use an 8x8 chessboard.

THE MEN


Use chits or miniatures to represent units.

Each side has 4 types of units.


UNITS TABLE NOTATION


Weapon = Weapon Cards the unit uses.

# = Number of that type of unit each player has in setup.

Move = The types of Move Cards the unit can use.

FREE PEOPLES UNIT TABLE


Name # Move Weapon

Dwarves 3 1-2 Hammers

Men 6 1-3 Swords & Spears

Elves 5 1-4 Bows & Arrows

Eagles 2 1-5 Claws

GOBLIN UNIT TABLE


Name # Move Weapon

Trolls 3 1-4 Hammers

Orcs 6 1-3 Swords & Spears

Goblins 5 1-2 Bows & Arrows

Wargs 2 1-5 Claws

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.

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Orders Phase

Move Phase

Battle 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.


MOVE PHASE


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

Units cannot move through other units except for the Eagles.

The move card has a number.

This is the number of spaces the unit moves.

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

Moves are diagonal or orthogonal.

“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.




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