Introduction to Warpspawn Games


VICTORY Slay your enemy by reducing him to zero hit points. HIT POINTS



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VICTORY


Slay your enemy by reducing him to zero hit points.

HIT POINTS


Each Swordsman starts with 10 hit points.

DECK


Players share a common deck.

The deck contains 70 cards.


CARD LIST


Name # Type Notes

Chop (Vertical Cut) 10 A 1 Point of Damage

Slash (Horizontal Cut) 10 A 1 Point of Damage

Thrust 10 A 1 Point of Damage

Kai 5 M 1 Point of Damage

Armor 5 D Negates 1 Point of Damage

Dodge 5 D Negates Thrust

Parry 5 D Negates Slash

Block 5 D Negates Chop

Combo 5 M Allows 2 Attacks

Speed (Iaijutsu) 10 M Speed Contest

# = Number of that card type in the Deck.

A = Attack card

D = Defense card

M = Modifier card

SETUP


Players start with a hand of 10 cards each.

TURN SEQUENCE


Each turn has 7 phases:

1. First Step Phase

2. Second Step Phase

3. Speed Phase

4. Strike Phase

5. Defend Phase

6. Cut Phase

7. Recover Phase


FIRST STEP PHASE


Both players fill their hands to 10 cards.

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


SECOND STEP PHASE


Both players simultaneously discard up to 5 cards face up.

Both players fill their hands to 10 cards.


SPEED PHASE


Both players simultaneously reveal their Speed cards if they have any.

The player with more Speed cards must choose one advantage:

1. Opponent can play no defense cards except Armor this turn, or

2. Opponent may not attack this turn

No one gains an advantage if the Speeds are tied.

Speed cards are discarded.


STRIKE PHASE


Both players attack by revealing 1 or more attack cards of the same type.

Players may also play Kai cards, if they played at least 1 attack card.

For example: Player A plays 3 Chop cards and 2 Kai cards.

Because Player A played a Chop attack, he cannot Thrust or Slash.

Players may also play 1 combo card each.

A combo card allows you to play 2 different types of Attack cards.

For example: Player B plays a Combo, 2 Chop cards and 2 Slash cards.

In a combo declare to which attack card a Kai card is being attached.


DEFEND PHASE


A Player may play one Dodge card to negate all Thrust cards played against him.

A Player may play one Block card to negate all Chop cards played against him.

A Player may play one Parry card to negate all Slash cards played against him.

Defense cards, negated attack cards, and attached Kai cards are discarded.


CUT PHASE


For every Attack card and Kai card that was not negated the target swordsman loses

One Hit point.

Players may play Armor cards to negate one point of damage.

All played cards are discarded.


RECOVERY PHASE


Players may discard up to 5 cards each.

DARK CONTINENT

INTRODUCTION


Players are rival Imperial powers expanding their influence and

control of the Dark Continent.


PUBLISHED VERSION


Published version of Dark Continent

available from Schutze Games

Beautiful map and counters. Updated Rules.

OBJECT


The player with the most profit at the end of 9 +1D6 turns wins.

THE MAP


Draw the outlines of the Dark Continent.

The Dark Continent should be divided into 15-25 territories.

The territories should be large enough to hold several stacks of counters.

Draw in Rivers.

Determine the terrain type of each territory:

Terrain Type Table

1D6 Terrain Def Pop Res Mod

1-2 Plains +0 +0 +0 +0

3 Jungle +2 -2 -1 +0

4-5 Desert +1 -2 -1 +1

6 Mountains +3 -2 -1 +2

* Coastal +0 +1 +1 +0

Def = Combat modifier for defending Armies.

Pop = Modifier to Population Roll.

Res = Modifier to the Resource Roll.

Mod = Modifier to the Resource Type Table Roll.

After terrain type is determined, roll 1D6 to determine the population level of the territory.

The minimum population level = 1.

After population level is determined, roll 1D3 to determine how many resources

the territory has. This is the Resource roll. The minimum resource level = 0.

All Coastal Territories have 1 additional Fish resource.

All Territories with rivers have 1 additional Good Crops resource.

For each Resource roll once to determine what type it is:

Resource Type Table

1D6 Resource Inc Notes

1 Poor Crops 1 Subsistence

2 Cash Crops 2 Deserts have Poor Crops instead

3 Poor Livestock 3

4 Good Livestock 4 Deserts & Mountains have Poor Livestock instead

5 Exotics/Luxuries 5

6 Oil 6 Jungles & Plains have Cash Crops instead

7 Gold 7 Deserts have Oil instead

8 Diamonds 8

* Fish 2


Inc = Income Level of Resource.

Exotics/Luxuries include Ivory, Perfumes, Wild Animals, Dyes, Handcrafts, etc.

Resources & Population level for each territory can be written directly onto the map.

PIECES


Each player has a set of control marker chits of a unique color.

Have white sets of counters with the following markings:

F = Farm

M = Mine


Ft = Fort

T = Town


P =Port

L = Leader

N = Native Army

C = Colonial Army

E = European Army

R = Rebel Army


SETUP


Roll 1D6 high to determine turn order.

In opposite turn order, each player selects one coastal territory to take control of.

That territory will contain 1 Town, 1 Fort, 1 Port, and 1 European Army.

CONTROL


Control is denoted by Control Chits.

A player puts one control chit in every territory he controls.

A player places a control chit on top of every Army he controls.



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