BATTLE PHASE
Play (discard) an Attack card to have a unit attack.
A unit must use an attack card that is the same as his weapon.
For Example: Elves & Goblins can only use Bow & Arrow cards.
The attack card has a number.
This is the range of the attack.
Attacks are diagonal or orthogonal.
“Knight” type attack cards produce an attack with a range like a knight in chess.
The enemy unit that is the target of the attack is automatically
killed and removed from the map.
Units cannot attack through other units.
Your opponent may play a defense card to negate your attack.
Elf and Warg units can make two attacks per turn (using two attack cards)
CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Special Card
K = as a Knight would move in Chess
Type = Purpose of card
# = Number of that type of card in the deck
CARD LIST
Card Name: # Range Type Notes
Very slow 5 1 M
Slow 4 2 M
March 3 3 M
Fast 2 4 M
Very Fast 1 5 M
Claws 3 1 A
Hammers 3 1 A
Bows 2 3 A
Arrows 2 K A
Swords 3 1 A
Spears 2 2 A
Tough 2 - D Negate Attack
Scout 2 - X Look at Opponents Hand
Magic 2 - X Discard to draw 2 cards
AROUND THE WORLD IN EIGHTY DAYS
INTRODUCTION
Card game based on the novel of the same name by Jules Verne.
For 2 or more players.
THE DECK
Players share a common deck.
1 Turn = 8 days
1 Travel Card = 1 Unit of Distance
VICTORY
Be the first player to travel 40 Units of Distance.
Major Victory: Finish your trip in 10 turns.
TURN SEQUENCE
Each Turn is divided into 5 phases:
Planning Phase
Logistics Phase
Travel Phase
Adventure Phase
Destination Phase
PLANNING PHASE
Each player fills their hand to 9 cards.
LOGISTICS PHASE
Each player may discard up to 5 cards & draw replacements.
TRAVEL PHASE
Players make ‘Trips’.
A ‘Trip’ is a combination of cards that must include:
1 Unique Travel card plus…
Any number of Basic Travel cards of the same type as the Unique Travel card.
For example:
You play the “Orient Express”. It is a Unique Travel card of the ‘Train’ type.
You then play 3 basic ‘Train’ cards.
You may make 1 or more trips during this phase
ADVENTURE PHASE
You may play Adventure cards in this Phase.
An Adventure card will cause a target basic Travel type card in a ‘Trip’ to be discarded.
A single player may only be targeted by one Adventure card per turn.
DESTINATION PHASE
Add up the number of cards you have in your ‘Trip’.
This is the number of Units of Distance you’ve traveled this turn.
CARD LIST NOTATION
# = Number of this card in the deck
T = Basic Train Travel card
TU = Unique Train Travel card
W = Basic Water Travel card
WU = Unique Water Travel card
R = Basic Road Travel card
RU = Unique Road Travel card
S = Basic Sky Travel card
SU = Unique Sky Travel card
A = Adventure card
COMMON DECK CARD LIST
Card Name: Type #
Orient Express TU 1
Trans-Siberian Railway TU 1
Union Pacific TU 1
Berlin-Constantinople Line TU 1
Great Indian Peninsula Railway TU 1
Rails T 10
Luxury Liner WU 1
Tramp Steamer WU 1
Private Yacht WU 1
Schooner WU 1
Chinese Junk WU 1
Seas W 10
Model T Roadster RU 1
Safari Elephants RU 1
Caravan Camels RU 1
Sled Dogs RU 1
Pony Express RU 1
Roads R 10
Biplane SU 1
Hot Air Balloon SU 1
Zeppelin SU 1
Sea Plane SU 1
Dirigible SU 1
Sky S 10
Bad Weather A 1
Monsoons & Typhoons A 1
High Seas Pirates A 1
Political Unrest A 1
Hostile Natives A 1
Local Authorities A 1
Workers Strike A 1
Mechanical Breakdown A 1
Injury & Sickness A 1
Vehicular Accident A 1
LINKS
English Translation
NOTES
Planned Route of Phineas Fogg: Days
From London to Suez via Mont Cenis and Brindisi, by rail and steamboats 7
From Suez to Bombay, by steamer 13
From Bombay to Calcutta, by rail 3
From Calcutta to Hong Kong, by steamer 13
From Hong Kong to Yokohama (Japan), by steamer 6
From Yokohama to San Francisco, by steamer 22
From San Francisco to New York, by rail 7
From New York to London, by steamer and rail 9
Total days: 80
ANCIENT BATTLEFIELDS
INTRODUCTION
Ancients Wargame with emphasis on Command & Control.
VICTORY
You win if you rout the opposing General
SETUP
Setup has 3 Segments:
Choose Army Segment
Battlefield Segment
Deploy Forces Segment
CHOOSE ARMY SEGMENT
Each player gets an Army as described by a specific Scenario, or
Each player gets a random army.
A Random Army has 4 + 1D6 Units
Roll for quality (Quality Check) of each unit:
1D6 Unit Quality:
1-2 Green
3-4 Regular
5 Veteran
6 Elite
Roll for Composition (Composition Check) of each unit:
1D6 Unit Type:
1-4 Infantry
5-6 Cavalry
Each Unit has a Commander.
Roll to see the Ability (Commander Ability Check) of Each commander:
1D6 Commander Ability
1-2 Poor: Unit gets -1 to all Checks
3-4 Good
5-6 Excellent: Unit gets +1 to all Checks
One Unit contains the General
The Unit commanded by the General gets +2 to all Checks
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