Introduction to Warpspawn Games



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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.

TIME & DISTANCE


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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