Introduction to Warpspawn Games



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ALLIES DECK CARD LIST


Card Title: Type Force Fronts Notes:

Allied Shipping S 2 A

Advanced Radar S 2 A

Convoy Support Groups U 2 A

American Air Force U 2 A

Partisans U 2 A

Roosevelt L 2 A

Assassination Plot S 2 A

Fuhrers Interference S 2 A

British Intelligence S 2 A

American Industrial Might S 2 A

Economic Strangulation S 2 A

Crack Enigma S 2 A

Allied Manpower S 2 A

Liberation S 2 A

Stalin L 3 E

Arctic Convoys S 3 E

T-34 Tanks U 3 E

Red Army U 3 E

Communism S 3 E

Soviet Air Force U 3 E

Scorched Earth S 3 E

Russian Winter S 3 E

Siege of Leningrad O 3 E

War without Mercy S 3 E

Siberian Troops U 3 E

Rasputitsa S 3 E

Moscow Counteroffensive O 3 E

Zhukov L 3 E

Timoshenko L 3 E

Defense of Stalingrad O 3 E

Operation Citadel O 3 E

Night Bombing Raids S 3 W

Strategic Bombing S 3 W

Royal Air Force U 3 W

Battle of Britain O 3 W

Evacuation at Dunkirk S 3 W

British Expeditionary Force U 3 W

Operation Overlord O 3 W

D-Day O 3 W

Operation Fortitude S 3 W

French Underground S 3 W

Operation Cobra O 3 W

Operation Market Garden O 3 W

Churchill L 2 WM

Royal Navy U 2 WM

Free French U 2 WM

Flying Fortress U 2 WM

Charles de Gaulle L 2 WM

Eisenhower L 2 WM

Montgomery L 2 WM

Patton L 2 WM

Bradley L 2 WM

El Alamein O 3 M

Operation Torch O 3 M

Tunisia O 3 M

Soft Underbelly S 3 M

Operation Husky O 3 M

Monte Cassino O 3 M

Break the Gothic Line O 3 M

Atomic Bomb S 7 A 1945+

GAME DESIGNERS NOTES


World War II in under an hour!

Will do the Pacific Theatre as a separate game.

I hope I didn’t give the Mediterranean theatre too much emphasis.

MORE CARDS


Here’s a few more examples of cards (titles only) you might want to add:

Japan Attacks Russia (What if)

Japan Defeated (What if)

Destruction of Army Group Center

P51 Mustang

Sherman Tanks

Easy Company

Red Ball Express

Nazi Treasure

Code-breakers

Normandy Hedgerows

Mulberry Harbors

Invasion of Crete

Drive to the Rhine

Operation Typhoon

Katyusha Rockets

Lend Lease Program

Tiger Tanks

Operation Anvil

British Electronics


VARIANTS


Make it that certain 'American' cards cannot be played until 1942+.

EAGLES OF GLORY


READY AIM FIRE - Custom Variant

By "Ian Milnes" and "Alexander Herklotz"

IMilnes@manukau.govt.nz

klotzher@hotmail.com


INTRODUCTION


Two player Card game depicting Napoleonic era warfare.

THE DECKS


There are 3 decks:

The Battalion decks cards are chosen from an army list.

Note that both opponents choose the same timeframe.

Minimum number of cards is 25, maximum 50.

Note that there is a budget for every card.

The difference of budgets of the opposing decks may not exceed 10%

(The player with the higher budget has to drop some cards to be

in range of the allowed budget).

Multinational armies are allowed, as long as a nation is not in both decks.

Units of different nationalities may not stack together.

Generals of other nations may command allied units.

The Tactics deck.

The Commander Decks have also an army list.

Choose up to 6 commanders. Note that they also have a budget,

which is added to the overall budget of the battalion decks.

The Tactics deck has 1 of each card in the list, and 2 of each Terrain card


SETUP


Each player creates his Battalion deck.

Each player forms a line of 5 stacks of cards, starting maximum as noted.

The opposing lines face each other.

These stacks are called:

Stack: Start Max Card Limit

Left Flank 2 5

Left Centre 3 6

Centre 3 6

Right Centre 3 6

Right Flank 2 5

Place Battalion cards up to the starting maximum card limit face down in each stack.

Line Infantry and Artillery may be placed in Centre stacks.

Cavalry, Light Infantry and Horse Artillery may be placed in any stacks.

Heavy cavalry may not be placed in any stack at the start of the game.

Shuffle the appropriate Commander Deck, deal yourself 6 cards, and add

them to your Reserve deck.

Shuffle your Reserve Deck, and deal yourself a hand of 5 cards.

Once both players have completed above, turn cards in your stacks face up.

They will remain face up for the first turn only.

After the first turn, all cards are played face down, representing the “Fog of War”.


VICTORY CONDITIONS


The first player to be routed from 3 of his 5 forward positions loses.

TURN SEQUENCE


Players take turns.

Each turn has 6 phases:

Draw Phase

Terrain Phase

3. Reinforce Phase

4. Attack Phase

5. Morale Phase

6. Discard and Redraw Phase


DRAW PHASE


Draw 2 cards from your Reserve Deck.

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

The maximum hand size is 7. Cards in your hand over the maximum do not have

to be discarded until the Discard/Redraw Phase.


TERRAIN PHASE


You may play a Terrain card onto an appropriate stack.

Terrain cards remain in effect for the entire game


REINFORCE PHASE


You may move any or all battalions from your hand to any of your stacks.

All reinforcements from your hand go to the bottom of the stack they reinforce.

Prior to the above, you may reorganise one stack, and move one card from

a stack to an adjacent stack.

You may move any card in a stack (You are not limited to the top one)



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