Introduction to Warpspawn Games


FANTASY FIGHT CLUB INTRODUCTION



Download 8.66 Mb.
Page100/270
Date31.03.2018
Size8.66 Mb.
#45297
1   ...   96   97   98   99   100   101   102   103   ...   270

FANTASY FIGHT CLUB

INTRODUCTION


2 Player game. Combat between 2 opposing fantasy warbands.

Game progresses in 2 stages:

Recruit Stage

Battle Stage


THE DECKS


There are 5 Decks:

Warrior Deck

Weapon Deck

Armor Deck

Spell Deck

Fight Deck


DAMAGE


Use tokens to keep track of hits, ammo, and spell effects.

Six sided dice are needed.


RECRUIT STAGE


Players create their Warband:

Each player is dealt 10 Warriors.

Each player is dealt half of the Weapon deck.

Each player is dealt half of the Armor deck.

Lay out your warriors on the table in front of you face up in 2 rows.

The Rows are the front row and the back row.

There must be at least as many or more warriors in the first row as the second.

Assign weapon and armor cards to your warriors.

Assigned equipment cards are placed face up partially under the warrior.

A warrior can have one shield and one helmet.

A warrior can have a Full suit of armor or one or more Partial armor cards.

A warrior can carry several weapons but can only use one per turn.

Each unit that has spells draws that number of spell cards from the spell deck.

Spell cards are placed under the warrior face down.

Warriors using 2 handed weapons may carry shields but do not benefit from them.

BATTLE STAGE


The opposing warbands fight.

Each turn has 3 phases:

Draw Phase

Tactics Phase

Attack Phase

DRAW PHASE


Discard some or all unused Fight cards from last turn.

Each player fills their hand to 7 cards from the Fight Deck.

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

TACTICS PHASE


Make sure the warriors in your front row equal or outnumber your back row.

Warriors can freely be moved from one row to the other this phase.

Designate which of his weapons each of your warriors is using this turn.

The weapon of choice is placed on top of his stack of equipment.

Some spells are used in this phase.

ATTACK PHASE


Warriors with ranged weapons attack first.

Warriors with ranged weapons with higher range scores attack before ones with lower scores.

Warriors with ranged weapons can attack from the front or back row.

Warriors may either attack warriors in the opponents front row or roll 1D6:

1-3 Attack target in front row

4-5 Hesitate: Do not attack

6 Attack target in back row

For each ranged attack roll 1D6. On a roll of 4-6 the attack hits.

Add the attackers skill and subtract the targets dodge roll.

Subtract 1 if the attacker is attacking from the back rating.

If the defender is hit but has a shield roll 1D6.

If the roll is within the shields blocking range the attack is blocked.

Thrown weapons do not have to be used in ranged attacks, they may be used for HTH instead.

Note that thrown weapons have limited ammo if they are used in ranged combat.

Many Spells have ranges and so are played at the same time as ranged attacks.

A spell is discarded after it is played. A spellcaster can only cast one spell per turn.

Next warriors in the front row with HTH (Hand-to-hand) weapons may

attack targets in the opponents front row.

Warriors that have the Backstab ability may roll 1D6:

1-4 Do not attack this turn

5-6 Attack a target in the opponents back row

Opposing Warriors pair up. The warrior with the highest speed rating picks

his opponent first and so on until all

Warriors in the front rows have picked, or have been picked.

If one side has more warriors they may double up on enemy warriors.

For each pairing roll 1D6:

1-3 The warrior with the greater speed attacks first

4-6 The warrior with the weapon with longer reach attacks first

For each HTH attack roll 1D6. On a roll of 4-6 the attack hits.

Add the attackers skill and subtract the targets dodge rating and weapon parry value.

If the defender is hit but has a shield roll 1D6.

If the roll is within the shields blocking range the attack is blocked.

If an attack hits roll 1D6.

Add the warriors damage bonuses and subtract the opponents armor bonuses.

If the result is positive, the target warrior loses that many hits.

If a warrior is reduced to 0 or less hits it is killed.


WARRIOR DECK CARD LIST


Name Race Dam Speed Skill Dodge Hits Spells Notes

Ogre H +4 -2 - -2 10 0 Reach +2

Goblin H -1 +1 - +2 4 0 Reach -1

Orc H - - - - 5 0

Hobgoblin H +1 - +1 - 7 0

Kobold H -1 +1 - +2 3 0 Reach -1

Warrior M +1 +1 +2 +1 6 0 May use 2 HTH wpns

Knight M +1 - +1 - 6 0

Barbarian M +2 +1 +1 +1 8 0

Assassin M - +1 +1 +1 5 0 Back-Stab

Half-Orc H - - - - 6 0

Rogue M - +2 +1 +1 4 0 Back-Stab

Bandit M - +1 - - 5 0 Back-Stab

Dwarf H +2 -1 - +1 7 0 Reach -1

Elf H -1 +2 +2 +2 4 1 Damage +2 with Bow

Wizard M -2 -2 - -1 2 5

Sorcerer M -1 -1 - - 3 4

Warlock M - - - - 4 3

Shaman H - - - - 5 2

Bugbear H +3 +1 +1 +1 9 0 Reach +1

Centaur H +2 +1 +1 -1 8 0 Damage +1 with Bow

H = Humanoid

M = Human

Backstabbers and Spellcasters cannot wear armor, shields, or helms


WEAPON CARDS


Name: Dam Range Speed Reach Parry

Dagger (1) - 1T +2 1 1

Katar - H +2 1 1

Dirk +1 H +1 2 1

Short Sword +1 H +1 2 1

Long Sword +2 H - 3 1

Scimitar +2 H - 3 1

Tulwar +2 H - 3 1

Broad Sword +2 H -1 3 1

Bastard Sword +2 H -1 4 1

Great Sword (2-H) +3 H -2 5 1

Knives (4) -1 1T +2 1 1

Javelins (3) +1 3T +1 - -

Short Bow(2-H) - 4 - - -

Long Bow(2-H) +1 6 - - -

Light Crossbow (2-H) - 5 - - -

Heavy Crossbow (2-H) +3 8 - - -

Compound Bow (2-H) +2 7 - - -

Whip - H +1 8 -

Maul +1 H - 4 1

Club - H +1 2 1

Spiked Mace +2 H +1 3 1

Flail +1 H - 4 -

Battle Axe (2-H) +4 H -1 3 1

War Hammer (2-H) +3 H -1 4 1

Spear (1) +2 2T +1 7 1

Halberd (2-H) +3 H -1 6 1

Staff (2-H) - H +1 5 2

Hand Axe (2) +1 1T +1 2 1



Download 8.66 Mb.

Share with your friends:
1   ...   96   97   98   99   100   101   102   103   ...   270




The database is protected by copyright ©ininet.org 2024
send message

    Main page