Introduction to Warpspawn Games



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END GAME


The game ends when all cards have been drawn from the emergency deck and

There are no emergency cards left on the board.


OBJECTIVE


The player with the most cards in his rescue pile at the end of the game wins.

TURN SEQUENCE


1 Countdown Phase

2 Alert Phase

3 Organization Phase

4 Response Phase

5+ Move Phases

COUNTDOWN PHASE


Remove a Time Counter from every Emergency card on the Board.

If an Emergency card has no counters left put it in the Discard.


ALERT PHASE


Roll 1D6:

Roll New Emergencies


1 0

2-3 1

4-5 2

6 3


For each new emergency draw 1 card from the Emergency deck.

Roll 1D12 twice to get the coordinates for each new emergency.

Place the emergency card in that space on the board.

Roll 1D6 and place that many Time counters on the Newly placed Emergency card.

If the rolled coordinates indicate a base or existing emergency, reroll the coordinates.

If the rolled coordinates indicate a space occupied by a pawn, place the

pawn on its owners base.

ORGANIZATION PHASE


Shuffle the Responder deck together with its discard.

Each player fills their hand up to six Responder cards.


RESPONSE PHASE


Each player rolls 1D12.

The player with the highest roll gets his move phase first and so on.

Reroll ties.

MOVE PHASES


Each player gets one move phase, order determined in response phase.

Discard one of your Response cards to move one of your pawns a

Distance indicated by the card.

Moves can be orthogonal or diagonal unless otherwise stated.

You may move none, some or all of your pawns.

A pawn can be moved multiple times in a single phase.

You may save any cards you did not use for next turn.

You may discard any of your cards you do not want.

Each Emergency card has a solution.

A solution will involve some combination of two pawns.

If during your Move phase you move two pawns adjacent (orthogonal or diagonal)

To an Emergency card that satisfy that card’s solution requirements, you

Complete the rescue: place that emergency card into your rescue pile.

Each player has their own Rescue pile.


CARD LIST ABBREVIATIONS


TB = Thunderbird

EMERGENCY DECK CARD LIST


Emergency: Solution:

Bomb aboard airliner Fab + TB1

Vehicle trapped in raging inferno Any two TB

Lady Penelope tied to Railroad track Any two TB

Reporters trapped in underground river TB2 + TB4

Controllers trapped in teetering relay station Any two TB

Toppled rocket probe in countdown TB4 + Any TB

Agent trapped in vault with explosives Any two: TB1, 2, 3

Hood captures Brains and TinTin Fab + Any TB

Construction workers on high ledge Any two TB

Archeologists captured by Zombites TB1 + Any Pawn

Probe on collision course with sun TB3 +TB5

Foil mystery airliner saboteur Any 2 Pawns

Banker trapped in airless vault Fab + Any TB

Atomic power plant ablaze Any 2 Pawns

Family trapped in burning mall TB1 +TB2

Impersonators frame International Rescue TB5 + Any TB

Saboteurs with nuclear bomb Fab + Any TB

Rescue crew of sinking tanker TB4 +TB5

Duchess imprisoned in burning mansion TB2 + Any Pawn

Monotrain heading for broken track section Any 2 Pawns

Trapped in Amazon by mutant alligators Any two: TB 2, 3, 4

Actors trapped in cave-in Any 2 Pawns

Oil rig on fire TB1 +TB4

Atomic logging machine out of control TB1 +TB2

Break in dam Any two TB

Plane Hijacking Fab + Any TB

Giant Solar Reflector Misaligned TB2 + Any Pawn

Space Station in Decaying Orbit TB3 +TB5

RESPONDER DECK CARD LIST


Card Name: # Notes:

Move 1 3


Move 2 3

Move 3 3


Move 4 3

Move 5 3


Move 6 3

Move 7 3


Move 8 3

Move 9 3


Move 10 3

Move K 3 Move like a Knight in Chess

Return to Base 2 Move one of your pawns back to your base

False Alarm 1 Move opponents pawn back to his base

SOS 2 Draw 2 cards from Responder deck

Red Alert 2 Switch location of TB5 and any other TB

Deploy Sub 1 Move TB4 adjacent to TB2

Delay 1 Negate a move card just played

Quick Responder 1 Automatically win roll in Response Phase

# = Number of that card in the deck


LINKS


Thunderbirds are go!

thunderbirdsonline

GAME DESIGNERS NOTES


Game may work better/worse on 10 X 10 or 20 X 20 board.

FEDERATION

INTRODUCTION


Star Trek Theme.

Module for the Warp Empires system.

You must use the Warp Empires system to play this game.

DICE


Six-sided dice are needed in this scenario.

MAP


Over half the territories are empty space.

Revenue generating spaces are planetary systems.

Other territory types include:

Supernovas: No entry possible.

Nebulas: Ships must stop upon entering.

Worm Holes: Allow instant transport to other Worm Holes.


VICTORY


You win if you control over 60% of the systems on the map.

RACES


Each player picks a race:

United Federation of Planets

Klingon Empire

Romulan Star Empire

Ferengi Alliance

Cardassian Union

Borg Collective

SETUP


Each player starts with a Homesystem with 10 random units.

UNITS & ACTION DECK


Players share a common Action deck and unit chit pile.

EXPLORATION PHASE


Include an exploration phase after movement phase.

When entering an unexplored system for the first time roll three six sided

dice to determine The presence of Resources, Minor Races, and Enigmas.

1D6 Resources: Revenue:

1-2 Poor 1

3-4 Moderate 2

5-6 Rich 3

1D6 Minor Race: Revenue:

1-3 No Minor Race -

4 Primitive Race +1

5 Modern Race +2

6 Advanced Race +3

1D6 Enigmas:

1-4 No Enigma

5-6 Enigma



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