Introduction to Warpspawn Games



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MONSTER DECK


# - Number in Deck

M- Monster

T-Trap

D- Dungeon



W-Wilderness

CARD NAME # TYPE POWER / NOTES

GOBLINS 4 M 2

DWARF 4 M 2

SKELETON 4 M 2

ELF 4 M 3

ZOMBIE 4 M 3

GHOUL 4 M 3

WRAITH 4 M 4

WEREWOLF 2 M 5

OGRE 2 M 5

TROLL 2 M 6

WYVERN 2 M 6

COCKATRICE 2 M 6

GIANT 2 M 7

CHIMERA 2 M 7

BASILISK 2 M 7

DRAGON 1 M 8

TRAP 4 T 1 HIT

HIGH WALL 1 D -1 EXCEPT FOR GIANTS AND FLYING CREATURES

LOW WALL 1 D -1 ELF, GOBLIN AND DWARF

HUT 1 D +1 WEREWOLF

MAUSOLEUM 1 D +1 UNDEAD

QUAGMIRE 1 D -1 ALL CREATURES

STAKE BARRIER 1 D -2 ALL CREATURES

BRIARS 1 W -1 EXCEPT ELF AND FLYING CREATURES

HEDGE ROW 1 W -1 DWARF AND GOBLIN

HILL 1 W +1 DWARF

FOREST 1 W +1 ELF

VICTORY DECK


For each single combat you win, you may draw one card from the victory deck.

The Experience Points (ep) are collected as one party. They are required

for certain skill prerequisites, but they are not used to purchase skills

(example, if the group has 30 ep, they may attach to the appropriate group

member skills with a prerequisite of 30 ep). Skill Cards and blessed arms and

armor cards are attached to one character and remains with him (providing he

makes the prerequisites) until he may be defeated in combat.

# - number of cards in the deck

Pr - Prerequisite

#ep - This is the number of experience points the group must currently have

to use this card

K, S, M, P - This card is applied to this character: Knight, Scout, Minister,

or Prophet respectfully

Notes - What the card imbues to the character it is attached to

CARD NAME # Pr Notes

2 Experience Points 40 - -

Blessed Arms and Armor +1 2 K, S +1 Power

Blessed Arms and Armor +2 2 K, S +2 Power

Blessed Arms and Armor +3 2 K, S +3 Power

Blessed Arms and Armor +4 2 K, S +4 Power

Blessed Arms and Armor +5 1 K, S +5 Power

Healing Draught 10 K, S Removes 1 hit

Light Skill 1 10 ep M Blinds 1 opponent: -4 Power

Sneak Attack Skill 1 20 ep S Instantly kills 1 creature*

Advanced Healing Skill 1 20 ep M Heals 2 hits

Call Down Fire Skill 1 20 ep P Inflicts 1 hit on all opponents in battle

Deadly Hail Skill 1 40 ep P Inflicts 2 hits to all opponents in battle

Word of Authority Skill 1 40 ep M Causes 1 creature to surrender

Advanced Combat 1 20 ep K Power: 5

Weapons Master 1 40 ep K Power: 6

Raise Dead 1 60 ep M Raises 1 Character from the Dead

Pronounce Death 1 60 ep P If Successful, 1 opponent is instantly defeated

* = can only be used on the 1st turn of combat

WINNING


LONG GAME: When the group acquires 80 ep they win

SHORT GAME - EP: Set a ep amount of a lower value


SHORT GAME - SLAY THE DRAGON:


When the Dragon is dead the game is won.

CAMPAIGN –


Play like an on going chess game: when you have to break, try to

leave the cards in the position they were at, so you can return to it later.

This is ideal if you use the THOTH PROGRAM, which has a save function.

Card Images are available at: this page


HERCULES & XENA

INTRODUCTION


Card game for 2+ players.

Score points for creating adventures featuring your

Favorite TV Heroes.

DISCLAIMER


Xena & Hercules are copyrighted, licensed, trademarked properties.

This is merely a fan site.


THE DECKS


There are 2 decks: The Hero Deck & the Foe Deck.

The respective card types are called Hero cards & Foe cards.

Note that all cards have a Point value.

HANDS


Each player keeps 2 Hands: A Foe Hand & a Hero Hand.

END OF THE GAME


The game ends the turn after either deck runs out.

VICTORY


The player with the most Adventure points at the end of the game wins.

SETUP


Each player is dealt 3 cards from both decks.

The most Heroic player goes first.


TURN SEQUENCE


Players take turns.

Each turn has 5 Phases:

Fate Phase

Destiny Phase

Adventure Phase

Boon Phase

End Phase

FATE PHASE


Draw 1 card from each deck.

DESTINY PHASE


You may discard 1 card & draw a replacement card (from 1 deck only).

ADVENTURE PHASE


You may make a Meld if you are able.

A Meld must consist of:

* 1 or more Plot cards (Foe card)

* 1–3 Men or Monster cards (Foe card)

* 1 Legend card (Hero Card)

* 1 or more Cheese cards (Hero cards)

* Any number of Aid cards (Hero cards)

Meld cards are played face up to the table.

For a Meld to be legal, the point value total (PVT) of the Hero cards must

be equal to or greater than the PVT of the Foe cards.


BOON PHASE


Score Adventure points if you made a Meld last phase.

Adventure points earned = PVT of the Foe cards played.

Discard all melded cards.

END PHASE


If you made a Meld this turn draw 1 card from both decks.

Max hand size is 5 cards (5 Hero cards & 5 Foe cards).

Discard excess cards.

CARD TYPE NOTATION


L = Legend

A = Aid Card

C = Cheese Card

P = Plot Card

M = Men & Monsters

# = Number of copies of that card in the deck


HEROES DECK


Card Name: # Type Points Notes:

Hercules 8 L 8 Son of Zeus

Xena 8 L 7 Warrior Princess

Iolaus 4** A 6 Warrior; Archer

Gabrielle 4* A 5 Bard

Salmoneus 1 A 3 Entrepreneur

Autolycus 1 A 4 King of Thieves

Joxer 1* A 2 Inept Warrior

Chakram 1* A 3 Throwing Disk

The Pinch 1 A 3 Special Fighting Moves

Charm 1 A 3 Personality

Whoop Ass 1 A 3

Quick Thinking 1 A 3 Wit

Bravery 1 A 3 Courage & Sacrifice

Great Strength 1** A 3

Fighter for Justice 1 A 3

Trickery 1 A 3 Silver Tongue

Flying Kick 1 A 3 or Kick to the Groin

Special Effects 1 C 1

Tender Moment 1 C 1

Sexual Tension 1 C 1

Lesbian Overtones 1* C 1

Biting Sarcasm 1 C 1

Bad Puns 1 C 1

Glaring Anachronism 1 C 1

Out of Character 1 C 1

Song & Dance Number 1 C 1

Witty Repartee 1 C 1

Melodrama 1 C 1

Titillation & Innuendo 1 C 1

Modern Sensibilities 1 C 1

Insipid Dialogue 1 C 1

Break SOD 1 C 1 Suspension of Disbelief

* = Xena must be in play to use

** = Hercules must be in play to use

Note: Only 1 copy of Gabby or Iolaus can be used in a meld.




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