Introduction to Warpspawn Games



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INGREDIENTS TABLE


1D50 Ingredient: Notes:

01 Red Dragon Tail Spicy

02 Illithid Brain Pod Brain Food

03 Troll Hide Regenerates

04 Pound of Ogre Flesh Fatty

05 Medusa Head Un-petrified

06 Cockatrice Tastes like Chicken

07 Shrieker Dungeon Mushroom

08 Green Slime Live

09 Giant Ant Legs Crunchy

10 Black Pudding Dissolves Wood & Metal

11 Beholder Eyes Includes Stalks

12 Pixie Morsels Includes Wings

13 Bugbear Gamey

14 Carrion Crawler Chunks

15 Choice Cut Demon Hot

16 Side of Devil Red Hot

17 Stegosaurus Steak With Plates

18 Gorgon Flank Hard as a Rock

19 Blue Dragon Sparks

20 Brass Dragon Balls Metallic Taste

21 White Dragon Cold

22 Gelatinous Cube Transparent

23 Zombie Parts Crawl out of the Bowl

24 Gray Ooze Slimy

25 Breasts of Harpy Tastes like Chicken

26 Hell Hound Burnt Taste

27 Hippocampus Salty

26 Bottle Imp Pickled

29 Kobold Smells like Dog

30 Larva from Hades Large Worms

31 Werewolf Tough

32 Haunch of Minotaur Very Tough

33 Naga Tail Reptilian

34 Sea Serpent With Spines

35 Orc Chops Tastes like Pork

36 Purple Worm Pungent

37 Roc Eggs Good for Omelets

38 Pegasus Horse Meat

39 Rust Monster Guess

40 Mermaid Tail Fishy

41 Satyr Tastes like Goat

42 Phoenix On Fire Literally

43 Sphinx Questionable Taste

44 Strangle Weed Don’t Choke on it

45 Stirge Blood Nutritious

46 Treant Apples Good for Baking

47 Unicorn Tastes Great

48 Will-O-Wisp Less Filling

49 Healing Potion Medicine Taste

50 Ice Elemental Frozen Solid

NOTES


Players are encouraged to add more ingredients to the list.

ICE LORDS

INTRODUCTION


Wargame for 2 or more players.

Fantasy Northern theme.


VICTORY


Destroy all enemy units.

DICE, CHITS, TILES, & CARDS


Tiles are used to make the Map.

Chits are used to represent Units.

Cards are used for Spells.

Tile, chit, and card sets are common to all players.

Six and eight sided dice are needed to play.

TERRAIN TILE LIST


There are 4 terrain types:

Type: # Cost Recruit:

Tundra 14 1 -

Glacier 6 2 -

Water 9 (1) -

Villages 6 1 Norsemen & Barbarians & Ships

Forest 4 2 Wolves & Bears & Sprites

Mountains 4 3 Dwarves & Giants

Peaks 2 3 Dragons

Hills 4 2 Witches & Yetis

Sea - (1) -

# = Number of Tiles in Terrain Tile Set

Cost = Cost in Move Points to enter

Recruit = What type of units can be recruited there


THE MAP


Use a Chessboard.

All border spaces are Sea spaces

Randomly distribute the 49 Terrain Tiles to the 49 center squares.

SETUP


Each Player starts with one Hero unit located in a Village Space.

Randomly determine who goes first.


UNIT CHIT LIST


Unit Name: # Force Move Notes:

Norsemen 4 2 2 Army

Barbarians 4 3 2 Army

Viking Ships 4 1 4 Army, Ship

Drakkar 2 2 4 Army, Ship

Northern Dwarves 4 2 2 Army, Mountain Walk

White Dragon 4 5 5 Flying

Frost Giant 4 4 3 Mountain Walk

Winter Wolves 4 2 4

Polar Bears 4 3 2

Ice Witch 4 2 2 Magic

Snow Sprites 4 1 3 Magic, Flying

Hero A 4 3

Yeti 4 3 3 Mountain Walk

Ice Elemental A 4 - Summoned Unit

Ice Demon A 5 - Summoned Unit

Banner 2 +1 - Relic: Attach to Army

Magic Axe 2 +1 - Relic: Attach to Hero or Giant

Druids Staff 2 +2 - Relic: Attach to Witch or Sprite

Move = Move points per turn

A = As Needed

TURN SEQUENCE


Players take turns.

Each turn has 6 phases:

Recruit Phase

Magic Phase

Blizzard Phase

Move Phase

Battle Phase

End Phase


RECRUIT PHASE


Draw 1 Unit Chit from the common pile.

Keep your Chits in a pile.

Units are recruited from specific Territories.

If you have a Unit in an appropriate Territory, or adjacent to an empty

appropriate territory, you may put a Unit Chit from your pile into play on

that territory or in an adjacent territory that is empty or occupied by

a unit you control.

ADJACENCY RULE


Units or spaces must share a common border to be adjacent.

Diagonal spaces and units are not adjacent.


STACKING RULE


You may stack up to 4 of your units in a single space.

Summoned units and Relics do not count against this limit.


MAGIC PHASE


If you control any Witches or Sprites, draw 2 Spell cards.

Max hand size is 5 cards. Discard excess cards.


BLIZZARD PHASE


Remove tokens from board from last turn.

Use Tokens to represent Blizzards.

Roll 1D6 to see how many blizzards will be put on the map this turn.

Roll 2D8 to determine coordinates of each blizzard.

Units cannot move into, out of, or through a blizzard.

Units cannot attack into or out of a blizzard.


MOVE PHASE


Each unit has a number of Move Points (MP).

Different Terrain types have different Move costs to enter.

For Flying units, the Move cost of all Terrains is one.

Flying units may not end their turn in a Sea or water space.

Units with Mountain Walk pay only 1 MP to enter Mountains or Peaks.

Ships can only move in Sea and Water spaces.

Non-Flying units cannot move on Sea or Water spaces.

Heroes, witches, and armies may travel on sea & water spaces if stacked with a Ship.

The stacking limit must be strictly enforced.

You cannot enter or move through a space containing enemy units.




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