THE DECK
Players share a common deck.
There are 5 basic suites of cards.
The suites are the stages of a Throw.
In proper order they are:
1. Start
2. Run Up
3. Run to Plant
4. Plant
5. Release
There is an additional special suite of Wild cards:
6. Training
THE CARDS
The deck contains 1 copy of each card listed in the Card list.
There are 36 cards in the deck.
Each card has a numerical value between 9 and 20.
This is the number in meters the card contributes to the distance of a throw.
WINNING
Play 6 hands.
Each player gets 6 ‘attempts’.
The player with the longest single throw in 6 attempts is the winner.
TURN SEQUENCE
A turn is also referred to as a hand, a round, or an attempt.
-Each player is dealt a hand of 7 cards
-Each player may discard up to 5 cards and draw replacements
-Players reveal their cards and score their hands.
SCORING HANDS
You may score 5 cards from your hand.
You may score 1 card from each of the 5 basic Suites.
If you don’t have a card from a suite you may substitute a Training card.
If you still don’t have a card for a suite, you get a consolation 5m for that suite.
To Score, Add up the values from each of your 5 suites.
This is the distance in meters of your Throw.
CARD LIST
Card Name: Suite Meters
Relax Arm S 18
Relax Shoulder S 16
Visualize Movement S 20
Chest Muscles Stretched S 14
2 Finger Grip S 12
Place Marker S 10
10 TO 12 Quick Strides RU 18
7 Meters per Second RU 20
Accelerating RU 12
Concentrate Energy RU 16
Look Straight Ahead RU 10
Gain Momentum RU 14
Stressed Step RTP 12
5 Strides RTP 14
Turn to the Side RTP 16
Legs Cross RTP 18
Maximum Amplitude RTP 20
Midway Marker RTP 10
Last 2 Strides P 14
Tense Body P 16
Javelin Behind Shoulder P 18
Flexible Arm P 20
Run Up Track P 10
Both Feet on the Ground P 12
Stop Suddenly R 10
Explosive Movement R 14
Powerful Throw R 16
Optimal Throwing Angle R 20
25 to 40 Degrees R 12
31 Meters per Second R 18
Muscle Building T 9
Flexibility Exercises T 9
Elastic Resistance T 9
Throwing Weighted Balls T 9
Running & Jumping T 9
Coordination & Balance T 9
LINKS
The Throwers Page
JAIL BREAK
by Marcus Salo
INTRODUCTION
Scenario for WarpQuest.
Click here for the WarpQuest Core Rules.
Each player takes the role of a prisoner in Dick J. Pitt
Correctional Facility Medium Security Prison looking to escape
through a tunnel the prisoner is digging from his cell to
freedom and then driving to Mexico.
VARIANT RULES
There are two Modules. Both modules are 30 spaces long. Between
the Modules, the player rolls for a Getaway Car.
There is no Artifact, the goal is to get to Mexico (space 80)
before getting caught or killed.
The journey on the board is a one way trip.
Spaces on the board represent time not distance in the first
module, distacne in the second.
Each player starts with 6 skills.
If you fail the challenge you return to space #1 unless the card
says something different.
If you win the challenge, advance.
The player with the most cards in the most challenge types wins.
If you win a “fight” with an opponent, the opponent must go back
six spaces.
SKILL TABLE
1D6 Skill
1 Cunning
2 Smooth Talking
3 Steeling
4 Fighting
5 Shooting (if you have a gun)
6 Driving
7 Toughness
8 Agility
9 Charisma (to gain respect)
10 Stealth
Module 1: The Prison
Card Name: Notes:
1. Prison Thugs, Ricky & Lee inthe Cafeteria Charisma x2 or Fighting x2
2. Collapsing Tunnel Agility x2
3. Brutal Guard Mike Procton Toughness x2
4. Race Riot Cunning x2
(if succesfull, you can dig your tunnel twice as fast, because the
guards are calming down the Riot, advance 1d6 spaces)
5. Kitchen Duty Steeling x2
(if succesfull, you steel a spoon and dig with double speed, advance
1d6 spaces)
6. New Inmate Paulie With Cash Cunning x2 or Fighting x2
(if succesfull, you get the cash and by a knife,
fighting +1)
6. The Aryan Gang Leader has a crush on you Fighting x2
7. Old Boxing Coach as Inmate Smooth talking x2
(if succesfull, you get boxing lessions, Fighting +1)
8. Cell Raid Cunning x2
(if unsuccesfull, you tunnel is found, goto space #1)
9. Change of Escape with the Laundry Truck Agility & Stealth
(if succesfull, goto space #31)
10. Sarah Molina, the Female Social Worker Smooth Talking x2
(if succesfull, you get a library priviledge, a good place to
hide the removed earth, advance 1d6 spaces)
11. Fighting in the Shower Room Charisma x2
(if succesfull, you can keep yourself out of the fight, advance 1d6 spaces)
12. Cell Mate Martin gets a LSD flash back Fighting x2
13. Prison Pastor Rev. McGinnes Smooth Talking & Cunning
(if succesfull, you get a prayer book inside of which you can smuggle the digged
earth out of your cell, advance 1d6 spaces)
14. Warden J.W.Douglass Wants to Have a Chat Charisma & Smooth Talking
15. Undercover Cop Cunning x2
16. Drug Lord Al Wants You to Pay Your Debts Smooth Talking x2
17. Fat Mike Says He Loves You Fighting x2
18. Fat Mike Sends JJ.Sleez to Beat You Up Fighting x2
19. Missunderstanding in the Gym with Jésus Charisma x2
20. Tyrone Doesn't Like You Fighting x2
21. Leonard Says He Knows What You Are Up To Cunning x2
22. Thin Leo Wants You to Beat Sleezy Allan Fighting x2
(if succesfull, Thin Leo arranges a gun to you as soon you get out)
23. Laundry Duty Stealth x2
(if succesfull, you smuggle out lots of earth from the tunnel)
24. Drug Lord Al Wants His Money Back Smooth Talking x2
25. Drug Lord Al Is Upset About the Money Smooth Talking x2
26. Fire in the Cell Block Agility & Toughness
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