CARD LIST
Card Name: # Range Type Notes
Telekinetic Attack 1 4 A J
Electrical Attack 1 3 A Z
Sweep 2 1 A
Lunge 1 2 A
Force Block 1 - D
Parry 1 - D
Duck 1 - D
Dodge 1 - D
Disarm 1 1 X Opponent cannot attack next turn.
Approach 2 1 M
Maneuver 2 2 M
Run 1 3 M
Knock Down 1 1 A Opponent must discard a card.
Levitate 1 K M
Jedi Speed 1 - X Get +7 to initiative roll.
Meditate 1 - X Discard hand & Draw 4 cards.
Force Mastery 1 - X J. Draw 2 cards
Mind Trick 1 - X J. Opponent must discard 2 cards.
Counterattack 1 - X Defend & Attack = 1
Withdraw 1 - X Defend & Move = 1
Surge 1 - X Attack = 1 and Move = 2
Force Drain 1 2 A Z
Force Push 1 1 A Z. Move opponent back one space.
Calm 1 - X Gain back one Force Point.
Jedi Ability 2 - X Unique for each character.
Heroic Ability 2 - X Unique for each character.
JEDI LIST
Anakin
Rank: Apprentice
Jedi Ability Two Light Sabers: Attack = 1 Twice
Heroic Ability Impetuous: Attack = 1 & Draw a card
Darth Maul
Rank: Jedi
Jedi Ability Double Light Saber: Move = 2 & Attack = 1
Heroic Ability Athletic Prowess: Defend & Attack = 1
Qui-Gon
Rank: Jedi
Jedi Ability Protect: Defend & Draw a card
Heroic Ability Meditate: Draw 3 cards
Obi Wan Kenobi
Rank: Jedi
Jedi Ability Force Defense: Defend & Draw a card
Heroic Ability Flip: Move = 2 & Attack = 1
Darth Sidius
Rank: Master
Jedi Ability Force Lightning: Attack = 3 or 4
Heroic Ability Imperial Command: Opponent discards 3 cards
Yoda
Rank: Master
Jedi Ability Force Insight: Defend & Draw a card
Heroic Ability Leap: Move = 2 & Attack = 1
Luke
Rank: Apprentice
Jedi Ability Use the Force: Draw 3 cards
Heroic Ability Self Control: Defend & Draw a card
Darth Vader
Rank: Jedi
Jedi Ability Throw Debris: Attack = 4 or Choke: Attack = 3
Heroic Ability Negate Defense: Negate a ‘Defend’ action by opponent
Mace Windu
Rank: Master
Jedi Ability Battle Wisdom: Defend & Attack = 1
Heroic Ability Force Attack: Move = 2 & Attack = 1
Count Dooku
Rank: Master
Jedi Ability Finesse: Attack = 1 & Draw a card
Heroic Ability Retreat: Defend & Draw a card
JOUST INTRODUCTION
Two player card game simulating a joust between two competing knights.
VICTORY
Be the first player to win 3 passes.
THE DECK
Players share a common deck.
THE CARDS
There are four suites:
1. Speed
2. Aim
3. Armor
4. Courage
Each card belongs to one Suite and has a force value from 1 to 10.
TURN SEQUENCE
The turn is divided into 3 phases:
Dress Phase
Charge Phase
Clash of Arms Phase
DRESS PHASE
Each player is dealt a hand of 4 cards face up and 8 cards face down.
If the deck runs out, shuffle the discard and draw from it.
CHARGE PHASE
Players discard 4 of their facedown cards.
Players reveal their face down hands.
Each player totals their score in each of the 4 suites.
Players compare their totals in each suite.
If players tie in a suite, then neither player wins the suite (It remains a tie).
The player that wins the most suites wins the turn (hand/pass).
If both players win equal numbers of suites, then the turn is draw (neither wins).
CARD LIST NOTATION
S = Speed
A = Aim
R = Armor
C = Courage
Card Name: Type: Force:
Canter S 1
Trot S 2
Spur S 3
Gallop S 4
Stallion S 5
Warhorse S 6
Rush Forth S 7
Charge S 8
Lightning Speed S 9
Furious Assault S 10
Lance A 1
Lunge A 2
Clash of Arms A 3
Puissant Skill A 4
Fierce Stroke A 5
Smite A 6
Great Strength A 7
Prowess A 8
True Aim A 9
Mighty Blow A 10
Padding R 1
Barding R 2
Visor R 3
Hauberk R 4
Cantels R 5
Breast Plate R 6
Plate Mail R 7
Great Helm R 8
Parry R 9
Shield R 10
Foolhardy C 1
Spirit of Youth C 2
Eagerness C 3
Bravery C 4
Glory C 5
Ale C 6
Chivalry C 7
Lady’s Favor C 8
Honor C 9
Battle Fury C 10
JUTLAND INTRODUCTION
WWI card game for 2 players.
The indecisive battle of Jutland, May 31-Jun 1, 1916 (called Skagerrak by the Germans)
involved more than 250 ships, and was the last great battle to be fought
exclusively by surface ships.
THE DECK
The common deck contains 52 cards.
Both the British and German card lists are shuffled together.
Cards must include the card name, fleet identification, and Force value.
VICTORY
Historically, both sides had reason to claim victory.
The British lost 117,025 tons of ships. The Germans lost 61,180 tons of ships.
The smaller German fleet proved superior in guns and armor.
However, the German fleet never set out to sea again to seek open battle.
The player that sinks the greatest number of enemy big and small ships is
the winner.
TURN SEQUENCE
The game is played in 6 turns
Each turn is divided into 4 phases:
1. Sight Phase
2. Sail Phase
3. Strike Phase
4. Sink Phase
SIGHT PHASE
Both players may discard some, none or all of their cards.
Both players may draw replacement cards to fill their hands to 7 cards.
If the deck runs out, shuffle the discard and draw from it.
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