Introduction to Warpspawn Games



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WEAPONS CARD LIST


Dual Purpose Improved Conventional Munitions (DPICM)

Family of Scatterable Mines (FASCAM)

Armor-Piercing Discarding Sabot (APDS)

Hypervelocity AP Fin-Stabilized DS (HAPFSDS)

IR Night Vision Devices

Thermal Imaging System

Laser Rangefinder

105mm Rifled Cannon

120mm Smooth Bore Gun

Anti-Tank Guided Missile (ATGM)

High Explosive AT Ammo (HEAT)

High Explosive Squash Head Ammo (HESH)

Rocket Propelled Grenade

Fire Control Systems

25mm Automatic Cannon

Laser Guided Artillery

Air Dispensed Munitions

Terminally Guided Munitions

Supersonic Fire & Forget ATGM

Stabilized Gun

Artillery Fire

First Round Hit

Pin Point Accuracy

Depleted Uranium Ammo


MOVEMENT CARD LIST


Alternate Position

Avenue of Approach

Checkpoint

Coordinating Point

Covered Approach

Displace


Traveling

Traveling Overwatch

Maneuver

Mobility


Phase Lines

Movement to Contact

Advance to Fire Position

Passage of Lines

Withdrawal

Breakthrough

Detachments

Automotive Performance

Gas Turbine Engines

Momentum


Overrun

Bypass Enemy Position

Lure (Bait)

OBSTACLE CARD LIST


Anti-Tank Ditch

Tracks Damaged

Out of Gas

Soft Ground

Water Barrier

PROTECTION CARD LIST


Defilade

Cover


Dead Space

Hull Down

Reverse Slope

Turret Down

Smoke Screens

Electronic Countermeasures

Camouflage

Dug In


Laminate Armor

Reactive Armor

Composite Armor

Inclement Weather

Halogen Gas Extinguishers

Wet Ammo Stowage

Sloped Armor

Thick Frontal Armor

Visual & IR Screening System

Dust Clouds

Evasive Action

LEADERSHIP CARD LIST


Combat Multiplier

Commanders Intent

Economy of Force

Fire Support Coordination

Concept of Operations

Fragmentary Order

Integrate Enemy Doctrine

Concentrate Mass

Mission

Attainable Objective



Priority Target

Command Post

Task Organization

Tank Commander

Terrain Analysis

Courage & Tenacity

Guile & Cunning

Skill & Determination

Branch Plans

Logistics

Command & Control

MORALE CARD LIST


Exhaustion

Fatigue


Confusion

Suppression

Fear

Shattered Nerves



Lack of Sleep

Weakened


Unbalanced

Counter Fire

Cowed

Heavy Casualties



Shaken

Wrecked Lines of Communication

Demoralized

Unsupported Attack


RECONNAISSANCE CARD LIST


Surveillance

Forward Observers

Group of Targets

Grid Coordinates

Intelligence Preparation

Scouting Elements

Line of Contact

Enemy Disposition

Target Acquisition

Reconnoiter

Early Warning

Air Reconnaissance

Remotely Piloted Vehicles

Armored Cars

Artillery Observers

Screen Front & Flanks

Locate Resistance

Radio Intercept

Caught in the Open

OPTIONAL DOUBLE HIT RULE by Ronald Pehr

During Defensive or Offensive phase, As an alternative rule, allow a combined

Attack + Leadership + Unit + Weapon, which would hit two tokens unless opponent

plays both Protection + Morale.

ANCIENT GENERALS

INTRODUCTION


Two player card game.

Each player is a general fielding an ancient army represented by the

player's decks.

100 card common deck.

40 Unit cards & 60 Tactics cards.

SETUP


Shuffle the deck.

Randomly deal 50 cards to each player.

Each player now has his own 50 card deck.

Each player draws a hand of 5 cards from their own deck.

The more aggressive player goes first.

OBJECT


Run your opponent out of cards. Destroy his army.

A player loses once he has no more cards left in his deck or reserve pile.


TURN SEQUENCE


Players take turns.

Each turn has 6 phases:

1. Scout Phase

2. Discard Phase

3. Draw Phase

4. Flank Phase

5. Artillery Phase

6. Attack Phase


SCOUT PHASE


Discard a unit card with the scout trait to your reserve pile to look at

your opponents hand, or the next 5 cards in any deck.


DISCARD PHASE


Discard any number of cards from your hand to your reserve pile.

DRAW PHASE


Draw to fill your hand to 5 cards.

If your deck ever runs out, shuffle your Reserve pile and use it as your deck.

Cards sent to your Casualty pile stay there for the rest of the game.

If there are no cards left in your deck or reserve pile, you lose.


FLANK PHASE


You may discard unit cards with the flank trait to gain one flank point each.

Keep a running total of your flank points during the entire game.

The player with the most Flank points is called the Encircling army, the

other player is the Encircled army.

If tied, neither army is the encircling army.

ARTILLERY PHASE


Discard a Siege Artillery card to your reserve pile to cause opponent to

discard one card from their deck to their casualty pile.


ATTACK PHASE


Play one or more units from your hand to attack.

These are the attackers. Place them face up on the table in front of you.

The defending player may play up to one blocking unit per attacker.

The defender assigns specific blockers to specific attackers.

Unblocked attackers do damage to the main body of the opponents army.

The defender must discard a number of cards from his deck to his casualty

pile equal to the damage rating of the attacking unit.

The units of the Encircling army do +1 damage each.

If an attacker is blocked compare the force totals of the 2 units.

The unit with the lower total is killed and is sent to that players casualty pile.

The victorious unit is sent to his owners reserve pile.

A tie in Force values results in both units being killed.

If the blocker can evade the attacker, both units are discarded to their reserve piles.

Tactics cards can be played be either player to affect the outcome of

the battle.



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