Before Setup each player draws 4 Upgrade cards.
The deck contains 2 of each card.
Card Name: Effect:
Extra Armor Target Meka has an extra 10 Hit points of armor.
Extra Weapon Target Meka gets an extra size 1 weapon.
Weapon Upgrade Target Weapon on Target Meka Size +1 Level.
Veteran Target Pilot gains one random skill.
Advanced Engine Target Meka gets +1 Move Point.
Ammo Carrier Target Weapon on Target Meka gets double ammo.
STRATEGY CARD DECK
Before Setup each player draws 4 Strategy cards.
The deck contains 2 of each card.
Card Name: Effect:
Terrain Player may add/remove a terrain feature to the map/field.
Ambush Move one enemy Meka up to 8 spaces from starting position.
Battle Damage One target enemy Meka starts with 2D6 damage.
Surprise Get +10 to First initiative roll of game.
Support Fire One X-Large Missile attack from edge of map once per game.
Air Strike One Large Missile attack from edge of map once per game.
Minefield On one space. Write down location. Keep secret.
Hidden Meka On one space. Write down location. Keep secret.
Notes: Support attacks originate from your side of the table and
the target must be in line of one of your Mekas acting as a forward observer.
The Mine does 4D10 damage to the Meka that steps on it.
The Hidden Meka is revealed if it moves/attacks or is in LOS of an enemy Meka.
Mines and Hidden Mekas are placed on your side of the map.
FACTIONS
1 Colonial Federation
2 Terran Empire
3 Andromeda Alliance
4 Corporate Mercenaries
5 Fringeworld Pirates
6 Templars of the Church of Mankind
7 Independent Warlords
8 Rebel Worlds
9 Planetary Defense Force
10 Alien Invasion Force
OPTIONAL RULES- TRANSFORMERS
A Transformer has 2 modes. A transformation takes 1 turn to complete.
The other mode has 1 or 2 systems that are different from the first mode.
(For example: the medium mortar is 'replaced' by a pair of wings)
Weapon Arcs can also be changed.
Systems that cannot "disappear" between modes include Armor & Missiles.
(You cannot be a Transformer just to load up on Missiles)
SPACESHIP VARIANT
This suggestion was made by Matt R. at Wolfhvl@aol.com:
"...some friends and I have combined Mekatac and Galax. We use the
hull sizes and costs from Galax but the weapons and combat rules from
Mekatac. Works pretty well..."
We call it Starmageddon
METHUSELAH INTRODUCTION
Board & card game for 2 players.
One side is Dracula and his minions.
The other side is the Vampire Hunter and his assistants.
Action takes place inside Castle Dracula.
VICTORY
You win if you kill your opponent’s Leader.
THE MAP & PIECES
Use an 8X8 chessboard.
Use chits or miniatures to represent units
VAMPIRES
# Unit Hits Notes
1 Methuselah 3 Leader
2 Elder Vampire 2
5 Lesser Vampire 1
VAMPIRE HUNTERS
# Unit Hits Notes
1 Lead Hunter 3 Leader
2 Companion 2
5 Assistant 1
SETUP
Each player places 1 figure on each square of his back row.
Units may not stack.
THE CARDS
Each player has a unique deck.
Players take turns.
Each turn has 3 phases:
Fate Phase
Move Phase
Fight Phase
FATE PHASE
Draw 3 cards from your deck.
If your deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move one of your figures.
The move card has a number.
This is the number of spaces the figure moves.
Moves can be diagonal or orthogonal.
“Knight” type move cards allow a figure to move like a knight in chess.
Leaders can make up to two moves per turn.
FIGHT PHASE
Play (discard) an Attack card to have a figure attack.
The attack card has a number.
This is the range of the attack.
Attacks can be diagonal or orthogonal.
“Knight” type attack cards have a range like a knight in chess.
The enemy figure that is the target of the attack takes one point of damage.
Use chits to keep track of damage.
Killed figures are removed from the map.
Your opponent may play a defense card to negate your attack.
CARD LIST NOTATION
A = Attack
M = Move
D = Defense
V = Methuselah only
L = Not Lesser Vampires
X = Special Card
K = as a Knight would move in Chess
VAMPIRE CARD LIST
Card Name: # Type Range User Notes
Gaseous Form 1 D - V
Earth Meld 1 D - V
Stalk 2 M 2
Approach Menacingly 2 M 1
Run 2 M 3
Levitate 1 M K
Superhuman Speed 2 M 4
Bat Form 1 M 6 V
Wolf Form 1 M 5 L
Suck Blood 2 A 1
Superior Strength 1 A 1 L
Claws 2 A 1
Mesmerize 1 X 2 Target cannot act next turn
Possession 1 X 3 L Move target 1-3 spaces.
Fear 1 X 3 Move target 3 away from Vampires.
Regeneration 1 X - Regain 1 Hit Point
Gift of Darkness 1 A 1 L Target if killed becomes lesser Vamp
Heightened Senses 1 X - Draw 3 cards
Shadows 1 D -
Obfuscate 1 D -
Fortitude 1 D - L
Telepathy 1 X - Look at Opponents Hand
VAMPIRE HUNTER CARD LIST
Card Name: # Type Range Notes
Garlic 2 D -
Holy Water 2 A 2
Cross 2 D -
True Faith 1 D -
Wooden Stake 3 A 1
Fire 2 A 2
Relic 1 A 1 Lead Hunter Only
Mirror 1 D -
Crossbow 1 A 3
Sunlight 2 A 2
Firearms 2 A 3 Works on Lesser Vampires only
Hunting 1 X - Draw 3 Cards
Cautious Approach 5 M 1
Hurry 4 M 2
Run 4 M 3
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