Introduction to Warpspawn Games



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UNITS & ACTION DECK


Players share a common Unit chit pile.

Players share a common Action deck.


ALIGNMENT


Choose your Alignment: Lawful, Neutral, or Chaotic.

If you are Lawful, all your Lawful Units get +1 Force.

If you are Lawful you cannot recruit Chaotic Units.

If you are Chaotic, all your Chaotic Units get +1 Force.

If you are Chaotic you cannot recruit Lawful Units.

Lawful players cannot attack each other.


MAP


Nation: T: Notes:

Principalities Glantri 10 Northwest; One Wizard unit costs 1 less per turn

Ethengar Khante 9 North; One Archer unit costs 1 less per turn

Kingdom of Vestland 4 Northeast; One Siege Engine unit costs 1 less per turn

Kingdom of Ostland 4 Northeast Islands; One Undead unit costs 1 less per turn

The Republic Darokin 10 West; One Fighters unit costs 1 less per turn

Alfheim 3 Lawful; Central West; One Elf unit costs 1 less per turn

Rockhome 7 Central East; One Dwarf unit costs 1 less per turn

Emirate of Ylaruam 7 East; One Cavalry unit costs 1 less per turn

The Five Shires 2 Lawful; West; One Halfling unit costs 1 less per turn

Grand Duchy Karameikos 6 Central; One Shadow Elf unit costs 1 less per turn

Empire of Thyatis 15 Southeast Islands; One Cleric unit costs 1 less per turn

Minrothad Guilds 6 South Islands; One Ship unit costs 1 less per turn

Kingdom of Irendi 8 Southwest Islands; One Hero unit costs 1 less per turn

Thar & Broken Lands 4 Chaotic; Northwest; One Orc unit costs 1 less per turn

T = Number of Territories in this Nation (Country).


VICTORY


Either side wins automatically if all opposing units are destroyed.

SETUP


Each player picks one territory in one country to be his or her starting space.

Each player starts with 10 random units.


ACTION DECK


Players share a common Action deck (at bottom of page).

REVENUE PHASE


Revenue (income) points are called Gold.

Each territory generates one Gold per turn.

If you control all the territories in an entire country, the

territories generate 2 Gold each.


RECRUIT PHASE


Leader units include Heroes, Wizards, and Clerics.

Magic Items can be attached to any stack with an appropriate type of Leader unit.

Limit One item per Leader.

Ships must start in a Coastal settlement.

Each territory can recruit one unit per turn.

Lawful Nations cannot recruit Chaotic units and visa versa.


MOVE PHASE


Ships can only move into coastal spaces or deep sea spaces.

Each Ship can carry up to 3 other units.

You cannot have Lawful and Chaotic units in the same stack.

BATTLE PHASE


If defeated, Heroes are simply sent back to the unit chit pile.

Spell cards played from the hand only generate effects if there is an

appropriate spell-caster in the stack.

Magic Items only generate effects if the indicated unit type is in the stack.


UNIT LIST


Unit Name: #/Speed Force Notes

Fighters 20M 2 Human Infantry

Archers 5M 2

Cavalry 5F 3

Dwarves 10S 3 Lawful

Elves 10F 4 Lawful

Shadow Elves 5F 4 Chaotic

Halflings 5S 1 Lawful

Orcs 10M 2 Chaotic

Undead 10S 4 Chaotic

Hero 10F 6

Wizard 5F 5

Cleric 5F 5

Keep 20 6 Cannot Move (one per territory limit)

Siege Engines 10S 5 (Catapults, Ballistas, Towers, Rams)

Ship 20F 3

Vorpal Blade 1 +4 Hero Item

Rune Sword 1 +5 Hero Item

Girdle Giant Strength 1 +3 Hero Item

Rod of Dominion 1 (5) Hero Item: Gain 2 Gold per turn

Rod of Necromancy 1 (3) Chaotic Wizard Item: Undead cost 1 less to recruit

Staff of Holiness 1 +5 Lawful Cleric Item

Crystal Ball 1 (4) Wizard Item: Look at opponents hand once per turn

(X) = Cost of item: This item generates no Force in Battles.


ACTION DECK


Card Name: # Effects:

March 10 Move 1 stack

Grand March 6 Move 2 stacks

Great March 3 Move 3 Stacks

Quest 1 Discard target Leader

Earthquake 1 Battle: Cleric Spell: Force = 10

True Sight 1 Cleric Spell: Look at Target Stack or opponents Hand

Turn Undead 1 Battle: Lawful Cleric Spell: Destroy 1-2 Undead units

Call Lightning 1 Battle: Cleric Spell: Force = 8

Cure Wounds 1 Battle: Cleric Spell: Your Stack suffers no casualties

Blessing 1 Battle: Cleric Spell: All your units get +1 Force

Creeping Doom 1 Battle: Cleric Spell: Force = 12

Death Spell 1 Battle: Wizard Spell: Kill target Hero

Firestorm 1 Battle: Wizard Spell: Force = 10

Summon Monsters 1 Battle: Wizard Spell: Force = 12

Meteor Swarm 1 Wizard Spell: Destroy non-leader unit in adjacent space

Animate Dead 1 Chaotic Wizard Spell: Target Undead units cost 0 to recruit

Teleportation 1 Wizard Spell: Move Wizard & any Leaders w/him to any Space

Slay 1 Battle: Hero Action: Kill target Leader

Thieves 1 Steal target Magic Item

Spies 1 Look at Opponents hand

Scouts 1 Look at target stack

Outflank 1 Battle: Cavalry & Ships get Force +1

Rain of Arrows 1 Battle: Archers, Elves, and Shadow Elves get Force +1

Swords 1 Battle: Orcs and Fighters get Force +1

Stout Hearts 1 Battle: Dwarves & Halflings get Force +1

Cause Fear 1 Battle: Undead & Spellcasters get Force +1

NATIONS AT WAR

INTRODUCTION


2-5 player card game with WWII theme.

VICTORY


Reduce your opponents to zero Power Points.

POWER POINTS


Each player starts with 25 Power Points.

TURN SEQUENCE


Players take turns.

Each turn is divided into 3 phases:

Production Phase

Deployment Phase

Operations Phase



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