Introduction to Warpspawn Games



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UNIT TYPES ABBREVIATION


Light Infantry LI (Skirmishers)

Medium Infantry MI

Warband WB

Heavy Infantry HI

Light Cavalry LC

Heavy Cavalry HC

Elephant EL

War Wagon WW


UNIT CARD LIST


Unit Name Type # Force Damage Notes

Slingers LI 2 1 1 Scout; +5 vs WB, HI, EL; Evade WW

Bowmen LI 3 2 1 Scout; +5 vs WB, HI, EL; Evade WW

Javelineers LI 2 3 1 Scout; +5 vs WB, HI, EL; Evade WW

Psiloi LI 2 3 1 Scout; +5 vs WB, HI, EL; Evade WW

Auxilia MI 2 1 2 Scout; +5 vs LI; Evade WB, HI, WW

Peltasts MI 2 2 2 Scout; +5 vs LI; Evade WB, HI, WW

Barbarians WB 2 1 3 +5 vs HI, HC, EL, WW

Horde WB 1 2 3 +5 vs HI, HC, EL, WW

Warriors WB 1 3 3 +5 vs HI, HC, EL, WW

Legionaires HI 2 3 3 +5 vs WB, EL, WW

Hoplite Phalanx HI 2 4 3 +5 vs WB, EL, WW

Horse Archers LC 3 1 1 Flank; Scout; +5 vs MI, WB, HI, EL; Evade LI, HI, WW

Nomads LC 3 2 1 Flank; Scout; +5 vs MI, WB, HI, EL; Evade LI, HI, WW

Light Chariots LC 3 3 1 Flank; +5 vs MI, WB, HI, EL; Evade LI, HI, WW

Medium Cavalry HC 2 1 2 Flank; +5 vs LI, MI, LC; Evade HI, EL, WW

Cataphracts HC 2 2 2 Flank; +5 vs LI, MI, LC; Evade HI, EL, WW

Heavy Chariots HC 2 3 2 Flank; +5 vs LI, MI, LC; Evade HI, EL, WW

Elephants EL 2 4 2 +5 vs WB, HI, LC, HC

War Wagon WW 2 5 2 +5 vs WB, EL, Evade LI, LC

# = Number of that card in the deck

TACTICS CARD LIST


Card Name # Effect

Overrun 6 Increase Damage of attacking unit +2

Bloodlust 5 Increase Force of unit +3

Outflank 6 Play in Flank Phase. Worth 2 flank points

Shields 6 Blocking HI, MI, or WB get Evade combat result

Defensible Terrain 5 Blocking Light Infantry units are +3 and cannot be evaded

Difficult Terrain 5 Opponent cannot flank or attack this turn.

Play in opponents Flank Phase

Treacherous Terrain 5 Attacking HI, MI, or WB are +3 and cannot be evaded

Reserve 6 Draw 3 extra cards in any Flank Phase

Rally 6 In any Draw phase put 1 card from your Casualty

pile into your hand

Break Morale 5 Opponent cannot block this turn.

Play in Artillery Phase

Onagers 1 Siege Artillery

Scorpions 1 Siege Artillery

Catapults 1 Siege Artillery

Ballista 1 Siege Artillery

Trebuchet 1 Siege Artillery

Non-Artillery tactics cards when played, are sent to your Casualty pile.

Ancient Generals is now a Module for the Thoth card Engine!

(Thank you Zak & Walt O'Hara)

Click here for the Thoth card engine

Get the module here.



De Bellis Antiquitatis Resource Page

Warfare in the Ancient World

ADVENTURES IN TALISLANTA



INTRODUCTION


Board game based on the Talislanta RPG.

DISCLAIMER


Talislanta is a licensed, copyrighted property.

This is merely a fan site.


THE BOARD


The board is a 11 x 11 grid of spaces.

In each space place one card (randomly) from the Map Deck.


THE PIECES


10 sided dice are needed.

Use pawns or figures to represent characters.


THE DECKS


There are 4 decks:

The Character Deck

The Spell Deck

The Encounter (Fate) Deck

The Map Deck

ENCOUNTER DECK


There are 5 types of cards in the Encounter Deck:

Foe Cards

Adventure Cards

Item Cards

Companion Cards

Event Cards


VICTORY


The first character to accumulate 5 Adventure cards is the winner.

CHARACTERS


Each character has 2 attributes:

- Life


- Strength

All Characters start with 4 Life points.

Each Character will also have one or more Special Abilities.

Some Characters can cast Spells.


SETUP


Every player picks one character card at random.

Roll high on 1D10 to see who goes first.

Players start with no cards.

TURN SEQUENCE


Players take turns.

Each turn has 5 phases:

1. Fate Phase

2. Spell Phase

3. Move Phase

4. Encounter Phase

5. Adventure Phase

FATE PHASE


Draw one card from the Encounter Deck and put it in your hand.

If the deck runs out, shuffle the discard and draw from it.

Max (Fate) hand size is 7 cards. Discard excess cards.

You may place a Foe card from your hand into any empty space.

The Foe card must match the type of space you entered.

For example: A water type Foe may defend a water type space.


SPELL PHASE


If you are able to cast spells, draw 1 card from the spell deck.

Keep a separate (from your encounter cards) hand for your spell deck.

You can have a maximum number of spells equal to your

Magic score divided by two rounded down. Discard excess cards.

If the deck runs out, shuffle the discard and draw from it.

MOVE PHASE


You may move your character to an adjacent space on the map.

If you have a steed card in play, you may move an additional space.

You may choose to not move and rest instead.

If you rest, roll 1D10 (Heal Roll). On a roll of 7-10 you gain one life.

You cannot gain lives in excess of your starting life score.

ENCOUNTER PHASE


Every time you enter a new space an opponent may play a Foe card to stop you.

The player to your right gets first chance to play a Foe card and so on.

The Foe card must match the type of space you entered.

For example: An Ice type Foe may defend an Ice type space.

A Character can only be attacked by one Foe (or Character) during his encounter Phase.

RESOLVING ENCOUNTERS (BATTLES/CONTESTS)


The Foe rolls 1D10 and adds its Strength. (Foe Battle Roll)

The Character rolls 1D10 and adds his Strength. (Character Battle Roll)

Reroll ties. The higher score wins.

If the Character was defeated he loses one life point.

Specific Foes may cause the loss of items, treasures or other attributes.

Instead of losing a life, you may discard a Companion card.

If the Foe is defeated the Foe card is discarded.

If the Foe card wins, it remains in play in that space.

Any character that enters the space must battle the Foe in his Encounter Phase.



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