Introduction to Warpspawn Games


SETUP Each player places one unit on each square of his back two rows. Units may not stack. THE CARDS



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SETUP


Each player places one unit on each square of his back two rows.

Units may not stack.


THE CARDS


Players share a common deck.

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Orders Phase

Move Phase

Battle Phase

ORDERS PHASE


Draw 3 cards.

If the 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 units.

Units cannot move through other units.

The move card has a number.

This is the number of spaces the unit moves.

The Unit tables list what type of Move cards each unit can use.

Moves are diagonal or orthogonal.

Instead of moving just one unit in any direction, you have the

option of moving one or more units forward the indicated number of

spaces using a single move card.

BATTLE PHASE


Play (discard) an Attack card to have a unit attack.

The Unit tables list what type of Attack cards each unit can use.

The attack card has a number.

This is the range of the attack.

Attacks are diagonal or orthogonal.

An attack does 1 point of damage.

If the target unit is reduced to zero hit points it is destroyed.

Units may not attack through other units.

The defender may play a Defense card to negate an attack.

A Marine that attacks with a Capture card takes control of the target unit.

A Capture card cannot be used vs Enemy Marines.

If a Mine uses a Self Destruct Attack, it destroys itself.


CARD LIST NOTATION


M = Movement

A = Attack

D = Defense

Type = Purpose of card

# = Number of that type of card in the deck

CARD LIST


Card Name: # Range Type Notes

Momentum 4 1 M

Thrusters 4 2 M

Engines 2 3 M

Full Burn 2 4 M

Laser 2 1 A

X-Ray Laser 2 2 A

Tactical Missile 2 1 A

Long Range Missile 2 2 A

Cruise Missile 2 3 A

ICBM 2 4 A Missile

Self Destruct 4 1 A Mines only

Capture 2 1 X Marines only

Combat Simulation 2 - X Draw 3 cards

Super Computer 2 - X Look at next 10 cards in deck

Spy Satellite 2 - X Look at opponents Hand

Radio Jamming 2 - X Negate a Missile Attack

Evasion 1 - X Negate a Laser Attack


OPERATION BLITZKRIEG

INTRODUCTION


Board & card game for 2 players.

World War II theme. Abstract platoon level combat.

Each figure represents a company or unit of men.

VICTORY


You rout the enemy if you destroy 9+ of his units.

THE MAP


Use an 8x8 chessboard.

THE MEN


Use chits or miniatures to represent units.

There are 3 types of units:

Cavalry, Infantry & Artillery.

Each player starts with:

4 Tanks

8 Infantry



4 Artillery

SETUP


Each player places one unit on each square of his back two rows.

Units may not stack.


THE CARDS


Players share a common deck.

The deck contains 2 copies of each card in the Card list.


TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Orders Phase

Move Phase

Fire Phase

ORDERS PHASE


Draw 3 cards.

If the 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 units.

The move card has a number.

This is the number of spaces the unit moves.

Moves can be diagonal or orthogonal.

“Knight” type move cards allow a man to move like a knight in chess.

Instead of moving just one unit in any direction, you have the

option of moving one or more units forward the indicated number of

spaces using a single move card.


FIRE PHASE


Play (discard) an Attack card to have a unit attack.

The attack card has a number.

This is the range of the attack.

Attacks can be diagonal or orthogonal.

“Knight” type attack cards produce an attack with a range like a knight in chess.

The enemy unit that is the target of the attack is automatically

destroyed and removed from the map.

Your opponent may play certain Defense cards to negate your attack.


CARD LIST NOTATION


M = Movement

A = Attack

D = Defense

R = Artillery

I = Infantry

T = Tanks

G = Ground: Applies to Artillery, Infantry, and Tanks

U = Any type of Unit

K = as a Knight would move in Chess

Type = Purpose of card

Target = What units are targeted by the attack

User = What type of unit can use the card


CARD LIST


Card Name: Range Type User Target Notes

Assault 1 A G G

Fire Team 2 A I IR

Sniper 3 A I IR

Mortars 3 A I IR

Grenades 1 A I G

Bazooka 2 A I T

Fighting Advance 1 M IT -

March 2 M I -

Column 2 M IR -

Trucks 3 M IR -

Mechanized Infantry 4 M I -

Infiltration K M I -

AT Gun 1 A R T

Field Guns 2 A R IR

Rockets 3 A R G

Barrage 4 A R IR

Howitzers 5 A R IR

Bombardment 6 A R IR

Man Handled 1 M R -

Self Propelled 2 M R -

Flame Thrower 1 A IT G

Overrun 1 A T IR

Tank Killer 2 A T T

Machine Guns 2 A IT IR

AP Rounds 2 A RT T

HE Rounds 3 A RT IR

Treads 2 M T -

Tracks 3 M T -

Clear Ground 4 M T -

Road 5 M T -

Blitzkrieg 6 M T -

Outflank K M T -

Armor - D T - Negate Attack

Entrenched - D I - Negate Attack

Fortifications - D IR - Negate Attack

Dug In - D G - Negate Attack

Pill Box - - - - Negate Infantry Move

Breakdown - - - - Negate Tank Move

Minefield - - - - Negate Move




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