Introduction to Warpspawn Games


OVERHEAD PHASE If your hand contains more that 8 cards discard down to 8 cards. CARD TYPE ABBREVIATIONS



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OVERHEAD PHASE


If your hand contains more that 8 cards discard down to 8 cards.

CARD TYPE ABBREVIATIONS


# = Number of that type of card in the deck

C = Crust

E = Mozzarella Cheese

S = Tomato Sauce

V = Veggies Topping

M = Meat Topping

X = Special Topping

DECK CARD LIST


Card Name: # Type Notes

Crust 10 C

Thin Crust 1 C +1 point

Chicago Crust 1 C +1 point

Cheese 10 E

Sauce 10 S

Mushrooms 5 V

Onions 4 V

Peppers 3 V

Black Olives 2 V

Pepperoni 5 M

Sausage 4 M

Meatballs 3 M

Pineapple 1 X +1 point

Anchovy 1 X +1 point

Garlic 1 X


LINKS


Go Here for a Pizza Maker card set and some expanded rules. Thanks Tom!

ATTRITION: PORK CHOP HILL


"How many hordes in a chinese platoon?"

-Unkown US Marine


INTRODUCTION


Important note: this a variant of the "Attrition" Game in the WWI section.

Two player Card game simulating the stagnant Warfare

of the Korean War's later phase.

OBJECTIVE


Chinese:

Capture pork chop hill hills


US:


Reduce Chinese inf. to zero. and hold the hill!

SUPPLIES


The six territories on the hill must be taken:

The forward slope => A Military Crest => hilltop =>

the CP => the chow bunker =>the rear slope

SETUP


US Player starts with all Territory Markers

US Players forces are weakend by the rotation of units

out of Korea, Thus he only gets 50 squads.

The Chinese are desperate to get the hill to use for

leverage at the Pammajon Talks. They Get 100 Squads.

ARTILLERY BARRAGE Phase

During the Korean War the Chinese forces are utterly

lacking. They only roll a 1d2 during this phase.

The US however had plenty of artillery. The US player

rolls 1d6 for artillery bombardment and 1d6 for air support.

To determine how many Chinese squads are killed.

ORDERS PHASE


The US player is never ordered by the brass to charge.

CARD LIST: NOTES


Heavy Shelling:

Active player plays in Barrage

Phase. +1D6 squads killed

Machine Gun:

Defending player plays in

Defender Fire Phase. +2D6 squads killed

Hand Grenades:

Either player plays in Defender Fire Phase

Negate a Machine gun card or kill 1D6 enemy squads

Bunker:


Defending player plays in Barrage Phase

Negate casualties caused by artillery (Bunker Destroyed)

Barbed Wire:

Defending player plays at end of Defender Fire Phase

Play an additional Defender Fire Phase

Bugle Calls:

When Active the Chinese player plays in Defender Fire Phase

Negate a Barbed Wire or a Machine gun card

Reinforcements:

Active player plays in Logistics Phase. Gain +1D6 squads

Napalm:

US Active player plays in Barrage



Phase. +2D6 squads killed

Mine Field:

Defending player plays in

Defender Fire Phase. +1D6 squads killed

Mortar Attack:

Either player plays in Trench

Fighting Phase. +1D6 squads killed

Bayonets:

Either player plays in Trench Fighting Phase.

You lose 1D6 squads. Opponent has 2D6 Killed

Break Down in Command:

Active player plays in Logistics Phase. 1D6 squads killed

Major Offensive:

Active player plays at end of turn

Go again but skip Logistics & Artillery Barrage Phase

POW Captured:

Active player plays in Logistics Phase

Look at opponents hand and discard one of opponents cards

Notes: Yes these are the same cards as the original

game but; hey look on the bright side now you can

still use a 52 card deck! Assign each card a

corresponding number 1 through 14 and there you go.

Some cards only effect the Chinese. Watch

Pork Chop Hill by Gregory Peck for mood. I plan a

second edition after I read the book the movie is based on.

SOLO-VARIANT: Play as US, the Chinese play all the

cards they draw as soon as possible. Chinese Player

always charges.


PRIMEA RPG

INTRODUCTION


Roleplaying campaign set on an alternate Earth.

Magic exists in many forms. Pantheons of Gods walk the land.

Pangea, the super-continent, never fully broke apart.

In some areas Dinosaurs still exist and have evolved into many new forms.

Sub-races of humans and other non-human intelligent races exist.

Civilizations that were separated by time & space on our

own earth live side by side on Primea.

GAME DESIGNERS NOTES


Simple, versatile skill based system.

Task Resolution: Skill vs Target number.

This system is just bare bones at this point.

To be useful, players will have to expand on the rules.

Historically based cultures provide familiar archetypes from which to start.

******************************************************************************

CHARACTER GENERATION


1. Determine Culture/Race (Roll or Choose).

2. Determine Sex, Name, Appearance, Profession.

3. Each character starts with 2D6 (or 3D6) Experience Points (xps).

4. Assign Experience Points to buy Abilities.

5. Create personal history, motivations, relations.

6. Each character starts with 1D6 Possessions.


D100 CULTURE/RACE MAGICAL TRADITIONS// PROFESSIONS


1-2 Egyptian Divination, Death, Priest

Death Priest, Slave Trader, Charioteer, Engineer, Tomb robber

3-4 Greek Divination, Alchemy, Healing

Hoplite, Musician, Mariner, Oracle, Philosopher, Pagan Priest

5-6 Roman Divination, Alchemy, Music

Centurion, Gladiator, Legionnaire, Lawyer, Thief, Magister, Senator, Apothecary

7-8 Babylonian Priest, Force, Mental, Death, Wizard

Priest, Agent, Soldier, Diplomat, Concubine, Savant, Thaumaturge, Scribe

9-10 Zulu Spirit, Witchcraft

Warrior, Noble Savage, Witch, Bodyguard, Hunter

11-12 Aztec Death, Priest

Warrior, War Priest, Runner

13-14 Inca Nature, Priest, Music

Solar Priest, Jungle fighter, Guide

15-16 Norse Rune, Spirit, Music, Elemental

Rune Master, Barbarian, Bard, Raider, Pathfinder, Giant slayer

17-18 Celtic Nature, Fey, Rune, Music

Druid, Bard, Wikka, Tundra scout, Painted warrior

19-20 Mohawk Spirit, Nature, Healing, Witchcraft

Warrior, Scout, Wiseman, Plains hunter

21-22 Hindu Creation, Spirit, Healing, Illusion, Music

Merchant, Alchemist, Warrior, Holy man, Outcast, Monk

23-24 Chinese Martial Arts, Spirit, Elemental, Fey

Martial artist, Mystic, Animist, Warrior Monk, Courtesan

25-26 Japanese Martial Arts, Spirit, Elemental, Illusion

Samurai, Ninja, Geisha, Wizard

27-28 Arabic Creation, Elemental, Force, Illusion

Assassin, Sorcerer, Beggar, Snake charmer, Fanatic

29-30 Mongolian Martial Arts, Spirit

Horseman, Mountaineer, Nomad, Pit Fighter, Torturer, Brigand

31-32 Pygmy Nature, Fey

Hunter, Witch doctor, Scavenger, Herbalist

33-34 Neanderthal Spirit, Healing, Nature

Shaman, Healer, Defender, Empath, Grower

35-36 Atlantean Artificer, Elemental, Healing, Wizard, Force

Wizard, Rogue, Fighter, Dream Merchant, Sage, Ranger, Con artist, Pickpocket

37-38 Lemurian Death, Elemental, Mental

Diabolist, Conjurer, Mentalist, Chaos Warrior, Cultist

39-40 Anglo-Saxon Priest, Healing, Alchemy, Witchcraft

Arthurian Knight, Yeoman, Paladin, Buccaneer, Falconer, Templar, Crusader, Pikeman

41-42 Renaissance Divination, Alchemy, Artificer

Artisan, Scientist, Scholar, Musketeer, Duelist, Sailor, Doctor, Lancer

43-44 Gothic Death, Artificer, Creation, Mental, Illusion

Macabre, Necromancer, Illusionist, Gypsy, Warlock, Grave digger, Jester

45-46 Amazon Healing, Divination

Warrior, Healer, Archer, Temple Maiden

47-48 Polynesian Spirit, Death, Witchcraft

Shaman, Diver, Warrior, Cannibal, Aquaculturist, Demon worshipper

49-50 Spaniard Priest, Mental

Rogue, Cleric, Jesuit Monk, Explorer, Inquisitor, Swordsman, Conquistador

51-52 Mayan Priest, Divination, Force, Mental

Astrologer, Warrior, Healer, Tracker, Mentalist

53-54 Caribbean Spirit, Witchcraft

Corsair, Voodoo priest, Swashbuckler, Smuggler

55-56 Russian Fey, Priest, Artificer, Elemental, Music

Thief, Enchanter, Artificer, Bard, Thug, Miner, Cossack, Writer, Circus Performer

57-58 Persian Wizard, Creation, Illusion, Alchemy, Artificer

Wizard, Magician, Alchemist, Soldier, Collector, Prince

59-60 Finnish Music, Runes, Illusions, Divination

Minstrel, Seer, Warrior, Ice witch, Forester, Reindeer Herder, Whaler

61-62 Hyborean Witchcraft, Elemental, Spirit, Mental, Natural

Barbarian, Beast Master, Elementalist, Bounty Hunter

63-64 Phoenician Elemental, Force

Pirate, Sea Trader, Weather Mage, Mercenary, Fisherman

65-66 Ethiopians Spirit, Nature, Witchcraft, Music

Warrior, Trader, Shaman, Herder, Farmer

67-68 Semite Priest, Creation, Divination, Runes, Artificer

Rabbi, Cabalist, Slinger, Moneylender, Rebel, Wanderer, Tailor, Goldsmith

69-70 Germanic Fey, Rune, Witchcraft, Music

Teutonic Knight, Executioner, Hermit, Brewer, Witch, Piper, Jester

71-72 Frankish Illusions, Music

Chevalier, Artist, Highwayman, Revolutionary, Romantic, Intellectual, Prostitute

73-74 Beduin Spirit, Music, Divination

Knife fighter, Dervish, Bandit, Dancing girl, Guide

75-76 Simmian Nature, Spirit

Shaman, Guerilla fighter, Berserker

77-78 Reptilian Nature, Artificer, Elemental, Force, Priest, Alchemist

Leader, Priest, Warrior, Breeder, Laborer, Perydactyl Rider, Raptor Rider

79-80 Troglodytes Water, Artificer, Witchcraft

Man-catcher, Scout, Gatherer, Slayer, Priest

81-82 Feline Martial Arts, Healing, Force

Seeker, Avenger, Elder, Caretaker, Stalker, Guardian

83-84 Byzantine Mental, Illusion, Divination, Alchemist, Death

Temptress, Beaurocrat, Conscript, Spy, Informant, Sex Slave, Sorcerer, Cutpurse

85-86 Scottish Priest, Healing, Music, Runes

Highlander, Clansman, Bagpiper, Blacksmith, Shepard

87-00 Pick/Reroll

******************************************************************************

WORLD MAP


The world is similar to ours.

All the many civilizations are connected by trade.

The Atlantic ocean is smaller.

In the middle of the Atlantic is the small continent of Atlantis.

Civilizations are located roughly where they used to exist on our world.

Atlantis is a magical, rich melting pot.

Hyborea is roughly Northeast Europe.

The Mohawks represent one of hundreds of different tribes in North America.

The Neanderthal's inhabit Canada.

Neanderthal's are stronger than humans but are more pacifistic.

Neanderthal culture & technology is on par with the Mohawks.

Phoenician Colonies are scattered throughout the

Mediterranean & Atlantic. Theirs is a seafaring culture.

The Roman 'Empire' is small but expanding.

The Greeks are composed of many warring City States.

The Persians have a decadent, lazy empire.

The Arabic lands are divided among many Caliphs.

The Beduins live in the hot deserts claimed, but not inhabited by others.

The Egyptian Empire is strong but stagnant.

The Byzantines and Babylonians play politics with their larger neighbors.

The Russians have a large but poorly run empire.

The Feudal Anglosaxon baronies war amongst themselves and against their

neighbors, the Scotts, Germans and Franks.

The Semites have no homeland. They live among the cities of other peoples.

The Aztecs war against the Inca to the North & the Mayans to the South.

The Zulus are divided into many warring tribes.

The Ethiopians represent a great variety of small African tribes.

The Gothics inhabit Eastern Europe.

The Central European Renaissance City states are currently

experimenting with a new type of magic called science.

The Spaniards are successful traders & colonizers.

The many tribes of the Norse & the Finns are in Scandinavia.

The Mongols regularly terrorize the Chinese & the Russians.

Japan is split into the fiefs of many warring Shoguns.

China is divided into many smaller realms.

Lemuria occupies West Africa. It is ruled by Evil Sorcerers who envy Atlantis.

The Hindus are divided into many small but peaceful kingdoms.

The Polynesians are preyed upon by the amphibious Troglodytes.

The Caribbean is a center of trade between the Americas & Atlantis.

The Various types of Reptilians occupy Australia which has moved

very close to India & Africa.

The Simmians can be found in the Jungles of Africa hunting the Pygmies.

The Felines are native to South America but they travel extensively.

A PLETHORA OF PANTHEONS


Some groups are monotheistic, others are polytheistic, others spirit worshiping.

All religous spellcasters are able to draw "magical" power from their focus of worship.

Each Pantheon exists on its own alternate dimension.

The gods & spirits can only travel to this Earth in areas where there

are many worshippers of that Pantheon.

Since this Earth has access to so many pantheons, it has been declared a neutral zone.

The gods avoid conflict with each other on this world.

The people of Atlantis have a pantheon similar to the Greeks and Romans.

The Hyborians have a pantheon similar to that of the Norse.

The Christans include the Anglosaxons, Franks, Germans, Gothics, Rennaisance, Scotts,

Byzantines and Spaniards.

The Gothics are steeped in necromancy, and undead powers.

The Moslems include the Arabs and Beduins.

The Lemurians and Troglodytes worship ancient, evil, alien gods.


******************************************************************************

ABILITIES


Abilities are also referred to as skills, traits, stats, attributes,

characteristics, knowledges, and bonuses.

One experience point buys the first level in an ability.

Two experience points buys the second level in an ability.

Three xps buys the 3rd level, and so on.

Click here for all of the Skills, Abilities & Spell lists

ACTION RESOLUTION TABLE


Rolls on this table are known as action rolls.

D10 RESULT


1-5 Failure

6+ Success


ACTION RESOLUTION TASK DIFFICULTY MODIFIER TABLE

DIFFICULTY ADD


Cant Miss +5

Routine +4

Very easy +3

Easy +2


Less Difficult +1

Difficult -1

More Difficult -2

Very Difficult -3

Extremely Difficult -4

Impossible -5


ACTION RESOLUTION SPECIAL CASE MODIFIER TABLE

MODIFIER ADD


Per level of Ability +1

No Ability Penalty Varies

Wounded -1/Wound

MANEUVER ACTIONS


Use the action table to save vs mishaps.

Encumbered -1 or more to action roll

Avoiding traps usually tests reflexes and balance.

STEALTH ACTIONS


Use the action table to save vs being detected.

Light increases difficulty.

Metal Armor -4 to action roll.

DETECTION


Use the action table to detect opponents, illusions, etc.

Usually tests perception.

Blindness, invisibility -4 to action roll.

RESISTING POISONS


Use the action table to save vs poisons.

Potent poisons increase the difficulty.

Poison resistance ability +1/Level to action roll.

RESISTING MAGIC


Use the action table to save vs spells & unwelcome magical effects.

Each spell level increases the difficulty by -1.

Magic resistance ability +1/Level to action roll.

CLIMBING


Check every 10 feet to save vs falling.

Ropes & climbing gear +1 to +4 to action roll.

Use Climbing or Balance skill.

******************************************************************************

COMBAT


Combat is divided into rounds.

During a round each combatant gets to take one action.

Actions include: Attacking, aiming, moving, blocking, parrying, etc.

DETERMINE TURN ORDER


Each participant gets a turn.

Each side rolls 1D10.

The Referee adds appropriate levels of the following abilities:

Stealth, Tactics, Leadership, Reflexes

The side with the higher total goes first.

ATTACK TABLE

D10 RESULT


1-5 Miss

6+ Hit


NOTES: A roll on this table is known as the attack roll.

A natural roll of 10 is always a hit.

A natural roll of 1 always misses.

ATTACK TABLE ATTACK MODIFIERS

MODIFIER ATTACK


Medium Range -2

Long Range -4

Attacker Unarmed +1/Level of Brawling Skill

Attackers Weapon Skill +1/Level (if using weapon)

Attackers Martial Arts Skill +1/Two Levels

Attack to Knock Prone -1

Attack to Immobilize -2 & +1/ Level of Wrestling ability

Attack to Knock unconscious -2 (Blunt weapon)

Attack to Disarm -2

Attacker Mounted -1

Defender Mounted -1

Attack with two weapons -1 with primary weapon; -3 with secondary weapon

Attacker Prone -2

Defender Prone +1

Defender Immobilized +3

Attacker Encumbered -1 or -2

Attacker Wounded -1/Wound

Defender was hit last turn +1

Attacking with Surprise +4

NOTES: ATTACK values are added to the attack roll.


ATTACK TABLE DEFENSE MODIFIERS

MODIFIER DEFENSE


Defenders Reflex Ability +1/Level

Defenders Martial Arts skill +1/two Levels

Defender using Target Shield +1

Defender using Round Shield +2

Defender using Wall Shield +3

Defender invisible +4

NOTES: DEFENSE values are subtracted from the attack roll.

DEFEND


If the action roll indicates a hit the victim may attempt to defend.

The defender must be aware of the incoming attack (Perception roll).

The defense attempt counts as the defenders action for the round.

The defense may be a dodge, parry, or block.

To defend use the action table.

Defending is a very difficult action.

All defenses: +1/Two Levels of Martial Arts ability.

Dodging: +1/Level of Reflexes ability.

Parrying: +1/Level of Weapon skill. Ranged attacks are parried at -3.

Shield Block: + shield size.

Unarmed Block: +1/Level of Brawling or Wrestling ability. Versus Ranged attack -3.

RANGES

WEAPON MAX RANGE NOTES


Crossbow 360 One round to reload

Long Bow 300

Musket 240 One round to reload

Short Bow 200

Javelin 160

Pistol 120 One round to reload

Sling 100

Spear 80


Blowgun 60

Hand axe 40

Dagger 40

Throwing Stars 40

Notes: Maximum range is measured in feet.

Short range is within 25%. Medium range is within 50%.

Everything over 50% of maximum range is long range.

DAMAGE RESULT TABLE

D10 SEVERITY DAMAGE NOTES


1 Deflected 0

2 Deflected 0 Knocked Prone

3-4 Minor Wound 1

5 Minor Wound 1 Knocked Prone

6 Moderate Wound 2

7 Moderate Wound 2 Knocked Prone

8 Major Wound 3

9 Major Wound 3 Knocked Prone

10+ Mortal Wound 4 50% Dead/50% Amputation

NOTES: Rolls on this table are known as damage rolls.

Each damage point reduces level of the Stamina Ability by one.

If the combatant has negative Stamina left then that number serves

as a wound penalty to all actions until healed.

Damage and wounds heal at a natural rate of 1 per day.

Attacks to immobilize, disarm or knock unconscious do no damage.

They are successful on damage rolls of 5+.

Once immobilized a wrestler automatically 'hits' every turn doing damage.

A hold can be broken using the action resolution table modified by

the strength of both combatants.

Getting up from a prone position counts as one's action for the round.


ATTACKERS DAMAGE RESULT TABLE MODIFIERS

MODIFIER DAMAGE


Attacker Unarmed -2

Light Weapon +0(Dagger)

Average Weapon(1H) +1(Sword)

Using 1H with 2 hands +2

Heavy Weapon (2H) +3(Battle axe)

Attackers Strength +1/Level

Attacker Wounded -1/Wound

Defender Wounded +1/Wound

NOTES: DAMAGE values are added to the Damage Roll.

DAMAGE RESULT TABLE MODIFIERS

MODIFIER ARMOR


Leather Armor +1

Chain Armor +2

Plate Armor +3

NOTES: ARMOR values are subtracted from the Damage Roll.


MAJOR WOUND SECONDARY EFFECT TABLE

D10 RESULT NOTES


1-3 Leg Hurt Cannot run; limited movement

4-6 Arm Hurt Cannot use arm

7-9 Incapacitated Cannot move or fight but awake

10 Unconscious 1D10 hours


******************************************************************************

MAGIC


A new character can only start with spells associated with his culture.

Each 'type' of magic has a list of available spells.

Each level of a spell costs one experience point.

For example to learn a 4th level spell costs 4 xp.

For each spell at a certain level learned in a type of magic,

the character must know at least one spell of the next lower level.

To learn a 2nd level spell, a character must know a 1st level spell.

To learn a 4th level spell, a character must know one 3rd level spell,

one 2nd level spell, and one 1st level spell.

A spell can be cast once per day.

Each level of the Raw Manna ability lets the character cast an

extra two levels of spells per day.

Spell store spells imbed a known spell into a physical object.

Click here for all of the Skills, Abilities & Spell lists

******************************************************************************

SAMPLE CHARACTERS


Big Bad Balder

Norse Warrior

Abilities(9): Strength(2), Stamina, Melee Weapons, Sailing,

Leadership, Personality, Oration

Possessions: Battle Axe, Bag of Gold, Sailboat, Shield, Keg of Wine

Madogodius

Atlantean Wizard

Abilities(10): Literacy, Greek, Latin, Raw manna(2)

1st Level Fire spell: Flaming weapon

2nd Level Fire spell: Fire Ball

1st Level Artificer spell: Contraption

Possessions: Ring(Raw Manna +1), Staff, 3 Magical Contraptions: Magic Detection

Goggles, Sextant(Navigation +1), Abacus (Mathematics +1)

Zeta


Amazonian Warrior

Abilities(9): Strength, Tactics, Melee Weapons, Archery, Running,

Swimming, Seduction, Reflexes(2)

Possessions: Long Bow, 15 Arrows, Spear, dagger

Corazon

Renaissance Thief



Abilities(10): Stealth(2), Sword fighting, Thrown Knife, Climbing,

Lockpicking, Running, Luck, Bargaining

Possessions: Brace of 4 Knives, Rapier, Lockpicking tools,

vial of poison

Grift

Celtic Ranger



Abilities (10): Tracking, Survival(Forest), Animal Husbandry, Sword Fighting,

Melee Weapons, Archery, Riding, Climbing, Swimming, Perception

Possessions: Long Bow, 20 Arrows, Long Sword, Leather armor, Horse

Sir Darius

British Knight

Abilities (8): Nobility, Strength, Riding, Sword Fighting, Melee Weapons,

Etiquitte, Diplomacy, Stamina

Possessions: Warhorse, Plate Armor, Great Sword, Lance, Page

Quixonjosoto

Chinese Martial Artist

Abilities (10): Martial Arts(2), Reflexes(2), Brawling(2), Balance

Posessions: None

Zazun

Chinese Soothsayer



Abilities (8): Herbalism, Literacy, Mathematics, Martial Arts(2)

1st Level Divination Spell: Fortune Telling

1st Level Divination Spell: Detection

Possessions: Tarot Deck, Abacus, Telescope, Starcharts


L.K.


Gothic Game Designer

Abilities(6): Literacy, Appraisal, Medicine, Riding (horseless buggy),

Oration, Artisan (Illustrator)

******************************************************************************

SAMPLE MONSTERS


Some abilities of 'monsters' are not in terms of abilities.

Because of this monsters are not created using xps, rather the

referee must use his best judgement when designing monsters and

when choosing to confront characters with them.

Centaur

Speed of Horse = 4X human speed; Carry Heavy Burdens = 8X human



Horse Kick = Attack: Damage +2 modifier; Carry Riders = 1 or 2 riders

Thick Hide = Armor +1; Stamina = 3, Archery = 2, Reflexes = 1, Strength = 2, Melee Weapons level = 1

Notes: Weakness for wine. Intelligent but unsophisticated. Has Bow and club.

Zombie


Slow = Attack and Defense -1 in melee

Stamina = 2, Strength = 1, Brawling = 1, Stealth = 2

Regenerate = Heal 1 wound per round

Immune to = Disease, poison, Mental magic, Illusion magic, Pain, sleep, charm, suggestion

Notes: Undead. No penalty for being unarmed.

Skeleton


Melee level = 1, Reflexes = 1

Resistant to impaling weapons: These are at -2 on Damage roll.

Immune to = Like zombie

Notes: Undead. No penalty for being unarmed. Has axe and shield.

Djinn

Flying = 8X human speed



Stamina = 5, Reflexes = 4, Perception = 3, Strength = 4, Brawling = 4

Fiery Aura = Defense +2, Damage +1, Attack +1

Can cast any spell, up to 20 levels of spells per day.

Notes: Very arrogant. Can be targeted as a demon, spirit, or elemental.

Nymph

Seduction = 5



Spells = Fey Travel X3, Vanish X2, Charm X3, Hold, Sleep, Entangle

Notes: Fey. Solitary men will be seduced, drowned, and eaten.

Ogre

Movement = 2X human speed, Strength = 6, Stamina = 7, Melee Weapons = 2



Notes: Carries a 2H Maul (Damage +1)

Fire Drake

Flying = 8X human speed

Claws = 1 Attack: Damage +2; Bite = 1 Attack: Damage +3

Tail sweep = 1 Attack: Damage -1, Attack +1

Fire breath = 1 Attack: Damage +1, Attack +2, Range = 60

Armored scales = Armor +4

Stamina = 6, Reflexes = 3, Perception = 2

Notes: Weakness for gold. Young Dragon. Intelligent.

Can breath fire every third round. Tail sweep attacks to the rear.


BESTIARY


Giants- Very rare. Some are elemental titans.

Some are magical creations. Some are isolated, evil subhumans.

Dragons- Extremely rare. Great diversity of forms.

Undead- Cursed souls & bodies. Often the work of death magic.

Demons- Entities summoned from evil dimensions.

Fey- Common. Wicked or winsome sprites, fairies, & trolls.

Mythic Monsters- The work of Gods or mighty magic.

Automatons- The servants of Artificers.

Dinosaurs- In hidden valleys. Some have dragon-like forms.

Carnivorous Plants- Beware the shrubbery.

Simmians- Primitive intelligent apes.

Felines- Noble, intelligent race of Cat-men.

Reptilians- Sophisticated, Intelligent, bipedial dinosaurs.

Troglodytes- Ancient, evil, intelligent Amphibian-men.


******************************************************************************

SAMPLE ADVENTURES


Completion of an adventure will earn the characters gold, fame, magic

items & experience points.

1. Infiltrate a Babylonian Ziggurat temple to steal its treasures.

2. Defeat an Arabic wizard.

3. Rescue a Greek prince from a Lemurian dungeon.

4. Party finds a Phonecian treasure map to a secret island.

5. Find a way to stop a Roman invasion.

6. Party is challenged by an Aztec God.

7. Retrieve an Islander's ancient relic to remove a terrible curse.

8. Steal a Caribbean pirate's treasure.

9. Assassinate the guildmaster of a Gothic city.

10. Explore a jungle inhabited by Zulus & Pygmys.

11. Retrieve devices stolen from a Russian artificer.

12. Collect rare ingredients for a Chinese alchemist.

13. Escort a frail Hindu astrologer to a far away observatory.

******************************************************************************

SAMPLE MAGIC ITEMS

ITEM NOTES


Sword Damage +1

Bow Archery +1

Gauntlets Strength +1

Staff Raw Manna +3

Cape Blur spell. Use 4X a Day

Potion Heal 1D6 hits. One use.

Bracers Defense +1

Spectacles Perception +1. Fragile.

Helmet Leadership +2. Silver.

Shield Round Shield; Reflect spells on a roll of 1-4 on D10

Boots Running +3

Pendant Reflexes +1

Charm Luck +1

Key Unlock spell. Use once a Day

Wand Energy Bolt spell. 2D6 Charges.

Dagger Poison

Salve Cure diseases & poison. 1D6 uses.

Scroll One random spell. One use.

Mace Damage +3 vs Undead.

Sword Attack +1

Paint Disguise Spell. One use.

Orb Light spell. Continuous on command.

Sand Sleep spell. One use.

Wand Illusions spell. 2D6 Charges.

Carpet Flying. Continuous on command. Carries up to 2 riders

Crystal Ball Scrying Pool spell. Three times per day

Arrow Damage +4. One use.

Headband Martial arts +1.

Slippers Dance +5.

Book Herb Lore +3.

Girdle Wrestling +2.

Gloves Brawling +2.

Mask Detect Spirit & Talk to Spirits X3 day each.

Bear Hide Armor +2, Strength +1, Stamina +2

Feather Cape Flying. Use 3X day.

COMMONALITIES


The common universal currency is the Gold Piece.

The common trade language is Atlantean.


QUICKIE FIGS

INTRODUCTION


Very simple Miniatures rules.

Ranges, distances, and movement abstracted.

No record keeping, charts, or tables.

Games resolved in under 10 minutes.

Make up the rules as you go.

ANECDOTAL PREFACE


The idea for this game came after meeting a friend carrying a box of 14

"finely painted" (Happy now Ray?) miniatures.

The Figs were a mix of Superhero and Sci-Fi (WH40K, Necromunda, etc).

I immediately sorted them out into two sides of 7 each: A good and bad side.

We then determined by looking at the figs which could attack at

long range, then at medium range, short range, and finally at

point blank. This took about 5 minutes.

We "roleplayed" out the results.

This whole exercise was strangely satisfying...

We got to play with the figs, make armies, debate the

relative strengths of the units, and explore how a confrontation

might have played out, without actually playing out a game with

cumbersome rules.

FIGURES


These rules are based on Sci-Fi figures, but other types will work just as well.

RANDOMIZERS


Six sided dice are useful.

SETUP


Somebody brings a small number of figs, say 10 – 20+.

Players divide the figs into 2 opposing forces, based on aesthetic reasons.


TURN SEQUENCE


The game proceeds in turns in the following order:

Extreme Range Turn

Long Range Turn

Medium Range Turn

Short Range Turn

Hand-to-Hand Combat Turns


EXTREME RANGE TURN


Look at the figs.

Determine which ones have weapons that can attack at extreme ranges.

Missile Launchers, Auto-cannons, and other heavy weapons are good candidates.

For each Fig that can attack roll 1D6.

On a roll of 1 an opposing Fig of the attacker choice is killed.

All attacks are simultaneous.


LONG RANGE TURN


Look at the figs.

Determine which ones have weapons that can attack at long ranges.

Rifles of all types and Heavy weapons are good candidates.

For each Fig that can attack roll 1D6.

On a roll of 1 an opposing Fig of the attacker choice is killed.

All attacks are simultaneous.


MEDIUM RANGE TURN


Look at the figs.

Determine which ones have weapons that can attack at medium ranges.

Rifles and Pistols are good candidates.

For each Fig that can attack roll 1D6.

On a roll of 1 an opposing Fig of the attacker choice is killed.

All attacks are simultaneous.


SHORT RANGE TURN


Look at the figs.

Determine which ones have weapons that can attack at short ranges.

Pistols of all types and Thrown weapons are good candidates.

For each Fig that can attack roll 1D6.

On a roll of 1 an opposing Fig of the attacker choice is killed.

All attacks are simultaneous.


HTH COMBAT TURNS


Look at the figs.

Figs kill on a roll of 1 on 1D6.

Figs with a HTH weapon (Sword, Bayonet) kill on a roll of 1-2 on 1D6.

Figs with HTH weapons in both hands (HTH Specialists) kill on a roll of 1-3 on 1D6.

All attacks are simultaneous.

The HTH turn is repeated until one side is completely killed off.


OPTIONAL RULES:

ARMOR


If a Fig is hit roll 1D6:

Light armor negates the hit on a roll of 1.

Medium armor negates the hit on a roll of 1-2.

Heavy armor negates the hit on a roll of 1-3.


MAGIC & PSYCHIC POWERS


Some figs may be imbued with psionic attack ability.

Treat this as the ability to make a regular attack roll during all turns.


CASUALTIES


If an attack roll hits roll 1D6:

1-3 The attacking player picks the target.

4-6 The defending player picks the target.

STAY AT RANGE


When a turn is over roll 1D6:

1-3 Combat continues at the same range.

4-6 Combat is at the next closer range.

FANTASY CONVERSION


Extreme range: Magic

Long range: Long Bows, Crossbows

Medium Range: Short Bows, Javelins, Slings

Short Range: Thrown weapons


QADESH

INTRODUCTION


Wargame for two players.

Simulation of the Battle of Qadesh in 1300 BC.

Clash of the Warrior Kings.

THE MAP


Use a Chessboard.

W

S*N

E


Row Spaces

1 01,02,03,04,05,06,07,08

2 09,10,11,12,13,14,15,16

3 17,18,19,20,21,22,23,24

4 25,26,27,28,29,30,31,32

5 33,34,35,36,37,38,39,40

6 41,42,43,44,45,46,47,48

7 49,50,51,52,53,54,55,56

8 57,58,59,60,61,62,63,64


Between Rows 5 & 6 is the River Orontes.

The river separates 36 from 37 and 28.

The river separates 27 from 35.

Spaces 48, 56, 64 are part of the Lake of Homs and may not be entered

Spaces 40 is rough ground (Mud Flats)

Space 36 is rough ground (the settlement of Qadesh)

Space 1 is rough ground (the settlement of Shabtuna)

Spaces 7,8,15,15 are rough ground (Hills)

Space 30 is rough ground (Camp of Rameses)

Space 54 is rough ground (Encampment of the Hittites)


PIECES & MATERIALS


Index cards (or Parchment or Clay Tablets) for unit stats and orders.

Writing Implements.

Six sided Dice.

The Egyptians get 5 red labeled tokens, one for each army.

The Hittites get 5 blue labeled tokens, one for each army.

Make up a Master index card for each army

Tokens for fatigue, casualties, routing, scattered, and looting.

Place tokens directly onto Master index cards.


PLAYING PIECES


Each token or pawn on the board represents one army.

Armies are also referred to as: Units, Divisions, Corps, Columns,

Entourages, Contingents, etc.

Each player has 5 armies.


HISTORICAL NOTES


Most of the Egyptian Infantry was armed with composite bows.

Close combat troops used Bronze Khopesh (Sickle) swords, Axes, Spears,

Shields and Daggers.

Armor used by both sides was Bronze Scale Mail.

Light Egyptian Chariots had a Driver and Armored Archer and were equipped with Javelins.

The Egyptians also employed Libyan & Nubian Archers.

The Hittite Heavy Chariots had a Driver, Shieldman & Armored Warrior, all

with long Spears.

In mixed forces Infantry are able to hitch rides with the Chariots.

EGYPTIAN ARMIES


All Units are composed of 4000 Infantry and 500 Light Chariots.

Their base movement rate is 2 spaces per turn.

Attacks are by Shock and Missile.

…P’Re (The Sun God of Heliopolis) Corps…

Setup in one of the following: 26,27,28

…Amun (The God of Thebes) Division…

This unit has the Egyptian Leader Pharaoh Rameses II so it gets a leader

Force bonus of +2.

Sets up in or adjacent to the Egyptian Camp.

…Ne’arin Division (Northern Allies)…

Setup in one of the following: 7,8,15,16 in turn 2

…Ptah (God of Memphis) Division…

Setup in one of the following: 9,17,25,33,41 in turn 4

…Sutekh (Set: The Lord of Upper Egypt) Division…

Setup in one of the following: 9,17,25,33,41 in turn 6

HITTITE ARMY


The attacks of all Hittite units are by Shock only.

…Reconnaissance in Force Column…

This unit is composed entirely of 2,500 Heavy Chariots.

Its base movement rate is 3 spaces per turn.

This is a numerically large chariot unit so it has a Force bonus of +1.

…Entourage of Muwatallish…

This unit is composed entirely of 1,200 Heavy Chariots.

Its base movement rate is 3 spaces per turn.

This unit has the Hittite Leader of King Muwatallish so it gets a leader

Force bonus of +2.

Setup in one of the following: 44,45,46,52,53,54

… Allied Host…

This unit is composed entirely of 13,000 Infantry.

Its base movement rate is 1 space per turn.

Setup in or adjacent to camp.

…Hatti Main Body…

Same as Allied Host.

…Vassal State Cohorts…

Same as Allied Host.

VICTORY


Destroy the enemy unit containing the opposing Leader, or

Occupy his camp and remove any 2 of his armies from play.


TURN SEQUENCE


Scribe Orders

Resolve First Moves Phase

Resolve Second Moves Phase

Resolve Third Moves Phase

Resolve Fourth Moves Phase

SCRIBE ORDERS


Both players write down on an index card how they want each of their armies to move.

Write down the path, space by space, that the army will attempt to move through.

Examples:

Amun Division (start space 30) à 22 à 14

Entourage of Muwatallish (start 46) à 45 à 44 à 36

An army may be ordered to move a number of spaces up to its base movement rate.

Units may not move diagonally.

Two friendly units may not occupy the same space at the same time.

A unit may be ordered to move one additional space but at the end of that phase gets

a fatigue token on a roll of 1-3 on 1D6.

An army next to or in an enemy camp begins to loot on a roll of 1-3 on 1D6.

RESOLVE FIRST MOVES PHASE


Every army of both players moves the first space of their order.

(Unless an army was ordered not to move)

All moves are simultaneous.

If two opposing armies are in the same space there will be a Shock Battle.

If two opposing armies are adjacent there will be a Missile Skirmish.

If a unit does not move or fight in a phase it may remove one fatigue token.


FAIL TO MOVE ROLL


Every time a unit is about to make a normal move roll 1D6.

On a roll of 6 the unit does not move.

Add 1 if you are entering rough ground.

Add 1 if you are crossing the river.

Add 1 for every fatigue token you have.

Add 1 if you are in the same space as an opposing army.


RESOLVE LATER MOVES PHASE


Continue with the next written move on the order for every army just like in First Phase.

Note that a unit must continue to move according to its orders.

This may disengage the unit from combat.

SHOCK BATTLE RESOLUTION


Occurs when 2 opposing armies occupy the same space.

First determine if there is surprise. Each side rolls 1D6.

The lower roll by 3 or more is surprised.

Next both sides roll 2D6. This is the battle roll.

Get –1 for every Fatigue token your army has.

Get –1 for every Casualty token your army has.

Get +1 if you are the Hittite Player.

Get –2 if you are Surprised.

Get –2 if you are Looting.

Get –2 if you are Scattered.

Get –2 if you are Routing.

Get +2 for having a Leader

Get –1 if you the enemy has 1 or more additional armies adjacent to you.

The side with the highest modified roll is the winner.

The loser gets 1 Casualty token and must roll on the Defeat Table.

DEFEAT TABLE


1D6 Result: Notes:

1 Stand Ground Nothing

2 Bloodbath Gain 1 additional Casualty Token

3 Scattered Check morale to regroup on following phases

4-5 Routed Immediately move 1 space away.

6 Decimated Army destroyed: removed from play

The results of this table replace earlier results. For example:

A unit was looting but you rolled a 5 so it is now routing.


MISSILE SKIRMISH RESOLUTION


If you are Egyptian and adjacent to a Hittite unit roll:

1D6 Result:

1-2 Nothing

3-4 Hittites gain 1 Casualty Token

5-6 Hittites gain 1 Casualty Token and Rout

Get –1 for every Fatigue token your army has.

Get –1 for every Casualty token your army has.

Get +1 if Hittites are Looting.

Get –1 if Hittites are Scattered.

Get –1 if Skirmishers or Hittites are in Rough Ground

Get +1 for having a Leader.

Get +1 if Hittites are Routing.

Get –1 if you the Hittites has 1 or more additional armies adjacent to you.

An Egyptian unit in the same space as a Hittite unit cannot skirmish.

A Scattered, Routing, or Looting unit cannot skirmish.

MORALE


Applies to units that are scattered, looting or routing.

Scattered and Looting units do not move.

Instead of moving in a phase, a scattered or Looting unit may try to rally.

To Rally, roll 1D6. On a roll of 4-6 you rally and are no longer scattered.

Routing units instead of doing their normal move will move directly

away from enemy armies.

If unable (Fails) to move the routing army is destroyed.

If the army moves off the board it is gone forever.

And the end of the phase, the routing unit may try to rally.

To Rally, roll 1D6. On a roll of 4-6 you rally and are no longer routing.


SYNOPSIS OF THE ACTUAL BATTLE


Turn 1:

RFC crosses the river and surprises P’Re. P’Re is scattered.

RFC swings wide, west of Rameses camp.

Turn 2:


RFC attacks Amun in camp and begins to loot.

Turn 3:


Amun skirmishes and routs RFC.

Turn 4:


EOM crosses the river and is skirmished by Ne’arin. EOM routs.

EOM is skirmished by Amun and is destroyed when unable to cross the river


QUIDDITCH CUP

INTRODUCTION


Card game for 2 players.

Players are each in control of opposing Quidditch teams.


DISCLAIMER


Harry Potter is a trademarked, licensed property.

This is merely a fan site


THE DECK


Players share a common deck.

TURN SEQUENCE


Each turn is divided into 6 phases:

1. Draw Phase

2. Tactics Phase

3. Foul Phase

4. Action Phase

5. Modifier Phase

6. Score Phase

DRAW PHASE


Each player discards down to 2 cards (or less), and then draws 5 cards.

TACTICS PHASE


Each player may discard up to 2 cards and draw replacements.

FOUL PHASE


Play (discard) a Foul card to make your opponent discard 2 random cards.

If one of the cards discarded is a Player card, your opponent gets 10 points.


ACTION PHASE


Each player makes 3 Action piles of face-down cards:

1. Bludger-Beater Pile (May contain Bludger, Beater, & Speed cards)

2. Quaffle-Chaser Pile (May contain Quaffle, Chaser, & Speed cards)

3. Snitch-Seeker Pile (May contain Snitch, Seeker, & Speed cards)

Players reveal their piles (flip them face-up).

Each card has a Force value.

Each pile has a total force equal to the sum of all the force cards played in a pile.

MODIFIER PHASE


You may play a Magic card to cause any card in any pile to be discarded.

You may play a Keeper card to cause both Quaffle-Chaser Piles to be discarded.


SCORE PHASE


If you have the highest total in the Bludger-Beater Pile, and you have at least one

Bludger and one Beater card, then your opponent draws one less card next turn.

If you have the highest total in the Quaffle-Chaser Pile, and you have at least one

Quaffle and one Chaser card, then you get 10 points.

If your total in the Snitch-Seeker Pile is four times or more greater than your

Opponents total, and you have at least one Snitch and one Seeker card, then you get

150 points and the game is over.

CARD LIST


Card Name # Force Notes

Bludger 1 1 1 Ball

Bludger 2 1 2 Ball

Bludger 3 1 3 Ball

Bludger 4 1 4 Ball

Bludger 5 1 5 Ball

Bludger 6 1 6 Ball

Bludger 7 1 7 Ball

Bludger 8 1 8 Ball

Beater 1 1 1 Player

Beater 2 1 2 Player

Beater 3 1 3 Player

Beater 4 1 4 Player

Beater 5 1 5 Player

Beater 6 1 6 Player

Beater 7 1 7 Player

Beater 8 1 8 Player

Quaffle 1 1 1 Ball

Quaffle 2 1 2 Ball

Quaffle 3 1 3 Ball

Quaffle 4 1 4 Ball

Quaffle 5 1 5 Ball

Quaffle 6 1 6 Ball

Quaffle 7 1 7 Ball

Quaffle 8 1 8 Ball

Chaser 1 1 1 Player

Chaser 2 1 2 Player

Chaser 3 1 3 Player

Chaser 4 1 4 Player

Chaser 5 1 5 Player

Chaser 6 1 6 Player

Chaser 7 1 7 Player

Chaser 8 1 8 Player

Snitch 1 1 1 Ball

Snitch 2 1 2 Ball

Snitch 3 1 3 Ball

Snitch 4 1 4 Ball

Snitch 5 1 5 Ball

Snitch 6 1 6 Ball

Snitch 7 1 7 Ball

Snitch 8 1 8 Ball

Seeker 1 1 1 Player

Seeker 2 1 2 Player

Seeker 3 1 3 Player

Seeker 4 1 4 Player

Seeker 5 1 5 Player

Seeker 6 1 6 Player

Seeker 7 1 7 Player

Seeker 8 1 8 Player

Keeper 2 - Player

Speed 4 5 Speed

Foul 2 - Cheating

Magic 2 - Cheating

House 4 - See House Rules


OPTIONAL SETUP RULES

HOUSE RULES


Each player chooses one House in setup:

Gryffindor, Slytherin, Hufflepuff, or Ravenclaw

The Gryffindor player may use a House card to add 5 Force to any pile.

The Slytherin player may use House cards as Foul cards.

The Hufflepuff player may discard a House card to draw 2 cards.

The Ravenclaw player may discard a House card to take an extra Tactics Phase.


STAR PLAYERS


Each player rolls 3 times on the following table in setup:

1D6 Player Notes

1 Star Captain You may discard 1 additional card in discard phase

2 Star Chaser Chaser cards get +1 Force

3 Star Beater Beater cards get +1 Force

4 Star Keeper Your opponent must defeat you by an additional +1 Force to score

5 Star Seeker Seeker cards get +1 Force

6 Super Brooms Speed cards get +2 Force


SHOT, SHELL & GRAPE

INTRODUCTION


Two player Card game depicting Napoleonic era warfare.

VICTORY


The first player to be routed from 3 of his 5 forward positions loses.

THE DECKS


There are two common decks:

The Battalion deck and

The Tactics deck.

The Battalion deck has 2 of each card in the list.

Battalion cards are also refered to as units.

The Tactics deck has 1 of each card in the list.

Six and eight sided dice are needed.

SETUP


Each player is dealt half the Battalion deck.

Each player forms a line of five stacks of cards.

The opposing lines face each other.

These stacks are called:

-Left Flank

-Left Center

-Center Center

-Right Center

-Right Flank

Additionally each player has a Reserve stack.

The Reserve stack is placed behind the line.

Place Battalion cards face up in each stack.

Line Infantry and Artillery may be placed in Center stacks.

Cavalry and Light Infantry may be placed in any stacks.

Horse Artillery are considered as cavalry for the setup purpose.

Any troop type may be in the reserve stack.

Center stacks must contain at least 3 cards.

Flank stacks must contain at least 2 cards.

Players can look at their cards and then create the stacks.

TURN SEQUENCE


Players take turns.

Each turn has 5 phases:

1. Draw Phase

2. Reinforce Phase

3. Attack Phase

4. Morale Phase

5. Terrain Phase

DRAW PHASE


Draw 2 Tactics cards.

Maximum hand size = 7 tactics cards.

Discard excess cards.

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


REINFORCE PHASE


You may move up to 2 battalions from one of your stacks to an adjacent stack.

Reinforcements are placed on the bottom of the stack.

This type of movement is called a reinforcement.

Alternatively, battallions can be moved within the same stack.

Your Reserve is adjacent to all of your other stacks.

You may move any card in a stack. (You are not limited to the top one)


ATTACK PHASE


Each of your stacks gets one basic attack per turn.

You get one free addititional attack per turn that can be made by any one of your stacks.

Your battalions are the attackers.

Your opponent's battalions are the defenders.

To attack, pick the top card of one of your stacks.

The reserve stack never attacks.

The defender is the card in the opponent's line opposite to the attacking card.

Both players roll one eight sided die. These are called the Combat rolls.

The attackers combat roll is called the Attack roll.

The defenders combat roll is called the Defense roll.

The opponent's card is destroyed on a combat roll of 7 or higher.

Line Infantry vs cavalry and light infantry get -1 to their attack roll. (They ride/run away)

Line Infantry vs non-flanking cavalry get +2 to their defense roll.

Cavalry vs Artillery or Light Infantry get +1 to their attack roll.

Line Infantry vs Light Infantry get -1 to their defense roll.

Artillery vs Line Infantry get +1 to their defense roll.

Heavy battalions get +1 to their combat rolls.

Elite battalions get +2 to their combat rolls.

Shock cavalry get +1 to their combat rolls vs other cavalry.

Militia get -1 to their combat rolls.

Destroyed battalions are discarded.

Surviving battalions are placed face down on the bottom of their stack.

Tactics cards that modify the Attack roll are played before the roll is made.

Tactics cards that allow Defenders an extra attack are only used if their first attack misses.

Tactics cards are discarded immediately when played.

A Battalion can be used as an attacker only once on its owners turn.


FLANK ATTACKS


If you destroy all the cards in one of your opponents stacks, the battalions in

your stack facing the empty stack get to flank attack the enemy stacks adjacent

to the empty stack.

Battalions making Flank attacks are +2 to their Attack roll and may attack

the enemy reserve stack.

Cavalry battalions making Flank attacks are +3 to their Attack roll and may

attack any enemy stack.

Defense rolls against flankers are at -1.

If you flank stacks on two sides, this is called a double envelopment, and you get

an additional +1 to Flanking Attack rolls.


MORALE PHASE


Every time you destroy an opposing battalion roll 2D6.

This is called the Morale check.

On a roll of 10+ all of the battalions in the destroyed battalion's stack rout and

are placed in the reserve stack.

If the reserve stack routs, all of those battalions are discarded.

A stack rolls at +1 if it contains any Militia.

A stack rolls at -1 if it contains any Elite units.

A stack rolls at +1 if an Elite unit was destroyed.


TERRAIN PHASE


You may play a Terrain card onto an appropriate stack.

Terrain cards remain in effect until a Maneuver card is played to remove them.


BATTALION CARD LIST


Card Name Type

Grenadiers Line (Elite)

Dragoons Cavalry

Lancers Cavalry (Shock)

Hussars Cavalry

Skirmishers Light

Cuirassier Cavalry (Heavy)

Musketeers Line

Old Guard Line (Elite)

Young Guard Line

Howitzers Artillery

Fusiliers Line

Chasseurs Cavalry

Landwehr Light (Militia)

Sappers Line

Mortars Artillery

Highlanders Line (Elite)

Mamelukes Cavalry

Cossacks Cavalry

Carabiners Cavalry (Heavy)

Uhlans Cavalry (Shock)

Troopers Line

Horse Artillery Artillery

Cacadores Light

Gun Battery Artillery

Field Pieces Artillery

Zouaves Light

Voltigeurs Light

Gendarmes Line

Blunderbussars Light (Militia)

Partisans Light (Militia)

Legere Line

Jagers Line

CongreveRockets Artillery


TACTICS CARD LIST


Card Name Effect

Square Formation Cavalry vs Line Infantry are -3 to their attack roll.

Second Volley Defending Infantry battalion gets 1 extra attack

Fire at Will Get 1 extra attack with any unit on your turn.

Sabers & Pistols Attacking Cavalry battalion gets 1 extra attack

Rapid Deployment Get +1 Reinforcement move.

Forced March Get +1 Reinforcement move (Move infantry only).

Frontal Assault Line Infantry get +2 to their attack roll and are +1 to be hit.

Bayonet Charge Line Infantry get +2 to their attack roll and are +1 to be hit.

Rifles Light Infantry get +1 to their combat roll.

Probe Get 1 extra attack with any Light Infantry in any of your stacks.

Screen Defense roll +1 vs attacking Light Infantry

Counter Attack Defending Cavalry get +2 to their defense roll.

Dismounted Your Cavalry battalion is considered to be Infantry this turn.

Limber Get +1 Reinforcement move (Move Artillery only).

Double Canister Artillery get +2 to their defense roll.

Cansiter Artillery get +1 to their defense roll.

Round Shot Artillery get +1 to their attack roll.

Cannon Ball Artillery get +1 to their attack roll.

Shrapnel Attacking Artillery brigade gets 1 extra attack

Spherical Case Attacking Artillery brigade gets 1 extra attack

Fusillade Any Line Infantry gets 1 extra attack.

Sniper Cause a stack to make a morale check in its Morale phase.

Commander Morale check at -1.

Esprit de Corps Morale check at -1.

Disordered Line Infantry get -1 to their attack roll.

Wheel about Morale check at -1.

Rearguard Action Get +2 Reinforcement moves from reserve.

Attack Column Get +2 to attack roll.

Lost Orders Opponent gets one less Attack this turn.

Column Get +1 Reinforcement move.

Overrun Unit making Flank attack gets a second attack.

Take Prisoners Routing battalion is discarded.

Fighting Withdrawal Defender gets +1 to defense roll.

Difficult Terrain Opponent gets one less attack this turn.

Field Officer Morale check at -1.

Lost Cohesion Morale check at +1.

Refuse Flank Negate attacking units Flank attack bonus.

Conscripts Morale check at +1.

Enfilade fire Get +1 to combat roll.

Crossfire Battalion may attack top unit in stack diagonal to it.

Bombardment Get 1 extra attack with any artillery in any of your stacks.

Confusion Opponent gets -1 Reinforcement move this turn.

Advancing Line Get 1 extra attack with any Line Infantry in any of your stacks.

Scouts Look at opponent's hand

Blocking Terrain Left Terrain: Attacks vs left Flank at -1 on attack roll.

Blocking Terrain Right Terrain: Attacks vs right Flank at -1 on attack roll.

Redoubt Terrain: Attack vs. center stack is at -1 on attack roll.

High Ground Terrain: Get +1 to combat roll. Artillery gets +2.

Maneuver Discard Terrain card (3 in deck)


ARMY SPECIALTIES: OPTIONAL RULES


Before play starts each player rolls once on the table below.

The indicated benefit lasts the entire game.

1D6 Ability Notes

1 Superior Discipline Morale checks at -1

2 Genius Commander Maximum hand size +2

3 Fire Drill Line Infantry combat rolls at +1

4 Advanced Artillery Artillery combat rolls at +1

5 Elite Cavalry Cavalry combat rolls at +1

6 March Drill Get +1 Reinforcement move per turn

RENAISSANCE FAIR

INTRODUCTION


Get the most out of your trip to the Renaissance festival.

Board game for 2+ players.


VICTORY


Be the first player to get 5 of each type of token.

There are 6 types of Tokens:

1. Craft Tokens

2. Game Tokens

3. Food Tokens

4. Acting Tokens

5. Music Tokens

6. Education Tokens


BITS & PIECES


Tokens (6 Types)

Six-sided dice


THE BOARD


The Board is an irregular circular track of 85 spaces.

Contents: Type Notes:

Entrance/Exit X Starting Space

Dark Ale F Drink

Ye Olde Playground G Kids

Live Chess Match A

Comedic Minstrels M

Alchemists Shoppe E

Frozen Treats F

Climbing Tower G

Armorers Shoppe C Expensive

Ride the Dragon G Kids

Meat Pie F

Jousting Field A

Singing Executioners M

Encounter V

Maze G

Pottery Shoppe C



Lemonade F Drink

Carousel G Kids

The Mud Show A

Courtly Dance Show M

Glass Blower E

Archery Challenge G

Footwear Shoppe C

Pub Sing F Drink: or gain a Music Token

French Fried Potatoes F

Magician A

Celtic Music M

Medieval History Group E

Throwing Axes G

Games Shoppe C or gain a Games Token

Ice Water F Drink

Storytelling Monk A

Acoustic Guitar M

Combat Reenactment E

Cannon Shoot G

Hammer Swing G

Toys Shoppe C Kids

Turkey Leg F

Royal Falconer A

Renaissance Melodies M

Encounter V

Throwing Knives G

Sword Smithy C Expensive

Medieval Beer F Drink

Laundry Wenches A

European Folk Music M (Hammered Dulcimer)

Graveyard G Kids

The Royal Feast F Also gain an Acting Token

Weavers Demonstration E

Mug Toss G

Candles Shoppe C

Polish Sausage F

Acrobats A

Instrumentalists M (Recorder & Lutar)

Local High School Club E

Fencing G

Henna Tattoos C

Cola Drinks F Drink

Puppetry A Kids

Maypole Dance M

Encounter V

Jacobs Ladder G Kids

Jewelry Shoppe C

Fried Dough F

Romantic Scoundrels A

Slay the Dragon G Kids

Gypsy Dancers M

Metal Smith E

Peasant Shoot G

Flute Maker C or gain a Music Token

Honeyed Meade F Drink

Feats of Strength/Skill A

Silly Songs Show M Kids

Heraldry E

Crossbows G

Costume Shoppe C Expensive

Italian Pizza F

Kids on Stage A Kids

Percussionists M

Historical Rein-actors E

Darts G

Puzzles Shoppe C or gain a Games Token



Wine & Spirits F Drink

Tarot Reader X Gain an Acting Token

Face Painting C Kids

BOARD SPACE TYPES


X = Special Space

C = Gain a Craft Token if you land here.

G = Gain a Game Token if you land here.

F = Gain a Food Token if you land here.

A = Gain an Acting Token if you land here.

M = Gain a Music Token if you land here.

E = Gain an Education Token if you land here.

V = Draw an Encounter card if you land here.


NO REPEAT RULE


A Player can only get Tokens from a specific space once.

This also applies to encounter cards.


KIDS


At the beginning of the game, declare if you are bringing kids (children).

There are certain spaces designated as “Kid” spaces.

You can only acquire tokens from these spaces if you have kids.

CRAFT TOKENS


Some Craft spaces are described as “expensive”.

You may only get Craft tokens from a maximum of 2 expensive spaces.


GAME TOKENS


When gaining a token from a Game space roll the die:

On a roll of 1 or 2, you must miss your next turn (You keep playing).

On a roll of 6 you win and get an extra Game or Craft (Prize) Token.

ACTING & MUSIC TOKENS


You can only gain an Acting or Music Token from a space if there is a

Performance occurring there this turn (as determined in the Show Time Phase).


FOOD TOKENS


Food Spaces serve either Food or Drink.

If you got food last time, you must get a drink this time and visa versa.


EDUCATION TOKENS


You only need to collect 3 of these, not 5.

ENCOUNTER DECK


If you land on an encounter space, draw a card from the Encounter deck.

TURN SEQUENCE


Play proceeds in Rounds.

Each Round has 3 phases:

1. Show Times Phase

2. Players Turns Phase


SHOW TIME PHASE


Remove markers from previous turns.

(Use markers to denote which performances are taking place)

Roll 4 Dice:

1st Roll Now Showing:

1 Live Chess Match

2 Jousting Field

3 The Mud Show

4 Magician

5 Storytelling Monk

6 Royal Falconer

2nd Roll Now Showing:

1 Feats of Strength & Skill

2 Laundry Wenches

3 Acrobats

4 Puppetry

5 Romantic Scoundrels

6 Kids on Stage

3rd Roll Now Showing:

1 Comedic Minstrels

2 Singing Executioners

3 Courtly Dance Show

4 Celtic Music

5 Renaissance Melodies

6 Maypole Dance

4th Roll Now Showing:

1 Acoustic Guitar

2 Instrumentalists

3 Percussionists

4 Gypsy Dancers

5 European Folk Music

6 Silly Songs Show

PLAYERS TURNS PHASE


During this phase each player gets a turn.

The youngest player goes first.

Play proceeds clockwise.

On your turn roll a die and move that many spaces, forwards or backwards.

If you have kids and you roll a six, you do not move and you miss the turn (potty break).

ENCOUNTER CARD LIST


Card Name: Notes

Buy a Map Move to any space on the board

Pickle Wheelbarrow Gain a Food Token

The Beggar Gain an Acting Token

The Jester Gain an Acting Token

Fairies Gain an Acting Token

Bagpiper Gain a Music Token

Stilt Walker Gain an Acting Token

The Insultor All your opponents gain an Acting Token

Queens Procession Gain an Acting Token

Parade Gain an Acting Token

Bawdy Bearded Bard Gain a Music Token

Heartstring Player Gain a Music Token

Rickshaw Move to any space on the board

Privy Nothing

Rest Nothing

Queens Guard Miss your next turn

RUSSO-GERMAN WAR

INTRODUCTION


Board & card game for 2 players.

WWII East Front very abstract simulation

Each figure (unit) represents an army or armored division.

One player is the Germans, the other is the Russians (Soviets).


VICTORY


Destroy all opposing units.

THE MAP


Use an 8x8 chessboard.

THE MEN


Use chits or miniatures to represent units.

There are 2 types of units:

Infantry and Armor

The German player starts with:

3 Armor

5 Infantry



The Russian player starts with:

4 Armor


12 Infantry

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 4 phases:

Orders Phase

Move Phase

Fire Phase

Recruit 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.

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

option of moving up to three units forward the indicated number of

spaces using a single move card.

A unit can move only once per turn.


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.

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

Killed and removed from the map.

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

RECRUIT PHASE


Players may play a Recruit card to gain back one lost unit.

The unit starts in an empty space in that players back row.


CARD LIST NOTATION


M = Movement

A = Attack

D = Defense: Negate Attack card played by opponent

Q = Negate Attack (of Range = 1) card played by opponent and destroy attacker

V = Destroy Attacker (of Range = 1) card. (does not negate attack)

N = Negate Move card played by opponent

K = Recruit

X = Opponent must discard 2 cards

Z = Draw 2 cards

Use = Which player can use the card

G = German Player only

R = Russian Player only

T = Tank units only

I = Infantry units only

# = Number of this card in the deck

CARD LIST


Card Name: # Use Type Range Notes

Blitzkrieg 4 G M 2

Mechanized Infantry 1 G M 2 I

Russian Winter 1 R N -

Columns 4 - M 1

Frontal Assault 1 - A 1

Prepared Defenses 2 - Q -

Mass Surrender 1 G A 1

War Without Mercy 1 - A 1

Poorly Armed 2 G Q -

Rail Lines 2 - M 2

Unorganized 1 G N -

Counter Offensive 1 R A 1

Professionalism 2 G D -

Elite Units 1 G A 1

Human Waves 1 R A 1

Air Superiority 1 G A 3

Frozen Mud 1 R N -

Pocket of Resistance 1 R A 1

Manpower 1 R K -

Luftwaffe 1 G A 3

Artillery 1 - A 2

Blizzard 1 R D -

Allied Supplies 1 R K -

Manufacturing 1 R K -

Tough Resistance 1 R D -

Freezing Cold 1 R A 1

Unsupplied 1 - A 1

Surrounded 1 - A 1

Atrocities 1 G A 1

Panzers 1 G A 1 T

Armored Spearhead 1 - M 2 T

Rockets 1 - A 2

Massed Armor 1 - A 1 T

Street Fighting 1 R V 1 I

Fortifications 1 R D 1

Leadership 1 - Z -

Propaganda 1 - X -

Hitler’s Meddling 1 R X -

Stalin’s Resolve 1 R Z -

War of Attrition 1 R V 1

Reserves 1 G K -

General Manstein 1 G Z -

General Guderian 1 G Z -

Combined Arms Tactics 1 G A 1

Mobile Warfare 1 G M 2

General Konev 1 R Z -

Marshal Zhukov 1 R Z -

Steamroller Tactics 1 R A 1 T

Scorched Earth 1 - X -

Bleed Them Dry 1 R V 1

MOSCOW OPTION


Designate one space on the Russians second to last row to be Moscow.

If Moscow is occupied for 2 consecutive turns by the Germans, the German player wins.


SUMMER/WINTER OFFENSIVES OPTIONS


Alternate every 6 turns to be Summer then Winter, starting with summer.

In summer, cards referring to cold, freezing, winter and blizzards cannot be played.

In winter the Luftwaffe and Air Superiority cards cannot be played.

RAVENLOFT QUEST



INTRODUCTION


Each player controls a party of Heroes traveling through

The Northern Core of Ravenloft, the Demi-Plane of Dread.


DISCLAIMER


Ravenloft is a copyrighted property.

This is merely a fan site.


THE BOARD


The Board is a track of 90 spaces.

The start & end spaces are Mist spaces.

The other spaces are Domain spaces.

There are 11 Domains.

Each Domain is 8 spaces long.

THE DOMAINS


Lamordia

Dementlieu

The Boglands

Forest of Shadows

The Jagged Coast

The Mistlands

Mountains of Mystery

The Vale of Tears

Falkovnia

Keening


Tepest

VICTORY


The first player whose party (pawn) reaches the end space wins.

You lose if all of your Heroes are killed.


PIECES


Each player’s party is represented by a pawn of a unique color.

SETUP


Pawns start the game in the Start space.

Each player is dealt 5 Power cards.

The creepiest player goes first.



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