Introduction to Warpspawn Games



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GAMILON DECK CARD LIST


Card Name: Force Type Notes:

Gamilon Fleet 7 S

Gamilon Fighter Squadrons 6 S Fighters

Heavy Attack 5 S Gamilon Spacecraft get +2

Gamilon Space Carrier 4 S Fighters get +4

Gamilon Fighter Carriers 6 S Fighters get +2

Leader Desslok 10 L Desslok cards get +5

Desslok Mines 10 SU

General Talan 6 L +2 if played with Desslok

Gamilon Fighter Base 6 A Fighters

Torpedo Bombers 5 S Fighters

Colonel Gantz 7 L +5 if played with Reflex Gun

Ultra Menace Missile 10 SU

General Krypt 8 L Gamilon cards get +1

Major Bane 6 L +2 if played with Gantz

Torpedo 4 A

Missiles 5 S

Floating Continent Base 6 PU

Trapped in Gravity Field 8 P

Gamilon Scout Plane 3 A Fighter: Discard to Look at opponents hand

Missile Launch Site 7 P

Patrol Ship 4 A Fighter: Discard to Look at opponents hand

Robot Tanks 8 P

Take Prisoners 9 P

Trap 7 A

Reflex Gun 10 AU

Destroyer Squadron 7 S

Reflector Satellites 5 A +5 if Played with Reflex Gun

Gamilon Submarines 6 P

Jelly Creatures 5 P

Gamilon Flagship 7 S Gamilon Spacecraft get +1

Space Net 10 SU

Ecto Gas 10 SU May be played with Space Net

Radiation Sickness 10 A Avatar sick

Solar Flare Sea of Fire 10 SU May be played with Space Net

1000 Gamilon Warships 10 S

General Lysis 8 L Gamilon cards get +1

Octopus Star Storm --- A Play in Warp Phase: No travel this turn

General Volgar 6 L +2 if played with Lysis

Galactic Whirlpool 10 SU

Power Loss --- A Opponent must discard a random card

Low Food Supply --- A Opponent must discard a random card

Bee People 10 PU

Palanosaurus Energy Monster 10 AU

Magnetron Wave Space Station 10 SU

Robot Guards 5 P May be played with Magnetron

Relay Spy Satellite 7 SU Discard to Look at opponents hand

Artificial Sun 10 SU

SMITE 10 SU Fighters

Drill Missile 9 S +3 if played with SMITE

Rainbow Galaxy 10 SU May be played with SMITE

Precision Bombers 6 S Fighters

Destroy Argo Radar 6 S +4 if Argo played

Space Bombs 7 S

Balan Space Fortress 6 A +2 if played with Artificial Sun

Kamikaze Attack 9 S Must be played with a Leader

Magnetic Ray 10 SU

Sulfuric Acid Sea 10 SU May be played with Magnetic Ray

Relentless Missile Fire 9 S

Desslok Cannon 10 SU

Boarding Action 10 SU May be played with Desslok Cannon

Radioactive Sleeping Gas 10 SU May be played with Boarding Action




LINKS


Treklords Site

Yamato Page

StarBlazers.com

Ultimate Resource

SOLITAIRE CONQUEST

INTRODUCTION


Solitaire board and card game with a fantasy conquest theme

THE BOARD


Draw a map of a continent with 12 connected regions.

Name them if you like.

Each region must be large enough to hold one stack of cards.

THE DECKS


There are two decks:

The Foe deck and the Ally deck.

The Foe deck has 44 cards.

SETUP


11 of the 12 regions are dealt 4 cards each.

These stacks of 4 cards are called ‘Hordes’.

Horde cards are face up.

Place a pawn in the empty space.

The pawn represents your army.

TURN SEQUENCE


Each turn has 4 Phases:

Raise Army Phase

Reinforcement Phase

March Phase

Conquest Phase

RAISE ARMY PHASE


Draw 3 cards from the Ally deck.

REINFORCEMENT PHASE


You may draw one card from the Ally deck.

You may repeat this phase.


MARCH PHASE


You may move your pawn one or more regions.

You must end your move adjacent to a region with a horde.


CONQUEST PHASE


You may destroy one Horde in region that is adjacent to your pawn.

Your army must have a higher Force total than the target Horde.

Each card has a Force value.

A Horde gets +1 if it has two cards of the same type.

A Horde gets +2 if it has three cards of the same type.

A Horde gets +3 if it has four cards of the same type.

Discard the destroyed Horde.

Discard all your Ally cards.


WINNING


If you destroy all the Hordes you win.

Defeating all the Hordes scores 10 points.

Every card left in your Ally deck scores an additional point.

LOSING


If you are unable to destroy all the Hordes you lose.

CARD LIST NOTATION


G = Giants

H = Humanoids

U = Undead

D = Dragon

# = Number of that card in the deck

HORDE CARD LIST


Card Name Force Type #

Hill Giant 1 G 2

Stone Giant 2 G 2

Ice Giant 3 G 2

Fire Giant 4 G 2

Cloud Giant 5 G 1

Storm Giant 6 G 1

Titan 7 G 1

Kobold Mob 1 H 2

Goblin Warparty 2 H 2

Orc Warband 3 H 2

Hobgoblin Riders 4 H 2

Gnoll Raiders 5 H 1

Bugbear Ambushers 6 H 1

Ogre Tribe 7 H 1

Skeletons 1 U 2

Zombies 2 U 2

Ghouls 3 U 2

Ghasts 4 U 2

Wights 5 U 1

Wraiths 6 U 1

Vampire 7 U 1

Fire Drake 1 D 2

Wyvern 2 D 2

White Dragon 3 D 2

Green Dragon 4 D 2

Black Dragon 5 D 1

Blue Dragon 6 D 1

Red Dragon 7 D 1

CARD LIST NOTATION


E = Elves

D = Dwarves

M = Men

H = Holy Men


ALLY CARD LIST


Card Name Force Type # Notes

Elf Scouts 1 E 2

Elf Hunters 2 E 2

Elf Warriors 3 E 2

Elf Archers 4 E 2 +1 vs Humanoids

Elf Lancers 5 E 1 +1 vs Humanoids

Elf Lord 6 E 1 Other Elves get +1

Elf Mage 7 E 1

Dwarf Clans 1 D 2

Dwarf Crossbows 2 D 2

Dwarf Warhammers 3 D 2

Dwarf Siege Engines 4 D 2

Dwarf Rune Master 5 D 1 Other Dwarves get +1

Dwarf Giant Slayer 6 D 1 +2 vs Giants

Dwarf Lord 7 D 1 +1 vs Giants

Spearmen 1 M 2

Swordsmen 2 M 2

Longbowmen 3 M 2

Halberdiers 4 M 2

Knights 5 M 1 +1 vs Dragons

Wizard 6 M 1 Other Men get +1

Hero 7 M 1 +2 vs Dragons

Monks 1 H 2

Zealots 2 H 2

Crusaders 3 H 2

Clerics 4 H 2

High Priest 5 H 1 Other Holy Men get +1

Paladin 6 H 1 +1 vs Undead

Saint 7 H 1 +2 vs Undead

FAQ's


1) Does the player's army have any force value?

---Yes of course.

An army of a Monk(Force = 1), a Hero(Force = 7) and Elf Warriors(Force = 3) would

have a total force = 11 (13 vs a Horde with 1 or more Dragons)

2) Can you use all of the allies in your hand in a given battle?

---You have to use all of them.

3) The first phase allows you to draw 3 allies, the next phase

allows you to draw 1 and then another 1. If you can always draw

5 allies what is the purpose of having 2 phases?

---You can draw as many as you like. The 2 phases was supposedly

to avoid confusion (Oh well)

4) You lose if you don't defeat all the Hordes. That implies

that you only go through the ally deck once. Correct?

---Absolutely correct.

5) There is a point bonus for conserving allies. Is there any

standard to evaluate the quality of victory? That is, if you

get only the bare 10 points it's a marginal victory, if you have

15 points it's a great victory, if you have 20 points it's a

spectacular victory, etc. By the same token, is there any

standard to evaluate the quality of defeat? That is, if you

have only 1 region left unconquered it's a temporary defeat, if

you have 3 left unconquered it's a campaign defeat, if you have

5 left unconquered it's a catastrophic defeat, etc.

---Sounds good to me.




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