Introduction to Warpspawn Games


THE EFFECTS OF EXPERIENCE COMBAT (PROJECTILE AND HAND-TO-HAND)



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THE EFFECTS OF EXPERIENCE

COMBAT (PROJECTILE AND HAND-TO-HAND)


The target to hit is still the same (11-20 on 1d20). To hit a target, the

unit rolls the 1d20 adds that attacking units Experience level to the roll,

and subtracts the defending unit's experience level from the roll. If the

modified score is 11-20, it is a hit. Other wise, no damage is inflicted.


DAMAGE


The unit inflicts 1 damage point per level. A unit can absorbs (after armor

has absorbed as much damage as it can) as many damage points in a battle as

it has levels (e.g., a 3rd level knight, after his plate armor and shield

have absorbed their maximum damage, can receive 3 damage points before being

defeated).

SAMPLE MONSTERS AND THEIR LEVELS


Examples are from my NARNIA SMART CAMPAIGN:

FIRST LEVEL MONSTERS

GOBLINS

GIANT BATS

SKELETONS

SPRITE DEMONS

SECOND LEVEL MONSTERS

GHOULS

HOBGOBLINS


MAGICIAN (can cast two spells per battle)

GIANT SNAKE

ZOMBIE

THIRD LEVEL MONSTERS

GIANT CENTEPEDES

DWARF


ELF (can cast three spells per day)

GNOME

VERY SIMPLE MAGIC SYSTEM


A creature, who can cast spells, has a range in inches equal to its

level. If the battle is on a 1:1 scale, then its area of effect has a

diameter equal to the spell caster's level. If the battle is not a skirmish

(i.e., the scale is greater than 1:1, then the area of effect is 1 unit).

The spell causes 1 point of damage per spell caster's level.

In my NARNIA CAMPAIGN, I give the good guys a FAITH roll to avoid all

magic damage. The unit rolls 1d20: if the roll, with the unit's level added

to it, is 11 or greater, they avoid all magic damage or effects. A fair

Judge should also devise some sort of magic resistance roll for victim units.

COMING SOON: SMART INTERMEDIATE RULES


-More powerful sample creatures

-A larger experience list (so you don't have to do the calculations yourself

-The importance of terrain (and tips on really inexpensive terrain!)

SOAPBOX

INTRODUCTION


Game of Oration.

Players pretend to be USA presidential candidates.


PLAYER ROLES


There are 3 types of Player Roles:

1. Candidates At least 2 players

2. Judge One player only

3. Citizens All remaining Players


SETUP


Players decide what roles they want to be.

Determine how much time is available to play.

The Judge picks which issues he wants to cover in the allotted time.

SEQUENCE OF PLAY


The Judge picks one issue.

Each candidate gets 2-5 minutes to address the issue.

The Judge determines speaking order, rules of conduct, and watches the clock.

Candidates should explain how they as president of the USA would solve the problem.

After all candidates speak on an issue, the Judge and the citizens vote to see

which of the candidates they most agree with on that particular issue.

The candidate that gets the most votes for that issue gets an “Electoral Vote”.

If the Issue vote is a tie, neither candidate gets an Electoral Vote.

At the end of the gaming session, the player with the most Electoral Votes

wins the presidential election.


SAMPLE ISSUE LIST


1. Global Warming

2. Over Population

3. Stem Cell Research

4. Middle East Peace Process

5. Racism

6. Abortion Controversy

7. Domestic Economy

8. Election Reform

9. Term Limits

10. Campaign Fundraising

11. Star Wars Missile Defense

12. Iraq


13. Education

14. Energy Development

15. Space Exploration

16. Immigration Policy

17. War on Drugs

18. Foreign Relations with China

19. Health Care

20. AIDS

SHIPS OF THE LINE

INTRODUCTION


Card game for 2 players.

Players are rival 15-18th century Warships trying to sink each other.


OBJECT


Destroy your opponents ship by reducing any one of his stats to zero.

SHIP STATS


Each ship has three stats:

1. Hull


2. Rigging

3. Crew


Each stat has a starting value of 7 points.

Cannon attacks will reduce these starting values.

If the Hull stat goes to zero the ship will sink.

If the Rigging stat goes to zero the ship can no longer move.

If the Crew stat goes to zero, then all aboard have perished.

DECK


The Deck has 56 cards.

Players share a common deck.

There are 7 types of cards.

The deck contains 8 cards of each type.


CARD TYPE LIST


North Wind

South Wind

East Wind

West Wind

Cannon Balls

Chain Shot

Grape Shot

TURN SEQUENCE


Play is simultaneous.

Each turn has 5 phases:

1. Load Phase

2. Reload Phase

3. Sail Phase

4. Fire Phase

5. Retire Phase

LOAD PHASE


Each player is dealt enough cards to fill their hand up to 7 cards.

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


RELOAD PHASE


Each player may discard up to 4 of his cards.

Players are dealt replacement cards.


SAIL PHASE


Players simultaneously reveal none, one, or more Wind cards.

The wind cards revealed may not include opposites.

North and South are opposites.

East and West are opposites.

For example, you can play a South and a West card together.

You may play more than one of the same Wind card.

For example, you can play 2 North cards and 3 East cards.

The player with the most Wind cards is said to be the Advantaged player.

The player with fewer Wind cards is said to be the Disadvantaged player.

If tied, both players are said to be Equals.

Discard all played cards.



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