FIRE PHASE
The Advantaged player may attack.
The Disadvantaged player may not attack.
If Equals, both players may attack.
An attacker may reveal attack cards of only one type.
For example, a player may reveal one or more Cannon
Ball cards, but cannot also reveal Chain and Grape Shot.
Each Cannon Ball card will reduce the opponents Hull Stat by one.
Each Chain Shot card will reduce the opponents Rigging Stat by one.
Each Grape Shot card will reduce the opponents Crew Stat by one.
Discard all played cards.
RETIRE PHASE
Players may discard up to 3 cards.
SPICE RAID INTRODUCTION
Board & card game for 2 players.
Man to man combat on the surface of Arrakis.
Takes place in the Dune Universe.
Pick your force: Atreides, Harkonnen, Fremen, Sardaukar
Each figure represents one warrior.
DISCLAIMER
‘Dune’ is a copyrighted/trademarked property.
This is just a fan site.
VICTORY
Kill your opponents Leader.
THE MAP
Use an 8X8 chessboard.
THE MEN
Use chits or miniatures to represent men.
# Unit Name Hits Notes
1 Captain of the Guard 3 Leader
2 Sword Master 2
5 Atreides House Troops 1
HARKONNEN UNIT LIST
# Unit Name Hits Notes
1 House Assassin 3 Leader
2 Sleeper Troops 2
5 Harkonnen House Troops 1
FREMEN UNIT LIST
# Unit Name Hits Notes
1 Naib 3 Leader
2 Fedaykin Death Commandos 2
5 Sietch Fremen Warriors 1
SARDAUKAR UNIT LIST
# Unit Name Hits Notes
1 Imperial Agent 3 Leader
2 Bashar 2
5 Sardaukar Soldier Fanatics 1
SETUP
Each player places 1 man on each square of his back row.
Men may not stack.
THE CARDS
Players share a common deck.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Orders Phase
Move Phase
Fight Phase
ORDERS PHASE
Draw 3 cards from your deck.
If your 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 men.
The move card has a number.
This is the number of spaces the man moves.
Moves can be 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.
FIGHT PHASE
Play (discard) an Attack card to have a Man attack.
The attack card has a number.
This is the range of the attack.
Attacks can be diagonal or orthogonal.
The enemy man that is the target of the attack takes one point of damage.
Use chits to keep track of damage.
A man reduced to zero hits is killed.
Your opponent may play a defense card to negate your attack.
If you use a Shield defense against a Lasgun, both target & attacker are killed.
The Fremen player treats the Lasgun card as: Crysknife (Attack range = 1)
CARD LIST NOTATION
A = Attack
M = Move
D = Defense
X = Special
# = Number of that card in the deck.
CARD LIST
Card Name: # Type Range Notes
Slip-Tip 2 A 1 Poison Tipped Left Handed Knife
Kindjal 2 A 1 Double bladed Short Sword
Rapier 2 A 1
Maula Pistol 2 A 2 Spring Loaded Poison Dart Gun
Stunner 2 A 3 Slow Pellet Projectile Weapon
Lasgun 2 A 4 Continuous Wave Laser Projector
Pyrocket 2 A 5
Personal Shield 2 D - Holtzman Generator
Shield Fighting 2 D -
Behind Cover 2 D - Negate attack of Range = 2-5
Thrust & Parry 2 D - Negate attack of Range = 1
Advance 5 M 1
Run 4 M 2
Charge 4 M 3
Feint & Counter 2 X - Opponent must discard 1 card
Tactics 2 X - Look at opponents Hand
Battle Language 2 X - Draw 2 Cards
SUPERHERO SLUGFEST CARD COMBAT INTRODUCTION
Like cards better than counters?
Now you can have your Slugfest Action and a handful of cards too!
DECKS
Each player gets one deck.
A deck represents one Superhero team, all its members, and all of their special abilities.
A Superhero team has 4 Members.
A deck has 40 cards.
Each Member is represented by 10 cards:
Five of these are Character cards.
The five character cards all have the same title, the name of the superhero.
The other five are Ability cards.
The five ability cards have different titles according to what each power or ability is.
Ability cards should also have the name of the superhero they belong to.
Each card has a Force Value.
The five character cards have Force values from 1 to 5.
The five ability cards have Force values from 1 to 5.
TURN SEQUENCE
Each turn has 5 phases:
Power Up Phase
Tactics Phase
Attack Phase
Slug Phase
Knockout Phase
POWER UP PHASE
Each player draws 8 cards.
If a players deck runs out, shuffle the discard pile and draw from it.
TACTICS PHASE
Players may discard up to 4 cards and draw replacements.
For each Knocked out Character a player has, he may discard an additional card.
ATTACK PHASE
Players reveal their hands.
Hands are placed on the table face up.
SLUG PHASE
Each player determines the battle total for his hand.
Add up the Force value of all your cards.
Ability cards only count if you have at least one of the appropriate character cards.
For each Superhero, you can count only one of his or her character cards.
Knocked out Heroes and their abilities do not count.
Cards that do not count do not add to your Battle Total.
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