Introduction to Warpspawn Games



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RESOLUTION PHASE


Compare the point totals of the hands.

The winner gets the PLOT.

If tied, the PLOT carries over to the next hand.

BAD GUY CARD LIST


Card Name:

Mysterio


Hobgoblin

Vulture


Dr. Octopus

Chameleon

Shocker

BAD GUY ATTACK CARD LIST


Card Name: Associated Bad Guy:

Energy Globes Mysterio

Goblin Grenades Hobgoblin

Swoop Attack Vulture

Tentacle Attack Dr. Octopus

Surprise Attack Chameleon

Lightning Blast Shocker

SPIDERMAN DEFENSE CARD LIST


Card Name:

Jump


Swing

Wall Crawling

Backwards Flip

Spider Senses

Web Wall

SPIDERMAN ATTACK CARD LIST


Card Name:

Spin Web


Tangle

Sticky Strands

Spider Lasso

Punch


Leaping Kick

DISCLAIMER


Spiderman is a copyrighted/trademarked property.

This is only a Fan site.


STAKK CHESS

OBJECTIVE


Capture opponents King.

SETUP


Use a normal chessboard.

Each side has 1 King and 31 flat pawns.

Stack your pawns in your back 2 rows as follows:

1 1 1 1 1 1 1 1

4 2 3 5 K 3 2 4


Pawns must be flat and stackable.

Use checker pieces for pawns.


RULES


Players take turns moving.

On your turn move your King, one pawn, or one stack.

Moving onto an opponents stack or pawn captures all of those pawns.

A pawn or stack may move onto a friendly pawn or stack forming a bigger stack.

One or more pawns may be moved off a stack into the same space adjacent to the stack.

At least one pawn must remain from the original stack.

Pawns moved this way may not capture or checkmate.

A stack may be up to 5 pawns high.

Pawns & Kings move as in normal chess.

A stack of 2 may move as a knight.

You may only have two knights at a time.

A stack of 3 may move as a bishop.

You may only have two bishops at a time.

A stack of 4 may move as a rook.

You may only have two rooks at a time.

A stack of 5 may move as a queen.

You may only have one queen at a time.

Single pawns that reach the back row may move laterally on the back row

one space. They may not capture.

STAR COMMAND

INTRODUCTION


Board & card game for 2 players.

Battle between Buzz Lightyear and Evil Emperor Zurg.

Takes place in the Buzz Lightyear Universe.

Each figure represents a main character or group of lesser characters.


DISCLAIMER


‘Buzz Lightyear’ is a copyrighted/trademarked property.

This is just a fan site.


VICTORY


Capture the opposing Leader.

THE MAP


Use an 8x8 chessboard.

THE MEN


Use chits or miniatures to represent units.

UNITS TABLE NOTATION


# = Number of that type of unit each player has in setup.

Move = The types of Move Cards the unit can use.

Range = The types of Attack Cards the unit can use.

SPACE RANGER UNIT TABLE


Name # Hits Move Range Notes

Buzz Lightyear 1 3 5 4 Captain Lightyear: Leader

Mira Nova 1 2 5 4 Tangean Princess

X-R 1 1 5 3 Robot: Experimental Ranger

Booster 1 2 5 2 Space Cadet

LGM 2 1 3 2 Little Green Men

Space Rangers 8 1 4 3 Delta Squadron

Space Cruiser 1 2 5 5 Andromeda Class

Alpha-2 1 2 5 4 Prototype Ship

ZURGARIFFIC UNIT TABLE


Name # Hits Move Range Notes

Evil Emperor Zurg 1 3 4 4 Leader

Agent Z 1 2 5 4 Dark Warpmatter

Brain Pods 1 1 2 2 Lack-wit Lackeys

Hornet Robots 8 1 3 2 Robots

Cranial Dissector Bot 1 1 3 1 Robot

Slag Monster Mutant 1 2 2 1

War Cruiser 1 2 5 5

Planetary Defense Matrix 1 2 1 4

Zurg Tower 1 3 0 5


SPACE RANGER UNIT SPECIAL ABILITIES


Name Ability Game Effect

Buzz Lightyear Field Experience Defense

Mira Nova Tangean Brain Squeeze Attack = 1

X-R Auxiliary Gear Attack = 2

Booster Bulk Attack = 1

LGM Uni-mind Repair

Space Rangers Hot Dogging Move = 4

Space Cruisers Laser Cannons Attack = 6

Alpha-2 Stealth Move = K

ZURGARIFFIC UNIT SPECIAL ABILITIES


Name Ability Game Effect

Evil Emperor Zurg Ion Blaster Attack = 3

Agent Z Flame Thrower Attack = 2

Brain Pods Grey Matter Repair

Hornet Robots Expendable Draw 1 card if destroyed

Cranial Dissector Bot Dissection Attack = 1

Slag Monster Mutant Crater Vipers Attack = 1

War Cruiser Laser Cannons Attack = 6

Planetary Defense Matrix Space Mines Attack = 1

Zurg Tower Zurgatronic Megaray Attack = 6-8


UNIT SPECIAL ABILITIES


Discard a ‘Special’ card to activate a units special ability.

The Repair ability puts a destroyed robot unit back into play next to the repairing unit.

Repairs on your units are done at the end of your Battle Phase.

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 except for:

The Alpha-2 uses its stealth technology to move through other units

Mira Nova may use her Ghosting Powers to 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.



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