Introduction to Warpspawn Games



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CONQUEST SUB-SEGMENT


On any space you have an army add a control marker if you didn’t already have one there.

Replace enemy control markers with your own in any space you occupy.


PLANTING PHASE


All players discard all their army counters.

The men return home to plant their fields.

Place your Leader counter into a City-state you control.

HARVEST CARD LIST


Card Name: Effect: Notes:

Revolt Lose 1D6 Armies

Flood Lose 1D6 Armies

Dust Storms Lose 1D6 Armies

Draught Lose 1D6 Armies

Flash Floods Lose 1D6 Armies

River changes Course Lose 1D6 Armies

Swamps Lose 1D6 Armies

Wild Jackasses Lose 1D6 Armies

Semite Invaders Lose 1D6 Armies

Martu Invaders Lose 1D6 Armies

Elamite Invaders Lose 1D6 Armies

Plague Lose 1D6 Armies

Pestilence Lose 1D6 Armies

Piracy Lose 1D6 Armies

Locusts Lose 1D6 Armies

Disease Lose 1D6 Armies

Rebellion Lose 1D6 Armies

Bloody Coup Lose 1D6 Armies

Corruption Lose 1D6 Armies

Heresy Lose 1D6 Armies

Famine Lose 1D6 Armies

Uprising Lose 1D6 Armies

Banditry Lose 1D6 Armies

Class Warfare Lose 1D6 Armies

Tax Reform Lose 1D6 Armies

Epidemic Lose 1D6 Armies

Food Shortage Lose 1D6 Armies

Anarchy Lose 1D6 Armies

Unrest Lose 1D6 Armies

Trade for Wood Gain 1D6 Armies

Trade for Metal Gain 1D6 Armies

Trade for Exotic Foods Gain 1D6 Armies Spices

Surplus Grain Gain 1D6 Armies Exported

Good Harvest Gain 1D6 Armies

Sumerian Beer Gain 1D6 Armies Favorite Drink

Bread & Onions Gain 1D6 Armies Staple Foods

Blessing of Innanka Gain 1D6 Armies The Goddess of Fertility

Blessing of En-Lil Gain 1D6 Armies The Wind God

Semite Migrations Gain 1D6 Armies

Elamite Mercenaries Gain 1D6 Armies Renowned archers

Martu Mercenaries Gain 1D6 Armies Semitic Desert Nomads

Trade for Gold Gain 1D6 Armies

Cuneiform Script Gain 1D6 Armies Written on Clay Tablets

Temple Festivals Gain 1D6 Armies Music & Sports

Trade Pottery Gain 1D6 Armies Clay was abundant

Livestock Gain 1D6 Armies Sheep, Oxen, and Swine

Build Ziggurat Temple Gain 1D6 Armies Step Pyramids

Irrigation Ditches Gain 1D6 Armies

Immigrant Workers Gain 1D6 Armies

Artisans & Craftsmen Gain 1D6 Armies Carpenters, Bricklayers, Jewelers, Weavers

Fishing Gain 1D6 Armies

Conquer Foreign Tribes Gain 1D6 Armies

Slavery Gain 1D6 Armies

Great Leader Gain 1D6 Armies Gilgamesh

Sacred Marriage Gain 1D6 Armies Yearly Ritual Orgy

Good Omens Gain 1D6 Armies Astrology, Reading Sheep’s Livers

Raise Taxes Gain 1D6 Armies Silver Shekels

Peace Treaty Gain 1D6 Armies

MAP


Thanks to Janne Thörne for making a Great map!

SWAMP FIGHTERS

INTRODUCTION


Wet Wargame for 2 or more players.

Fantasy Swamp theme.


VICTORY


Destroy all enemy units.

DICE, CHITS, CARDS & TILES


Tiles are used to make the Map.

Chits are used to represent Units.

Each player has their own set of unit chits.

Cards are used to represent Spells.

Six sided dice are needed to play.

TERRAIN TILE LIST


Type: # Cost Notes:

Swamp 4 1 Wet, Trees

Marsh 4 1 Wet

Slough 4 2 Wet, Trees

Bog 4 2 Wet

Mud Hole 4 2 Wet, Treacherous

Bayou 4 1 Wet, Trees, Home

Sawgrass 4 2 Dry, Treacherous

Fen 4 1 Dry

Hammock 4 1 Dry, Trees

Mangroves 4 2 Dry, Trees

Rocks 4 2 Dry

Mound 4 2 Dry, Home

Spawning Pool 4 2 Water, Home

Pond 4 1 Water

Sink Hole 4 2 Water

Root Water 4 2 Water, Trees

# = Number of Tiles in Terrain Tile Set

Cost = Cost in Move Points to enter

THE MAP


Use a Chessboard (8 x 8).

Randomly distribute the tiles to the 64 spaces.


SETUP


Players pick which race they want to control.

Each race has its own set of Chits.

Each Player starts with their Leader chit located in a Home Space.

Randomly determine who goes first.


RACES


Several races (& subspecies) live (and fight) in the swamp:

Lizard Men

Crab Men

Bullywugs

Snake Men

Turtle Men


LIZARD MEN UNIT CHIT LIST


Unit Name: # Force Move Hits Notes:

Gecko 4 2 4 1 Shaman

Leaping Lizard 4 2 4 1 Jump

Chameleon 4 2 3 2

Horned Lizard 4 3 2 3 Shell

Komodo Dragon 3 4 3 3

Lizard King 1 5 3 2

Special Ability: All Lizard units have Dry & Tree


CRAB MEN UNIT CHIT LIST


Unit Name: # Force Move Hits Notes:

Rock Lobster 4 3 2 2 Water

Jumbo Shrimp 4 2 2 1 Water

Hermit Crab 4 2 2 2 Shaman

Stone Crab 4 4 2 3 Dry

Horseshoe Crab 3 2 4 2

King Crab 1 5 2 3 Leader

Special Ability: All Crab units have Shell


BULLYWUGS UNIT CHIT LIST


Unit Name: # Force Move Hits Notes:

Tree Frog 4 2 4 1 Tree

Frog Man 4 2 3 1 Water

Bull Frog 4 3 3 3 Dry, Shaman

Horny Toad 4 3 3 2 Shell

Poison Dart Frog 4 4 4 1 Poison

Frog Prince 1 5 4 2 Leader

Special Ability: All Frog units have Jump


SNAKE MEN UNIT CHIT LIST


Unit Name: # Force Move Hits Notes:

Water Snake 4 2 4 1 Water

Tree Snake 4 2 3 1 Tree, Shaman

Grass Snake 4 2 4 1 Dry

Python 4 3 3 3

Viper 3 4 4 2

King Cobra 1 5 3 2 Leader

Special Ability: All Snake units have Poison


TURTLE MEN UNIT CHIT LIST


Unit Name: # Force Move Hits Notes:

Snapper 4 3 2 2 Wet

Sea Turtle 4 2 2 2 Water

Tortoise 4 2 2 2 Dry, Shaman

Ninja Turtle 4 4 3 2

Galapagos 3 3 2 3

Mock Turtle 1 5 2 2 Leader

Special Ability: All Turtle units have Shell




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