THE CARDS
Players each have their own deck.
Players take turns.
Each turn has 3 phases:
Orders Phase
Move Phase
Combat Phase
ORDERS PHASE
Draw 3 cards from your deck.
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.
The move card has a number.
This is the number of spaces the unit moves.
Moves are diagonal or orthogonal.
Instead of moving just one unit in any direction, you have the
option of moving up to 3 units forward the indicated number of
spaces using a single move card.
Humans & Predator Units cannot move through other units.
Alien Units may move through other units.
COMBAT PHASE
Play (discard) an Attack card to have a unit attack.
The attack card has a number.
This is the range of the attack.
Attacks are diagonal or orthogonal.
The enemy unit that is the target of the attack takes one point of damage.
A Fighter reduced to zero Hits is destroyed.
Units cannot attack through other units.
M = Move Card
A = Attack card
D = Defense Card
X = Draw 2 Cards
Z = Use as an Attack, Defense, or Move Card
L = Opponent must discard 2 cards
H = Unit regains 1 lost Hit
K = As a Knight would move in chess
Type = Purpose of card
# = Number of that type of card in the deck
Card Name # Type Range Notes
Ground Advance 6 M 1
Run 4 M 2
APC 1 Z 3
Combat Landing Craft 1 Z 4
Exoskeleton 1 Z 1
Improvised Weapons 1 A 1
Hand Guns 1 A 2
Perimeter Defense Gun 1 A 2
Shotguns 1 A 1
Explosives 1 A 1 Does 3 Damage
Thermite Grenades 1 A K
Flamers 1 A 1
Grenade Launcher 1 A 4
Pulse Rifles 1 A 3
Autocannons 1 A 3 Marines only
Motion Detectors 1 X -
Courage 1 X -
Ingenuity 1 X -
Rescue 1 D -
Escape 1 D -
Barricades 1 D -
Blast Doors 1 D -
Body Armor 1 D - Not Civilians
Plan 1 L -
Survivor 1 H -
ALIEN DECK CARD LIST
Card Name # Type Range
Gather 2 M 1
Approach 2 M 2
Pursuit 2 M 3
Charge 2 M 4
Air Shafts 1 M K
Crawl on Walls 1 M K
Berserker Rage 1 A 1
Pounce Attack 1 A 1
Swarm Attack 1 A 1
Acidic Blood 1 A 1
Mouthful of Fangs 1 A 1
Sonic Scream 1 A 2
Spit Acid 1 A 2
Razor Sharp Claws 1 A 1
Implantation 1 A 1 Face Hugger only
Extending Jaws 1 A 1
Perfect Killing Machine 1 Z 1
Move Silently 1 Z 1
Speed & Strength 1 Z 1
Hard to Kill 2 H -
Natural Armor 2 D -
Evade 1 D -
Hide in Shadows 1 D -
Cunning 1 X -
Surprise 2 X -
Terror 1 L -
PREDATOR DECK CARD LIST
Card Name # Type Range
Stalk 4 M 1
Hunt 3 M 2
Run 3 M 3
Wrist Blades 3 A 1
Disc Caster 1 A 2
Spear Gun 1 A 2
Ceremonial Spear 2 A 1
Shoulder Laser 2 A 3
Self Destruct Device 1 A 1 Does 3 Damage*
Medicomp 1 H -
Cloaking Device 2 D -
Body Armor 1 D -
Durable 1 D -
Dodge 1 D -
Bloodlust 1 Z 1
Killer Instincts 2 Z 1
Ambush 2 X -
Vision Modes 1 X -
The Hunted 1 L -
* = And destroy Predator
ANCIENT WARFARE INTRODUCTION
Board & card game for 2 players.
Battle between ancient armies.
Each figure represents a general, camp or unit of troops.
VICTORY
You win if you destroy your opponents general or 8 of his units.
A Camp counts as 2 units.
THE MAP
Use an 8x8 chessboard.
THE MEN
Use chits or miniatures to represent units.
ARMY COMPOSITION
Every army has 1 General, 1 Camp, and 11 other units.
You may designate 2 of your units as “Elite”.
CHOOSING ARMY COMPOSITION
Besides the obligatory General and Camp pick any 11 units from the
Unit list.
DBA ARMIES
For DBA army lists please consult the following site: DBA Online
Disclaimer Note: DBA is a licensed copyrighted product.
This is merely a fan site.
UNITS TABLE NOTATION
Move = Move Limit.
Range = Unit may attack enemy units within this range.
Below is a listing of all possible unit types.
Unit Move Range Notes
Camp 0 1
General 3 1
Auxilia 3 1
Warband 2 1
Blades 2 1
Spears 2 1
Pikes 1 1
Cavalry 4 1 Heavy Chariots
Knights 3 1
Psiloi 3 2
Light Horse 5 2 Light Chariots
Bows 2 2
Artillery 1 4
War Wagons 2 2
Scythed Chariots 4 1
SPECIAL ABILITY CARD EFFECTS TABLE
Unit Type Special Ability Notes
General D Rally Rally any adjacent unit
Auxilia A/D Open Formation Either if in Rough ground
Warband A Berserker Frenzy Attack
Blades D Shield Wall Defend
Spears A Throw Spears Attack at range = 2
Pikes A/D Receive Charge Either vs non-missile unit
Cavalry A Bows Attack at range = 2
Knights X Dismount Becomes a Blades unit
Psiloi A/M Run Attack or Move = K
Light Horse A/M Wheel About Attack or Move = K
Bows A Indirect Fire Attack through units
Artillery A Indirect Fire Attack through units
War Wagons D Strong Defense Defend
Scythed Chariots A Open Ground Attack if on Clear ground
A player may play (discard) a special ability card to activate one of the above effects.
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