Introduction to Warpspawn Games



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VICTORY POINTS


Every Wizard you control is worth 1 VP (victory point).

Every Resource you control is worth 1 VP (victory point).

Other cards will also be worth a stated number of VP if you control them.

Completed Quests are worth 5 VP each.


THE DECK


Players share a common deck.

CARDS


There are 7 card types:

W = Wizards

S = Spells

F = Followers

Q = Quests

E = Events

I = Items

D = Duel

DICE


Six sided dice are needed.

SETUP


Players start with a hand of 7 cards each.

The oldest player goes first.


TURN SEQUENCE


Players take turns.

Each turn has 5 phases:

Research Phase

Event Phase

Duel Phase

Summon Phase

Adventure Phase

RESEARCH PHASE


Draw 1 card.

If the deck runs out, shuffle the discard & draw from it.

Max hand is 8 cards.

Discard excess cards.


EVENT PHASE


Conduct Wizard actions in this Phase.

A Wizard only gets one action per turn.


DUEL PHASE


You must play a Wizard Duel card to start a Duel.

Choose which of your Wizards will fight.

Your opponent chooses one of his Wizards to fight.

Both of you roll 3D6.

The Higher Duel roll wins.

The Lower Duel roll is slain.

Certain spells, Items will add to the roll.

SUMMON PHASE


Put 1 Wizard or Item or Follower or Resource card into play.

Cards in play stay in play until they are slain, destroyed, etc.

Items must be attached to a Wizard you control.

ADVENTURE PHASE


You may go on a Quest.

Play a Quest card.

Decide which of your Wizards & Followers are going.

Wizards that dueled or performed an action this turn cannot go on a Quest.

Roll 3D6 to get the Danger Level.

Roll 2D6 to get the Quest Level

Add 1 to the Quest level for each participating Wizard/follower.

If the Danger level is higher, that many Wizards/followers are slain.

If you still have Wizards/followers left, roll again:

Roll 3D6 to get the Danger Level.

Roll 2D6 to get the Quest Level

Add 1 to the Quest level for each participating Wizard/follower.

If the Quest Level is equal or higher, you complete the Quest.

Put the completed Quest into your Quest Pile.

Some Items and Spells can increase your Quest Level.

Discard slain Wizards/followers, spells, and uncompleted Quests.


WIZARD TYPE ABILITIES


Conjuror = Use an action to draw a card (on a roll of 4-6 on 1D6)

Adventurer = Gain +2 to Quest rolls. Play an extra Wizard on your turn.

Dueler = Gain +2 to Duel rolls

Scry = Use an action to Look at opponents hand or next 5 cards in deck. Max hand size +1.

Nature = Gain +1 to Duel & Quest rolls. Play an extra Follower on your turn.

Stealth = Use an action to steal an Item (on a roll of 6 on 1D6)

Maker = Use an action to Search deck for Item & put it in your Hand (on a roll of 6 on 1D6)

Maker = Play an extra Item on your turn.


CARD LIST


Card Name: Type Notes:

Magician W Adventurer

Artificer W Maker

Sorcerer W Conjuror

Arcanist W Adventurer

Seer W Scry

Shapechanger W Nature

Illusionist W Stealth

Elementalist W Dueler

Necromancer W Conjuror

Mentalist W Dueler

Battle Mage W Dueler

Druid W Nature

Warlock W Conjuror

Enchanter W Maker

Alchemist W Maker

Mystic W Scry

Animist W Nature

Shadow Mage W Stealth

Rune Master W Adventurer

Sage W Scry

Slay the Dragon Q Quest Level +2. Worth 7 VP

Defeat the Giant Q Quest Level –1. Worth 4 VP

Banish the Demon Q If completed draw 2 cards

Rescue the Mage Q If completed Search deck for Wizard & put it in your Hand

Seal the Portal Q If completed opponent misses his next turn

Destroy the Artifact Q If completed destroy target Item

Kill the Lich King Q Quest Level +2. Worth 7 VP

Save the Village Q If completed Search deck for follower & put it in your Hand

Find the Treasure Q If completed Search deck for Item & put it in your Hand

Explore the Ruins Q If completed Search deck for Item & put it in your Hand

Flying Ship I Quest +2

Ancient Grimore I Worth 2 VP. Draw 2 cards when put into play

Spell Forge I Draw extra card in Research phase. Discard if not a Spell

Deck of Many Things I Wizard gains Conjuror Ability

Staff of Power I Dueling +2

Wand of Wonder I Gain +1 to Duel & Quest rolls

Black Cauldron I Wizard gains Maker Ability

Orb of Seeing I Wizard gains Scry Ability

Crown of Command I Worth 2 VP. Steal a Follower when put into play

Magic Ring I Wizard gains Stealth Ability

Ranger F +1 to Destroy the Artifact

Apprentice F Attach to Wizard (gains Dueling +1)

Slew of Fighters F +1 to Save the Village

Champion F +1 to Slay the Dragon

Hero F +1 to Defeat the Giant

Elves F +1 to Seal the Portal

Dwarves F +1 to Explore the Ruins

Faeries F +1 to Rescue the Mage

Imp Familiar F Attach to Wizard (gains Dueling +1)

Guardian Beast F Discard to prevent Item from being Stolen

Wizard Hunter E Kill target Wizard

Tricks & Traps E Danger Level +2

Treachery E Steal target Wizard

Theft E Steal target Item

Explosion E Destroy target Resource

Magical Vortex E All players must discard all cards

Wizards Duel D 5 copies of this card in deck

Library R Give 1 Wizard Adventurer ability on your turn

Laboratory R Give 1 Wizard Maker ability on your turn

Observatory R Give 1 Wizard Scry ability on your turn

Menagerie R Worth 2 VP

Greenhouse R Worth 2 VP

Planar Gateway R Give 1 Wizard Stealth ability on your turn

Monolith Arena R Give 1 Wizard Dueler ability on your turn

Magic Pool R Give 1 Wizard Conjure ability on your turn

Crystal Mine R Worth 2 VP

Enchanted Grove R Give 1 Wizard Nature ability on your turn

Dimension Door S Steal Target Item

Shatter S Destroy Target Item

Meteor Swarm S Destroy Target Resource

Divination S Look at opponents hand

Prophecy S Look at next 7 cards in deck

Legend Lore S Search deck for Quest & put it in your Hand

Healing S Prevent Wizard/Follower from getting killed

Reincarnation S Put Wizard in Discard into your Hand

Invisibility S Steal Target Item

Planar Shift S Steal Target Resource

Fireball S Gain +1 to Duel or Quest roll

Lightning Bolt S Gain +1 to Duel or Quest roll

Circle of Protection S Gain +1 to Duel or Quest roll

Feeblemind S Gain +2 to Duel

Control Monster S Gain +2 to Quest

Charm S Steal Target Follower

Poison Potion S Slay target Wizard

Dispell S Negate target Spell

Alter Reality S Negate target Action, Event or Duel

Probability Shift S Reroll target Dieroll




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