Introduction to Warpspawn Games


MODULE2: THE DARK GOD TEMPLE



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MODULE2: THE DARK GOD TEMPLE


Card Name: Notes:

Cultist Combat X2

Minor Entity (monster) Combat x2

Horrible Old One (monster) Combat

Dark Young One (monster) Combat

Pit trap Mechanics X2 or Agility X2

Sliding hidden door Mechanics and Strength: If failed miss next turn

Hidden grave Science and Agility

A diary Ling. & Science: If successful move forward 1D6 spaces

Tunnel into the earth Survival X2

Dead end Survival and Science: If failed move backward 2 spaces

Oxygen-eating device Survival and Agility

Horrible picture Personality and Strength

Terrifying statue Personality and Strength

Rat pack Combat and Agility

Hunting Horror (monster) Combat

Disturbing sound Personality and Strength

Undead cultist Combat X2

Ancient inscription Linguistics X2: If successful move forward 1D6 spaces

First aid kit Aid: Survival +1 (or remove all Wounds from a character)

Pistol Aid: Combat +1

The Elder Sign Aid: Combat +2 against monsters.


ATTRITION

INTRODUCTION


Two player Card game simulating trench warfare in WWI

OBJECTIVE


Reduce your opponent to 0 troops, or

Capture all six territory markers


SUPPLIES


Use change to represent troops. 1 cent = 1 squad

One or more six sided dice are needed

Cards will have to be made to play.

The deck contains around 60 cards.

Six markers to represent territories.

SETUP


Play is from a common deck

Players start with no cards

Each player starts with a battalion of 100 squads

Each player starts with 3 territory markers

Roll high on 1D6 to determine turn order

TURN SEQUENCE


1. Logistics Phase

2. Artillery Barrage Phase

3. Charge Orders Phase

4. Defender Fire Phase

5. Trench Fighting Phase

LOGISTICS PHASE


Active player draws a card

ARTILLERY BARRAGE PHASE


Active player fires his big guns killing 1D6 enemy squads

CHARGE ORDERS PHASE


Active Player may declare he is charging, if not...

Roll 1D6, on a roll of 1 the player is ordered by his superiors to charge.

Over the Top Boys!

DEFENDER FIRE PHASE


Occurs only if active player charged.

The defender kills 1D6 attacking squads in no-mans-land with mostly small arms fire.


TRENCH FIGHTING PHASE


Occurs only if active player charged.

Both sides lose 2D6 squads in the hand to hand fighting.

If the attacker kills more squads than the defender the attacker takes a territory

marker from the defender.


CARD LIST NOTES


Heavy Shelling Active player plays in Barrage Phase. +1D6 squads killed

Machine Gun Defending player plays in Defender Fire Phase. +2D6 squads killed

Hand Grenades Either player plays in Defender Fire Phase

Negate a Machine gun card or kill 1D6 enemy squads

Bunker Defending player plays in Barrage Phase

Negate casualties caused by artillery (Bunker Destroyed)

Barbed Wire Defending player plays at end of Defender Fire Phase

Play an additional Defender Fire Phase

Tank Active player plays in Defender Fire Phase

Negate a Barbed Wire or a Machine gun card

Reinforcements Active player plays in Logistics Phase. Gain +1D6 squads

Mustard Gas Active player plays in Barrage Phase. +2D6 squads killed

Gas Masks Defending player plays in Barrage Phase

Negate casualties caused by Mustard gas

Mine Field Defending player plays in Defender Fire Phase. +1D6 squads killed

Flame Thrower Either player plays in Trench Fighting Phase. +1D6 squads killed

Bayonets Either player plays in Trench Fighting Phase. You lose 1D6 squads

Opponent has 2D6 Killed

Typhoid Fever Active player plays in Logistics Phase. 1D6 squads killed

Major Offensive Active player plays at end of turn

Go again but skip Logistics & Artillery Barrage Phase

Ariel Reconaissance Active player plays in Logistics Phase

Look at opponents hand and discard one of opponents cards

NOTES


Cards are discarded right after they are played

When making the deck include 4 of each card.


VARIANTS


Play with fewer squads.

Gain 1D6 reinforcements each turn.

Draw 2 cards per turn.

CARDSET


Amazing cardset here by Randy Knauff

swine@sc.rr.com


KOREAN WAR VARIANT


Check out

Pork Chop Hill

by Joe Nixon


LINKS


The Great War Society

Tank Tactics

FALL OF THE AZTECS

INTRODUCTION


Two player set piece strategic game.

One player controls the Aztecs.

The other player controls the Spaniards and their allies:

The Totonac, Tlascalans, Texcocoans, and Cholula.


VICTORY CONDITIONS


The Spaniards must capture the Aztec leader Cuahtemoc.

The Aztecs must capture the Spanish leader Cortez.


THE MAP


Use a hex map.

The map describes the Capitol city: Tenochtitlan.

One side of the city is bordered by lake Texcoco.

Indicate housing, roads, plots, jungle, water, and temple hexes.

Walls line the borders between hexes.

The city is geometrically organized.

The city is surrounded by walls except the parts bordered by water.

There are some internal walls.


CHITS


Use counters or chits to represent units.

SETUP


The Aztecs have 45 warrior units and one Cuahtemoc unit.

The Spaniards have the following units:

5 Totonac units.

10 Tlascalan units.

5 Cholula units.

5 Texcocoan units.

15 Rogue Aztec units.

13 Brigantines (Boats).

5 Conquistador units and one Cortez unit.

The Aztecs are inside the city. The Spanish are outside.

Every city must have at least 3 units in it.

Each unit represents 10,000 indians or 100 Spaniards.




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