Event Phase
Spanish Move Phase
Spanish Attack Phase
Spanish Rally Phase
Aztec Move Phase
Aztec Attack Phase
Aztec Rally Phase
Fire Phase
EVENT PHASE
Roll twice on the Event Table.
EVENT TABLE D6 EVENT
1-3 1 Aztec dies of disease/starvation
4-6 1 Spanish Ally dies of disease/starvation
A player picks which of his units succumbs.
MOVEMENT PHASES
Units may not stack except for units riding brigantines.
A unit gets 1D6 move points. Roll for each unit before it moves.
A unit can get 2D6 move points but it cannot attack.
Roads and clear hexes cost 1 point to enter.
Housing and plots costs 2 point to enter.
Walls cost 2 points to pass.
Temples and jungles cost 3 points to enter.
Only units on brigantines can move on water spaces.
It costs brigantines 1 point to enter a water hex.
Units may pass through friendly units.
Units may not enter or pass through spaces occupied by enemy units.
Routed units cannot be moved toward enemy units.
If a routed unit is ever adjacent to an enemy unit, it must move away or be destroyed.
Units cannot enter spaces with a fire counter.
ATTACK PHASES
A unit can attack an adjacent enemy unit.
Routing units cannot attack.
An attacking unit rolls 1D6.
All rolls of 5-6 on 1D6 indicate the defending enemy unit is defeated.
On a natural or modified roll of 1 the attacker is defeated.
Conquistadors get +1 to their rolls.
Units attacking routed units get +1 to their rolls.
Leader units and friendly units adjacent to leader units get +1 to their rolls.
Spanish units attacking Aztec units behind city walls get -1 to their rolls.
Aztecs attacking Conquistadors or Cortez get -1 to their rolls.
Units on Brigantines get -1 to their rolls.
If a unit is defeated roll 1D6.
On a roll of 1-2 the unit is destroyed.
On a roll of 3-6 the unit is routed.
A routed unit must immediately move away from the attacking unit exactly 1D3 move
points or be destroyed.
Routed units are flipped over.
Each friendly unit adjacent to the routing unit also routs on a roll of 1-2 on 1D6.
If the defeated unit was in a housing hex, put a fire counter on the space.
A unit that defeats an enemy unit may move 1 space and attack again.
RALLY PHASES
This players routed units not adjacent to enemy units may rally.
Roll 1D6 for each unit.
The unit is flipped face up on a roll of 5-6.
Add +1 if adjacent to a leader unit.
FIRE PHASE
Fires go out on a roll of 1-2 on 1D6. Remove the fire counter.
AZTEC LINKS
Link Page
The Conquest
BLOWN AWAY INTRODUCTION
Board & card game for 2 players.
18th Century Naval Combat
Abstract skirmish level Ship combat.
Each figure represents a single Ship (unit).
VICTORY
You win if you Sink the opposing Flagship.
THE MAP
Use an 8x8 chessboard.
THE SHIPS
Use chits or miniatures to represent Ships.
Each Player has 4 types of Ships.
FLEET UNIT TABLE
# Type Hits
1 Flagship 4
2 Ship of the Line 3
2 Clipper 2
3 Frigate 1
# = Number of that type of Ship you start the game with.
Hits = Number of Hits that type of Ship has.
SETUP
Each player places one Ship on each square of his back row.
Ships may not stack.
THE CARDS
Players share a common deck.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Orders Phase
Maneuver Phase
Fire Phase
ORDERS PHASE
Draw 3 cards.
Max hand size = 5 cards.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.
MANEUVER PHASE
Play (discard) a Move card to move one of your Ships.
The move card has a number.
This is the number of spaces the Ship moves.
Moves can be diagonal or orthogonal.
Instead of moving just one Ship in any direction, you have the
option of moving one or more Ships forward the indicated number of
spaces using a single move card.
FIRE PHASE
Play (discard) an Attack card to have a Ship attack.
The attack card has a number.
This is the range of the attack.
Attacks can be diagonal or orthogonal.
Every attack does 1 point of damage.
Use Chits or coins to record damage.
A ship reduced to zero Hits sinks and removed from the board.
Your opponent may play (discard) Defense cards to negate your attack.
M = Movement
A = Attack
D = Defense
X = Special
K = As a Knight would move in chess
Type = Purpose of card
Dam = Damage (inflicted or prevented)
# = Number of that card in the Deck.
CARD LIST
Card Name: # Range Type Notes
Boarding Action 2 1 A
Surrender 2 1 A Only vs Ships with 1 Hit left
Canister 2 1 A
Grapeshot 2 2 A
Bow Rake 2 2 A Only by ship that moved this turn
Broadsides 2 3 A
Roundshot 2 4 A
Chainshot: Dismasted 1 2 X Target can no longer move
Barshot: Dismasted 1 3 X Target can no longer move
Hot Shot: Fire 2 - X Attack does 1 extra damage
Breeze 5 1 M
Winds 4 2 M
Sail 3 3 M
Break the Line 2 K M
Gust 2 4 M
Reload 2 - X Draw 2 Cards
Rally 2 - D
Refuse Battle 2 - D
BASEBALL OUTS INTRODUCTION
Card & Dice & Record Keeping game for 2 players
Simulation of a Baseball game.
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