Introduction to Warpspawn Games



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TURN SEQUENCE


Players take turns.

Each turn is divided into phases:

1. Epidemic Phase

2. Monsoon Phase

3. Famine Phase

4. Mine Disaster Phase

5. Leader Phase

6. Rebellion Phase

7. Production Phase

8. Investment Phase

9. Infrastructure Phase

10. Movement Phase

11. Diplomacy Phase

12. Battle Phase

13. Upkeep Phase

14. Profit Phase

15. Control Phase

EPIDEMIC PHASE


Roll 1D6 for each territory you control.

On a roll of 1 the territory produces no income this turn and all armies in the territory

are destroyed.

MONSOON PHASE


Roll 1D6 for each coastal territory you control.

On a roll of 1 the territory produces no income this turn.


FAMINE PHASE


Roll 1D6 for each territory you control.

On a roll of 1 the territory produces no income this turn.

On a roll of 1-2 desert territories produce no income this turn.

MINE DISASTER PHASE


Roll 1D6 for each mine you control.

On a roll of 1 the mine is destroyed.


LEADER PHASE


Roll 1D6. On a roll of 1 place a Leader counter on one of your armies.

An army may have only one Leader. Excess leaders are discarded.


REBELLION PHASE


Roll 1D6 for each territory you control.

On a roll of 1 the territory rebels.

Place 1D2 Rebel Army counters in the territory.

On a roll of 1-2 on 1D6 one of the Rebel armies has a Leader.

The territory produces no income until the Rebel Armies are destroyed.

PRODUCTION PHASE


Each of your farms and mines produce revenue equal to the income value of the

resource they are exploiting.

Towns generate income equal to the population of the territory.

Ports generate income equal to 1 + the number of adjacent territories.


INVESTMENT PHASE


Gain 2D6 income from European investors.

INFRASTRUCTURE PHASE


Build Structures and raise armies.

You can only spend what you have earned this turn.

You cannot spend profit from previous turns.

Structure Table

Type Cost Notes

Farm 3 Exploit Crops, Livestock, and Exotics/Luxuries

Mine 10 Exploit Oil, Gold, and Diamonds

Fort 6 Defense +1

Town 10

Port 8 Requires a Town



Army Table

Type Cost Upkeep Combat Bonus Terrain Bonus

Rebel 6 1 +0 +1 in Jungles

Native 6 1 +0 +1 in Jungles

Colonial 9 2 +2 +1 in Mountains

European 12 3 +4 +1 in Plains

European armies must start in a territory with a port.

Native & Colonial armies can start in any territory you control.

You cannot buy rebel armies.

MOVEMENT PHASE


Your Armies can move to adjacent territories.

More than one army may occupy a space.

An army that is already in a territory with a hostile army cannot move into a space

controlled by an opponent.

Armies with leaders can move 2 spaces.

Rebel armies never move.


DIPLOMACY PHASE


If an army moves into a territory controlled by no player roll 1D6.

On a roll of 1-3 the natives resist:

Place 1D2 Rebel Army counters in the territory.

On a roll of 1-2 on 1D6 one of the Rebel armies has a Leader.

The territory produces no income until the Rebel Armies are destroyed.

BATTLE PHASE


Enemy armies in the same territory will fight.

Each army rolls 1D6 and adds modifiers to get a Force Total.

This includes terrain and army type modifiers.

An Army with a leader gets +2.

An army destroys 1 opposing army with a Force total equal to or less than its.

Two or more armies may combine their force totals to destroy one enemy army.

Leaders are destroyed with their army.

UPKEEP PHASE


Pay upkeep for each army.

If upkeep is not paid the army disbands.


PROFIT PHASE


All money not spent this turn is profit for your European Investors.

CONTROL PHASE


If only your armies occupy a territory, remove any enemy control markers, and put down

one of your own. Take control of all structures in the territory.


GAME DESIGNERS NOTES


This is Africa of course, but it doesn’t have to look like it.

DEITY

INTRODUCTION


Players assume the roles of certain lesser Demigods.

Each demigod begins with a small band of worshipers.

Gain power by building temples and helping your population grow.

Crush your enemies populations with acts of god and the armies of the faithful.

The last remaining immortal is the one true Deity.

OBJECTIVE


Destroy all of your opponent armies, populations, and temples.

WORLD BUILDING PREGAME SETUP PHASE


Use a 10 x 10 or 12 x 12 blank hex map.

Each player takes a turn drawing and then placing a Terain counter on the map.

Counters are drawn at random from the terrain pile.

The first player places his counter anywhere on the map.

Counters must be placed adjacent to a counter already placed.

A player may discard his counter and draw a new one twice during setup.

Spaces without terrain counters are considered to be oceans or inland seas.

SETUP


Each player rolls 4D6 to determine their starting population.

If the Gods favor you, your rolls will be high.

These may be placed in any one plains hex, not within 6 spaces of

opposing units.

Players start with no cards, armies, or temples.

Players roll high to see who goes first.


TURN SEQUENCE


Players take turns.

Each turn has 7 phases:

1 Draw Phase

2 Build Temple Phase

3 Raise Armies Phase

4 Population Growth Phase

5 Miracle Phase

6 Battle Phase

7 Movement Phase



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