Introduction to Warpspawn Games



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DRAW PHASE


Each player draws one card plus a number of cards equal to the number of

temples he controls.

A player may have a maximum of 7 cards in his hand.

Excess cards are discarded.


BUILD TEMPLE PHASE


Replace six Population counters in a single hex with a Temple counter.

A space may only contain a single Temple.

Temples cannot be built adjacent to other Temples.

You may build multiple Temples in this phase.


RAISE ARMIES PHASE


Replace up to half of the Population counters in a hex with Army counters.

You may raise armies in multiple spaces in this phase.

Armies already existing may be converted back to Population counters.

POPULATION GROWTH PHASE


Place a Population counter on each space you control not occupied by an Army

or a Temple.

The number of markers in a hex cannot exceed the Terrain limit.

Discard excess counters.


MIRACLE PHASE


A player may use none, some, or all of his cards.

Most cards (miracles) are played during this phase.

Some cards are used during other phases.

A card is used to ‘perform a miracle'.


BATTLE PHASE


Armies may attack units in adjacent hexes.

Population counters may not attack.

The attacker rolls 2 dice for every attacking army.

The defender rolls 2 dice for every defending army.

The defender also rolls 1 die for every 2 population counters rounding up.

Every roll of 1 on D6 indicates one enemy counter is destroyed.

Armies are destroyed before populations & populations before Temples.

This procedure is repeated until:

All attacking armies are destroyed.

The attacker decides to retreat.

all defending counters are destroyed.

MOVEMENT PHASE


Population counters & armies may move one space.

Temples cannot move.


CARD LIST NOTES


Earthquake Target hex: Destroy 1D6 counters

Crumble Destroy target Temple

Tidal Wave Coastal space: Destroy 1D6 counters

Volcanic Eruption Mountain space: Destroy 1D6 counters

Flood Target coastal hex and all adjacent hexes

lose 1 population counter each

Alter Land Draw a terrain counter. Replace target terrain

on map with it

Create Land Draw a terrain counter. Put counter on target

water hex

Destroy Land Discard target empty coastal hex

Sacrifice Discard 3 population counters to draw 2 cards

Prophet Target hex and all adjacent hexes produce 1

additional population counter

Holy War Armies get to attack twice this turn if they

survive their first attack

Chasm Destroy all armies in target space

Fire Forest space: Destroy 1D6 counters

Famine Target hex and all adjacent hexes gain no

population this turn

Plague Target hex: Destroy all but 1D6 counters

Fertility Double the number of population counters in target

space

Monsters Place 1D3 monster counters on any empty space.



Treat them like armies except they cannot move &

they cannot be turned into population counters.

You control them

Blight Put blight counter on empty hex.

No counters may enter this space.

Each turn roll 1D6 at the beginning of Miracle phase.

On a roll of 1 the Blight disappears

Sanctuary Counters may not attack target space this turn

Draught Target Desert hex and all adjacent hexes lose 1

population counter each

Godspeed Move some or all of the nontemple counters in

target space to another space up to Three hexes away

Pestilence Target Swamp hex and all adjacent hexes lose 1

population counter each

Ressurrection Play at end of battle phase. Bring back to life all

counters destroyed this turn in target hex

Abjuration Negate the effects of a card played by another player

Hurricane Target ocean hex: All adjacent hexes lose 1

population counter each

Repopulate Target hex you control gains 1D6 Population counters


NOTES


The deck should contain two of each card.

TERRAIN COUNTERS LIST

# TYPE NOTES


10 Mountains Defense: One less counter destroyed by

attacking armies per roll; Maximum 10 counters

10 Forests Maximum 15 counters

20 Plains Maximum 20 counters

5 Swamps Temples cannot be built in swamps;

Maximum 10 counters

10 Deserts Maximum 10 counters

5 River Valleys In setup one facing must be kept exposed to

the water; Maximum 25 counters

NOTES


In setup put out all terrains except five to be kept in reserve.

The maximum counter figures are the terrain limits.


OTHER COUNTERS LIST


Each side gets an unlimited number of population, army, and temple counters.

DEVASTATORS 3000

INTRODUCTION


The high tech version of Devastators 2500.

The larger Interstellar warships go by many categorical names:

Dreadnaughts, Battlers, Star Cruisers, and of course, Devastators.

Each player controls a Devastator, or ship, represented by his deck.

Play pits Devastator vs Devastator.

Run out your opponents deck to destroy his ship.


THE DECK


The full Deck contains over 100 cards as described in the Card List.

Before playing the first time, the deck will have to be constructed.

The backs of all the cards are the same, the front should have the

name of the card and its effect written out.


OBJECT


Have the last remaining Devastator.

When all of your opponents cards are in his Destroyed pile, you

have eliminated him from the game.

SETUP


Shuffle the full deck and deal each player an equal number of cards face down.

These smaller decks for each player are called Draw Piles or Systems decks.

A System deck represents all the weapon and defense systems on the players ship.

Each player draws 5 cards from his system deck.

Determine turn order by any convenient method.

All ships begin at Long Range from each other.




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