Introduction to Warpspawn Games



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ATTACK PHASE


If opposing pawns occupy the same room they may attack each other.

To attack, discard an Attack card. This causes one Wound.

Alternatively the attacker may discard a control card.

The defender may discard a Defense card to negate one attack or control card.

All attacks are simultaneous.

A control card cannot be played against Dracula or the Primary Vampire Hunter.

A non-negated control card causes the color of the defending pawn to be switched.

HITS


Dracula can take 3 wounds before being destroyed.

The Vampire Hunter can take 2 wounds before being destroyed.

All other pawns are destroyed with a single wound.

DISCARD PHASE


Discard your hand.

SUPPORT PAGE


Action Card Set & Map Tile Set Available!

Draculas Castle Support Page

CASTLE MAP


by Themcganndoctor@aol

http://warpspawn.tripod.com/draculascastledungeon.bmp

http://warpspawn.tripod.com/draculascastlegroundfloor.bmp

http://warpspawn.tripod.com/draculascastleupperfloor.bmp


DRAGON POKER

INTRODUCTION


Card game. Players use cards to construct a dragon and provide it with treasure.

Dragons is so stupid!

THE CARDS


The deck contains 68 cards:

2 White Heads

2 White Bodies

2 White Tails

2 White Wings

2 Green Heads

2 Green Bodies

2 Green Tails

2 Green Wings

2 Black Heads

2 Black Bodies

2 Black Tails

2 Black Wings

2 Blue Heads

2 Blue Bodies

2 Blue Tails

2 Blue Wings

2 Red Heads

2 Red Bodies

2 Red Tails

2 Red Wings

2 Gold Heads

2 Gold Bodies

2 Gold Tails

2 Gold Wings

4 Dragon Slayers

2 Maidens

8 Gold Treasures

4 Gem Treasures

2 Dragon Eggs


TURN SEQUENCE


1- Shuffle deck.

2- One player is chosen as the dealer (Dragon Master).

3- Players ante in.

4- The Dragon Master deals out 7 cards to each player

Cards are dealt face down unless house rules state otherwise.

Play starts with the player to the DM's left and proceeds clockwise

5- In turn each player may discard up to 6 cards and receive replacement cards.

6- Players may now, in turn, raise the ante (Dragon Rage).

Other players must match the raise or drop out.

7- In turn, If a player has a Dragon Slayer he must discard it to cause his

opponent to discard a random card from his hand.

8- Players reveal their hands. The hand worth the most points wins.

If tied, players split the pot (Dragon Council).

COMBINATIONS


Heads, bodies, tails, and wings are used to construct Dragons.

Dragon eggs are wild cards and can be used as any color body part.


COMBO POINTS


Serpent (Head & Tail) 1

Beast (Head & Body) 1

2 Serpents or 2 Beasts (Bookends) 2

Winged Serpent (No Body) 2

Tailess Dragon (No Tail) 2

Wingless Dragon (No Wings) 2

Bastard Dragon (2 or 3 Colors) 3

Wyrm (No body & 2 Tails) 3

Chromatic Dragon (4 Colors) 4

White Dragon 5

Green Dragon 6

Black Dragon 7

Blue Dragon 8

Red Dragon 9

Gold Dragon 10

Hydra (6 Heads & 1 Body) 12


TREASURE


If a player has one of the combos above, he can earn extra points

if his hand contains treasure cards:


TREASURE POINTS


Gold Treasure 1 per 2 cards

Gem Treasure 1 per card

Maiden 2 (one card max)

Dragon Eggs 1 per card if not used as a body part


VARIANTS


Use 5 card hand size instead of 7 cards.

Play it like Gin Rummy instead of Poker.

Add more combos (Example: The two headed serpent).

DUNE CCG VARIANT

SOLO RULES


By C Gerard Luft

(SEE THE LAST SECTION FOR PLAYING WITH OUT DUNE CARDS)


SET UP


You will need a deck of DUNE CCG card (with an equal amount of cards from

each Allegiance) and a paper and pencil.


TURN


The turn consists of drawing one card. You start the game with the

CALADAN Homeworld card (you're a vassal of the late Duke Leto Atredies).

Your Allegiance is as follows in the first column of the table below. In the

Second Column your opponent Allegiance are list:

Player's Allegiances Adversaries

House Atredies Houses Harkonnen & Corrino

Bene Gesserit Sisterhood The Guild

Fremen House Harkonnen

Water Seller's Union Spice Miner's Guild

Dune Smugglers The Guild

You begin with five spice tokens.

When you draw a card each turn, the only figures you need to apply are

cost and Allegiance. In this variant of the rules, the cost is how many

spice tokens you receive or loose.

If the card is of your allegiances or is a "N/A", you gain its cost in

spice tokens. If the card is of the adversary Allegiances, then its cost is

how many spice tokens you loose.

WINNING


You win when you obtain 20 spice tokens (adjust to a lower amount if you

have a smaller deck). If, at any time during the game, you are reduced to

zero spice tokens, you loose.

PLAYING WITHOUT DUNE CARDS


If you do not have a deck, you can use the DUNE CCG CARD SNOOPER,

available free at the link below:



Click Here

Using the FIND IT section to view the entire card list, roll 1d1000 (3 ten

sided dice: 1sr die is hundreds, 2nd dice is tens, and 3rd dice is ones).

Reroll any number above 662. Then find the card's number. That card is the

card you have drawn for this turn.

EARTH DEFENSE FORCE

INTRODUCTION


Board & card game for 2 players.

Takes place in the Star Blazers Universe.

Pick your Fleet: Earth Defense Force, Gamillon Empire, White Comet Empire

Abstract skirmish level Ship combat.

Each figure represents a single Ship (unit).



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