Introduction to Warpspawn Games



Download 8.66 Mb.
Page150/270
Date31.03.2018
Size8.66 Mb.
#45297
1   ...   146   147   148   149   150   151   152   153   ...   270

SPELL CARD LIST


Spell Name Range Effect

Disintegration 4A Force = 5 attack

Lightning Bolt 6A Force = 4 attack

Fireball 3A Force = 3 attack; All adj figs to target get Force = 1 attacks.

Magic Missiles 2A Three Force = 2 attacks; Same or different targets.

Charm 2M Take control of target fig this turn.

Petrify 3A Target fig cannot move & cannot attack or be attckd for 1D6 turns.

Polymorph 2A Replace target fig with a frog or any fig killed this game.

Dimmension Door 2M Move target fig to any square on the board.

Dispell 2* Negates effects of all spells on target. Curses & Petrification

Haste 2M Target gets Move +2 and one extra attack per turn for 2 turns.

Flying 2M Target gets Move +3 and Flying ability for 3 turns.

Bless 1M Targets get Move +1 and Force +1 for 3 turns

Paralyze 3M Target cannot move or attack for 2 turns and gets Force -3.

Illusion 3M Enemy figs adjacent to target square cannot attack this turn.

Invisibility 2M Target gets force +2 and cannot be attacked.

Feeble Mind 3A Target spellcaster cannot cast spells for 1D6 turns.

Ice Wind 3A Two adj Targets: Force = 1 attack & may not move for 2 turns.

Wall of Fire 3M Mark 4 empty adj squares. These may not be entered for 4 turns.

Cure Wounds 1A Regenerate target end of attk phase. Cures Paralyzation & Disease.

Shield 1M Target & adj units immune to spells + ranged attacks for 3 turns.

Time Control XA Opponent must skip his next turn. Play at end of your turn.

Shape Earth 3M Change the terrain of 3 adj empty squares in range permanently.

A = Attack Phase

M = Move Phase

* = Either Phase: When appropriate


OPTIONAL RULE: CHITS


You may want to do the spells as chits instead of cards.

Chits can be stacked in the square next to the minion.

You may also want to use chits to keep tract of spell effects.

Chits can also substitute for miniatures if you're short.


OPTIONAL RULE: TERRAIN


Rough squares cause ground units to immediately stop when they enter.

Impassable squares cannot be entered but may be flown over.

High Ground & Fortifications gives units +1 Force vs units not on high ground.

OPTIONAL RULE: RECOIL


When defeated in combat roll 1D6:

1-3: Unit Killed

4-6: Unit Recoils

A unit that recoils must move 1 space directly away from opponent.

If the space is blocked the fig is destroyed.

OPTIONAL RULE: FREE ADVANCE


An attacker may move into the adjacent space of a defender just killed or

recoiled in Hand to Hand combat.


OPTIONAL RULE: LARGER BOARD


8 x 8 might not be enough for you, try 10 x 10 or larger.

On a regular board the armies don't have to maneuver into position, the

fighting starts immediately.

OPTIONAL RULE: LIMIT FIRST BLOOD


The first "Move roll" of the game may not be greater than 3.

OPTIONAL RULE: OVERWHELM


A unit gets +1 force if attacking a unit that has already been attacked

this turn.


SAMPLE ARMIES

KOBOLD ARMY


2 Ambushers

2 Rat Swarms

2 Skirmishers

2 Netters

2 Archers

1 Hellhound

1 Troll

1 Ogre


1 Assassin

1 Shaman


1 Chieftan

ARMY OF THE ARTIFICER


4 (Tin Soldier) Guards

1 Juggernaught

4 Warriors

4 Spearmen

2 Cavalry

1 Paladin

1 Ranger

1 Wizard


1 Catapult

1 Deva

LINKS



Hordes of the Things

MEK LEADER

INTRODUCTION


Solo or Multiplayer card game.

Each player is a mercenary commander leading a Squad of Meks.

Meks = Giant robotic war machines with a human pilot.

Some crossover with the Mekatac game.


DECKS


There are 4 separate common decks (each with its own discard):

Mission Deck

Foe Deck

Event Deck

Build Deck

Players keep a Hand of Event cards.


VICTORY


Be the first player to accumulate 500 Megacredits (MC).

SQUAD COMPOSITION


At any given time, you may have up to 4 Meks, and 4 pilots in your squad max.

You may not have more attachments than your meks can carry.


THE BUILD DECK


The Build deck has 4 card types:

Pilots


Meks

Weapons


Equipment

Weapons and Equipment are referred to as Attachments.

Weapons may be further classified as:

Energy, Ballistic, Hand-to-Hand, or Missile.


DICE


Six and 10 sided dice are needed (D6/D10).

SETUP


Each player starts with 100 MC and a hand of 4 Event cards.

Players roll high on 1D10 to see who goes first.


TURN SEQUENCE


Players take turns.

Each turn has 8 phases:

Event Phase

Subsidy Phase

Build Phase

Mission Phase

Foe Phase

Engagement Phase

Debriefing Phase

Repair Phase


EVENT PHASE


Draw 1 Event card.

If a deck runs out, shuffle the discard & draw from it.


SUBSIDY PHASE


Gain 10 MC.

Use coins to represent Megacredits (MC).


BUILD PHASE


Flip face up the top 8 cards of the Build deck.

You may purchase some, all, or none of these with your MC.

You may also at this time sell Build cards from your Squad.

You get full price when selling to the discard.

At the end of build phase discard all cards you did not purchase.

Small Meks cost 10 MC

Medium Meks cost 20 MC

Large Meks cost 30 MC

Small Attachments cost 5 MC

Medium Attachments cost 10 MC

Large Attachments cost 15 MC

Pilots cost 5 MC plus 5 MC per skill they have.

Pilot skills are determined randomly and must be recorded.



Download 8.66 Mb.

Share with your friends:
1   ...   146   147   148   149   150   151   152   153   ...   270




The database is protected by copyright ©ininet.org 2024
send message

    Main page