Introduction to Warpspawn Games



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BOARDING ACTIONS


Adjacent ships can board each other

Roll a dice, add the number of crew counters, highest number wins

Winner takes one treasure, or 10 gold

Loser loses a crew counter

Use any boarding cards before the dice are rolled

Orc grappling hooks

The non-orc player must roll 4,5 or 6 at the end of the boarding phase, or

suffer another round of boarding from the orc player


HOME PORTS


Ships can be attacked in their home port

Home ports are defended by two shore forts at the entrance of the harbour

These forts are armed with 2 cannon each, and will attack any plundering or

attacking ship within range. This attack happens immediately the ship decides

to plunder or attack, and before any roll on the plunder table.

Players can either trade with or plunder other players Home ports

Ships can be repaired at 1 gold per hull point

Crew can be hired at 2 gold per crew

Cannon/bolt throwers/catapults can be bought for 2 gold each

TRADING TABLE


1D6 Event

1 Lose one crew, one treasure (or 10 gold), and miss next turn

2 Lose D6 gold and miss next turn

3 Gain D6 gold and miss next turn

4 Gain D6 gold

5 Gain D6+2 gold

6 Gain 1 treasure

PLUNDERING


Plundering ships are immediately attacked by the shore forts when the player

announces he/she will plunder. The outcome of these attacks are determined

before any roll on the plunder table. The shore forts will continue to attack

while the plundering ship remains in range.


PLUNDER TABLE


1D6 Event

1 Lose 1 crew, 1 treasure (or 10 gold) and miss next turn

2 Lose 1 crew and miss next turn

3 Lose 1 crew

4 Gain 1 treasure

5 Gain 2 treasures

6 Gain 3 treasures

Attacking ships in home ports.

The shore forts will attack any ship attacking another ship in the harbour

hexes, and will continue to do so until the attacking ship is out of range.


TREASURE ISLAND


The island in the middle of the map is Treasure Island

If your ship is anchored next to Treasure Island, you can search for buried

treasure by rolling on the Treasure Island table:

1D6 Event

1 Lose 1 crew and miss next turn

2 Miss next turn

3 Gain D6 gold and miss next turn

4 Gain D6+2 gold and miss next turn

5 Gain one treasure and miss next turn

6 Gain one treasure


FINAL NOTES


"Avast ye scurvey mates, prepare to be boarded!"

Be sure to play in character.


DOWNLOADS


Map & Word Version: Click Here

PANTHEONS

INTRODUCTION


Card game for 2 players.

Each player is a Greater God trying to build up his pantheon.


VICTORY


Be the first player to have 7 or more Gods in play on your side.

THE DECK


Players share a common deck.

TOKENS


Tokens are used to keep tract of Worshipers.

CARD TYPES


There are 7 types of cards:

Gods


Armies

Heroes


Priests

Monsters


Miracles

Temples

SETUP


Each player starts with 12 Worshiper tokens.

Each player starts with a hand of 5 cards.

Players roll high on 1D6 to determine who goes first.

The other player gets an extra 6 Worshippers.


TURN SEQUENCE


Players take turns.

Each turn has 9 phases:

Faith Phase

Worshiper Phase

Miracle Phase

Fate Phase

Destiny Phase

War Phase

Hero Phase

Monster Phase

Priest Phase

FAITH PHASE


Gain 1 Faith point for every Worshiper you control.

Gain 2 Faith points for every Priest you control.

Gain 3 Faith points for every Temple you control.

Faith points are not saved from turn to turn.

Unused Faith points are lost at the end of the turn.

WORSHIPER PHASE


Gain 1D6 Worshiper Tokens.

MIRACLE PHASE


You may play up to one miracle card for every God card or Priest card you have in play.

A miracle also costs 3 Faith points to play.


FATE PHASE


Draw 2 cards.

Pay 7 Faith points to draw an additional card.

Maximum hand size = 7 cards. Discard excess cards.

If the deck ever runs out, shuffle the discard and draw from it.


DESTINY PHASE


Play Unit cards:

Armies cost 3 Faith Points and discard 1 Worshiper token.

Heroes, Priests, Monsters, and Temples cost 5 Faith Points.

Gods cost 10 Faith Points.

Cards are placed face up on the table.

Unit cards remain in play until destroyed.


WAR PHASE


Each of your Armies can make one attack.

For each army pick a target and roll 1D6.

Attack with one army at a time.

Enemy armies must be targeted before other units.

On a roll of 6+ a target army is destroyed.

On a roll of 6+ a target temple is destroyed.

On a roll of 3+ an enemy worshiper is controlled.

HERO PHASE


Each of your Heroes can make one attack.

For each hero pick a target and roll 1D6.

Attack with one hero at a time.

On a roll of 6+ a target hero is destroyed.

On a roll of 5+ a target monster is destroyed.

On a roll of 4+ a target priest is destroyed.


MONSTER PHASE


Each of your Monsters can make one attack.

For each monster pick a target and roll 1D6.

Attack with one monster at a time.

Enemy heroes and armies must be targeted before other units.

On a roll of 6+ a target hero is destroyed.

On a roll of 5+ a target army is destroyed.

On a roll of 4+ a target temple is destroyed.

On a roll of 2+ an enemy worshiper is destroyed.




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