Introduction to Warpspawn Games



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PHASERS

INTRODUCTION


Board & card game for 2 players.

Battle between two Star Trek Fleets.

Abstract skirmish level combat.

Each figure represents a single Ship (unit).


VICTORY


You win if you Destroy the opposing Dreadnaught.

THE MAP


Use an 8x8 chessboard.

THE SHIPS


Use chits or miniatures to represent Ships.

There are 4 types of Ships:

Scouts, Destroyers, Cruisers, Dreadnaughts.

SHIP TABLE


# Type Hits

2 Scout 1

3 Destroyer 2

2 Cruiser 3

1 Dreadnaught 4

# = Number of that type of Ship you start the game with.

Hits = Number of Hits that type of Ship has.

SETUP


Each player places one Ship on each square of his back rows.

Ships may not stack.


THE CARDS


Players share a common deck.

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Orders Phase

Maneuver Phase

Fire Phase

ORDERS PHASE


Draw 3 cards.

Max hand size = 5 cards.

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

Discard excess cards.


MANEUVER PHASE


Play (discard) a Move card to move one of your Ships.

The move card has a number.

This is the number of spaces the Ship moves.

Moves can be diagonal or orthogonal.

“Knight” type move cards allow a Ship to move like a knight in chess.

Instead of moving just one Ship in any direction, you have the

option of moving one or more Ships forward the indicated number of

spaces using a single move card.

Scout ships can be moved twice per turn.

FIRE PHASE


Play (discard) an Attack card to have a Ship attack.

The attack card has a number.

This is the range of the attack.

Attacks can be diagonal or orthogonal.

“Knight” type attack cards produce an attack with a range like a knight in chess.

The enemy Ship that is the target of the attack takes damage equal to the

Damage value of the card.

Use Chits or coins to record damage.

A ship reduced to 0 Hits is destroyed and removed from the board.

Your opponent may play (discard) Defense cards to negate your attack.

Shield cards reduce the amount of damage done by the attack.

Shield cards automatically negate Transporter Mines & Boarding Parties.

Cruisers & Dreadnaughts can attack twice per turn.

CARD LIST NOTATION


M = Movement

A = Attack

D = Defense

X = Special

K = as a Knight would move in Chess

Type = Purpose of card

Dam = Damage (inflicted or prevented)

# = Number of that card in the Deck.


CARD LIST


Card Name: # Range Dam Type Notes

Defensive Phasers 3 1-2 1 A

Phasers 3 3 1 A

Offensive Phasers 3 4 1 A

Transporter Mines 2 1 2 A

Special Attack 3 1 4 A

Drone Missiles 2 5 3 A

Boarding Party 2 1 5 A

Security 2 - - D Negate Boarding Party

Wild Weasel 2 - - D Negate Drone Attack

Shields 3 - 1 D

Directed Shields 3 - 2 D

Full Power Shields 3 - 3 D

Special Defense 3 - - D Negate Attack

Warp 1 3 1 - M

Warp 2 3 2 - M

Warp 3 2 3 - M

Warp 4 2 4 - M

Warp 5 2 5 - M

Warp 6 2 6 - M

Warp 7 2 7 - M

Worm Hole 2 K - M

Sensors 4 - - X Look at opponents hand

Tactics 3 - - X Discard to draw 3 cards


SPECIAL DEFENSE CARD


Defensive card that negates any one Attack.

For the Romulans this represents their Cloaking Device.

For the Klingons this represents the increased Speed & Agility of their Ships.

For the Federation this represents their advanced Shields & Sensors.


SPECIAL ATTACK CARD


Attack card that causes 4 damage at a range of 1 space.

For the Romulans this represents their Plasma Torpedoes.

For the Klingons this represents their Disruptor Banks.

For the Federation this represents their Photon Torpedoes.


CARD SET BY ZAK


Here is the URLs for the Phaser cards

http://digilander.iol.it/warpspawn2/phasers/phasers1.zip

http://digilander.iol.it/warpspawn2/phasers/phasers2.zip

http://digilander.iol.it/warpspawn2/phasers/phasers3.zip

http://digilander.iol.it/warpspawn2/phasers/phasers4.zip

http://digilander.iol.it/warpspawn2/phasers/phasers5.zip

I'm working on a complete thoth module with board & counters.

PIZZA PIE MAKER

INTRODUCTION


Children’s card game.

2-4 players.


WINNING


The game ends when a player goes to draw a card and there are none left.

The player with the most points in their oven at the end of the game wins.


SETUP


Players are dealt 8 cards each.

The youngest player goes first.


TURN SEQUENCE


Eac turn is divided into 4 phases:

Market Phase

Order Phase

Sale Phase

Overhead Phase

MARKET PHASE


The current player draws one card and puts it in his or her hand.

ORDER PHASE


The current player may make a ‘pie’.

A pie is a combo of three or more cards that must include:

1 crust card, 1 sauce card, 1 cheese card, and 0 or more topping cards.

Place the pie into the ‘oven’ (your scoring pile).


SALE PHASE


Earn points for your pie if you made one this turn:

A basic pie of 1 crust card, 1 sauce card, 1 cheese card is worth 3 points.

Each additional topping is worth 1 point. You may not duplicate toppings.

Special Scoring Pies:

Everything Pizza: Basic pie + 6 different toppings is worth 12 points.

Meatsa Pizza: Basic pie + 1 pepperoni + 1 sausage + 1 meatball card is worth 8 points.

Veggie Pizza: Basic pie + 4 different veggie toppings is worth 10 points.

White Pizza: Substitute garlic for sauce.

Double Ingredient: once per game you may duplicate any topping or cheese or sauce.

Note: Some cards score extra points.




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