Introduction to Warpspawn Games



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TURN SEQUENCE


Players take turns.

Each turn has 5 phases:

Recruit Phase

Magic Phase

Move Phase

Battle Phase

End Phase

RECRUIT PHASE


Keep your Chits in a separate pile.

Draw 1 Unit Chit from your unit pile per Home space you control.

Put the unit into play on or adjacent to the Home space.

ADJACENCY RULE


Units or spaces must share a common border to be adjacent.

Diagonal spaces and units are not adjacent.


STACKING RULE


You may stack up to 3 of your units in a single space.

Discard excess units. The stacking limit must be strictly enforced.


MAGIC PHASE


If you control any Shamans, draw 2 Spell cards.

Max hand size is 5 cards. Discard excess cards.


MOVE PHASE


Each unit has a number of Move Points (MP).

Different Terrain types have different Move costs to enter.

Wet Units pay 1/2 MP to enter Wet spaces

Dry Units pay 1/2 MP to enter Dry spaces.

Water Units pay 1/2 MP to enter Water spaces.

Tree Units pay 1/2 MP to enter Tree spaces

You cannot enter or move through a space containing enemy units.

Units with Jump can move over intervening stacks.

Units moving into Treacherous territory must end their move.

BATTLE PHASE


You may attack adjacent enemy stacks with your own stacks.

Resolve conflict between two opposing stacks, one at a time.

A turn may have multiple battles between multiple stacks.

Battles are fought in Rounds.

During each round, each unit in turn in both opposing stacks gets to attack once.

Start with the Active player (Player whose turn it is)

Pick which of your units is attacking and Roll 1D6.

If the roll is equal to or less than the attacking units Force, one Hit is inflicted.

If there is a Hit, the defender decides which of his units is hit.

Any unit reduced to zero hits is discarded.

The other player then attacks and so on.

This repeats until one side is completely eliminated.

A Shaman instead of attacking may cast a Spell.

A Wet, Dry, Tree, or Water unit attacking into or out of the appropriate

terrain type has its Force increased by one.

POISON


A unit hit by a poison unit must roll 1D6. On a roll of 1-2 the unit is killed.

SHELL


If a Shell unit is hit, roll 1D6. On a roll of 1-2 the hit is ignored.

END PHASE


Remove Summoned and Mesmerized Units from play.

MAGIC SPELL DECK


Spell: # Notes:

Summon Kin 2 Draw a Unit Chit. It joins the Battle

Noxious Vapor 4 All enemy units get Force –1 this Battle

Mist 4 End Battle Immediately

Stuck in the Mud 4 Target Unit cannot attack this Battle

Poison Gland 4 Target Unit gets Poison Ability

Thick Skinned 4 Target Unit gets Shell Ability

Desiccate 4 Force 2 Attack vs all Enemy units this round

Hot Blooded 4 All your units get Force +1 this Battle

Regenerate 4 Put Unit just destroyed in Battle back into play

Mesmerize 2 Take control of target Non-Leader Unit

# = copies of this card in the deck.


TILE & CHIT SETS


Really cute stuff by jiminybollocks

Check it out: Click Here


COMMENTARY


By Jiminy Bollocks...

I use damage counters to mark which units have suffered hits, and I find that after

the battle phase is over it is best to remove all damage counters. This speeds up the

game and stops the playing area from getting cluttered.

If a leader is killed I just allow him to be recruited again as a unit, since there

is no rule stating otherwise.

If all units on one side in a battle are affected by a Stuck in the Mud spell, I play

that the affected side automatically loses, so as to speed up the game, because the

result is inevitable due to the lack of any dispelling spells.

When I play, the summon kin and mesmerize spells allow a stack to break the usual

stack limit. Since the affected units are discarded at the end phase, this doesn't

upset the game too much.


TO BOLDLY GO

INTRODUCTION


Card Game for 2+ players.

Star Trek theme.


DISCLAIMER


Star Trek is a licensed, copyrighted, trademarked property.

This is merely a fan site.


GAME ENDING


The game ends when all Dilemmas have been solved.

VICTORY


The player with the most Victory Points (from solved Dilemmas in

his Captains Log) is the winner.


THE DECKS


There are two decks, the Crew Deck, and the Dilemma Deck.

THE THREE ATTRIBUTES


Cards will usually have scores in one or more of the following

three attributes: Tactics, Science, and Negotiation.

Tactics represents skills & situations involving combat, firepower,

strength, strategy, mobility, security, and surprise.

Science represents skills & situations involving logic, physics,

engineering, medicine, chemistry and scientific methods.

Negotiation represents skills & situations involving diplomacy,

communication, charisma, empathy, and humanity.


CREW DECK CARDS


Crew cards represent crew-members, actions, and equipment.

They are used to solve dilemmas.


DILEMMA CARDS


Each dilemma card represents one episode from the first season.

Each card lists the levels in each of the three attributes needed to solve the dilemma.

Each card has a VP value used to determine the winner at the end of the game.

SETUP


Most knowledgeable Trekker goes first.

TURN SEQUENCE


Players take turns. Each turn has 3 phases:

Exploration Phase

Draw Phase

Mission Phase




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