Introduction to Warpspawn Games



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US CARDLIST


Card Name Type Force

Sandbags F 1

Wired Perimeter F 2

Claymore Mines F 3

Dug-In F 4

Bunkers F 5

Rifle Company D 1

Mortars D 2

M60 Machineguns D 3

Bravo Battery D 4

Beehive Rounds D 5

Skyhawk Ground Support A 1

Huey Cobra Gunships A 2

B52 Cluster Bombs A 3

Phantom Napalm Strike A 4

AC-47 Gunship A 5

Resupply S 1

VC CARDLIST


Card Name Type Force

Diversionary Attack I 1

Swarm Attack I 2

Massed VC Attack I 3

NVA Mainforce Unit I 4

Revolutionary Army I 5

50 Calibre Machineguns S 1

Rocket Propelled Grenades S 2

Mortar Fire S 3

Recoilless Guns S 4

Soviet 130mm Field Guns S 5

Perimeter Gaps T 1

Concealment T 2

Tunnel Complexes T 3

Night Attack T 4

Detailed Plan T 5

Test US Willpower M 1

ASIMOV'S FOUNDATION AND EMPIRE

WAR GAME


By C Gerard Luft

(4 PLAYER AND 1 PLAYER RULES)

FOUNDATION AND EMPIRE

BASED OFF OF THE FOUNDATION GAME (1973)

A WAR GAME SET IN THE 123RD CENTURY OF THE GALACTIC EMPIRE

(3RD CENTURY OF THE FOUNDATION ERA)


SET UP


This is a four player war game (solo game version is given below) set

during Asimov's Foundation and Empire Novel. Each player controls a quadrant

of the Milky Way Galaxy:

(Listed from Terminus, going Spinward) THE FOUNDATION, THE IMPERIUM, THE

UNION OF WORLDS (THE MULE) and TAZENDA.

You will need an 8x6 game board with 24 major systems located equally the

four quadrants. You can print or copy and paste the provided game board

(which is overlaid over an image of the Milky Way Galaxy) at:



Download

You will also need 12 counters representing the three fleets of each

quadrant.

Each player must place the one of each of his three fleets on a major

system in his quadrant. Each of these systems is then occupied.

THE TURN


1. ISSUE ORDERS: Movement and orders are simultaneous. So each player will

need to write his orders at the beginning of the turn and then reveal them

together with the other players.

2. MOVEMENT: Fleets only move 1 sector a turn. You must choose which fleets

move and which fleets support. Due to Hyperspace, Fleets Supporting moving

fleets need not be adjacent to those moving fleets (as opposed to the rule

regarding fleets in the process of occupying a major system; see#3 and #4

below). The number of supporting fleets determine a moving fleet's POWER

during that turn:

# MOVING FLEETS # SUPPORTING FLEETS MOVING FLEETS' POWER

1 2 3

2 1 2

3 0 1


Only 1 fleet may occupy one sector. If a fleet wishes to move into a sector

with an opposing fleet in it, then it may attack it. If the POWER of both

fleets is equal, then it is a stand off, and the attacking fleet may not

occupy that sector. If one fleet's POWER is greater than the other, then the

loosing fleet must retreat to an open sector. If all sectors around it are

occupied, then that fleet is destroyed (removed from the game).

3. OCCUPYING SECTORS WITH MAJOR SYSTEMS: If a system is not occupied a

fleet may enter that sector. If it remains in that sector for 4 consecutive

turns, it is effectively occupied by that force. That fleet must remain

there to keep it occupied, but on that fourth turn, the player gains an extra

fleet, which may be placed in any of the adjacent (orthogonally or

diagonally) sectors which do not have a fleet in them. Both fleets are then

freed up to proceed in conquering new systems. While that system is still

occupied, if there is no fleet there to defend it, then an opposing fleet can

enter it an occupy it for four consecutive turns, thus taking that system

away from the original holder (If that happens, the extra fleet that the

system produced is immediately disbanded (removed from the game).

4. CONQUERING SECTORS WITH MAJOR SYSTEMS: If a system is occupied by an

enemy fleet then a fleet may combat it by moving to an open sector adjacent

to it. If the two fleets' POWER is equal it is then a stand off. If one

fleet's POWER is greater than the other, then the other fleet must retreat to

an open adjacent sector. If no sectors around it are open then that fleet is

destroyed (removed from the game). If the defender is retreated, then the

attacker is moved into that sector. The occupying rule (four turns rule)

from #3 applies for the newly occupying fleet.

" ATTACKING FLEET'S POWER: as per the table in #2

" DEFENDING FLEET'S POWER: The Defending Fleet's power is 1 +1 for each of

adjacent sector (orthogonally or diagonally) occupied by one of its own

fleets.

WINNING


When one player occupies 13 Sectors with major systems, then that player

is the winner.


FOUNDATION AND EMPIRE

SOLO GAME VERSION


You are the FOUNDATION, and may set up your three fleets as mentioned

above.


Your goal is to occupy 13 Sectors with major systems.

The opponent is the IMPERIUM. The Galactic Empire occupies the other

three quadrants, and starts with 9 fleets. To position the fleets, shuffle

the nine fleet counters with 27 blank counters. Beginning at the top left of

the game board, and moving across (as if reading a paragraph) place a

counter, upside down, on each of the sectors of the 3 quadrants of the

IMPERIUM. Position your fleets, and then turn the counters over to see where

the enemy fleets are.

The IMPERIUM will keep all fleets in a major system for four turns,

before moving that fleet and its new fleet.

IMPERIUM'S ACTION TABLE (Roll for every three fleets that are not in the

process of occupying a system)

ROLL 1d6 # Fleets Moving # Fleets Supporting Moving Fleet's Action

1-2 1 2 Move towards nearest FOUNDATION occupied system

3-4 2 1 Move to nearest IMPERIUM occupied system to support that fleet

5-6 3 0 Move towards nearest unoccupied systems




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