Difference between revisions of "Wargame Skirmish"

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|text=The player who doesn't control an ENGINEER places this location. The player controlling the ENGINEER may choose their territory/edge.
|text=The player who doesn't control an ENGINEER places this location. The player controlling the ENGINEER may choose their territory/edge.
|bgcolor=FD1
|bgcolor=FD1
}}
{{card
|title=SMOKE
|type=Hazard
|text=Blocks LOS
Smoke is removed when players place new hidden orders.
|bgcolor=666
}}
}}



Revision as of 01:24, 27 February 2011

Wargame Skirmish
Designer Coprolite Golem
Date 2010
Players 2+
This deck has not been categorised.
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
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This deck is locked. Further cards should not be added - leave feedback on the talk page.

You'll need several copies of the following cards, especially the orders plus a coin to flip.

Special Rules

Cards – Orders (1 or 2 are placed face down under/beside each Model (Card) at the start of each turn which will enable the Models to act). RALLY, MOVE, FIRE, SENTRY, GRENADE).

Cards - Rules & Activation (Each player has a set of these shuffled in a face down pile to then activate the Models by flipping over the top card alternately between players until no more cards are left, then start a new turn, determine initiative by ro-sham-bo unless only one player has a commander left, then they activate a model first). Variations can include more than one of a certain type, then when a card is drawn for that type of Model, the owner can choose which to activate – the number of cards in play match the number of cards for activation. (COMMANDER, SNIPER, HEAVY WEAPON, CLOSE ASSAULT, POWER-ARMOURED, GRENADIER, VEHICLE).

Cards – Models (the cards used to represent the figures – line of sight, visibility arc and forward facing is taken from the top edge of the card): (COMMANDER, SNIPER, HEAVY WEAPON, CLOSE ASSAULT, POWER-ARMOURED, GRENADIER, VEHICLE).

To play Missions (rather than last man standing) one or more player may include either a V.I.P. or an ENGINEER.

Card List

RALLY
Order
Removes Suppression marker. Model may now use other orders.
MOVE
Order
Flip (flip a coin): win = move up to 30cm, lose= move up to 15cm
FIRE
Order
Line of sight requied (LOS). No range limit.

Flip: win = kill, lose = pin (Model gains a pin marker which renders the Model unable to activate anything other than a Rally order).

Discard two Fire orders to target anything other than the closest target within fire arc.
SENTRY
Order
Line of sight required (LOS). The only order revealed outside your activation and only as opponent moves/turns within fire arc. No range limit. Flip: win = target is Suppressed and is halted anywhere along its movement that the firer desires that is within its LOS), lose = no effect, target may continue to move/turn.
GRENADE
Order
Choose a type (Frag or Smoke) then Flip: win = Both types have range of up to 15cm, place 2 joined Smoke cards or Suppress any partially under 1 card area for Frag. lose= no effect. Line of Sight not required.
SUPPRESSED
Status
This Model may only activate a Rally Order.
6
COMMANDER
Rules & Activation Card
Each soldier in LOS to Commander has 2 orders placed face down at start of turn. If outside LOS then only 1 order is placed. Commander always has 2 orders.
6
VEHICLE
Rules & Activation Card
Vehicle always has 2 orders.

For each single Fire order, Vehicle may select any target, near or far. 90 degree fire arc instead of the usual 180 degrees. Ignore pin results.

Takes 2 kills to destroy.
4
POWER-ARMOURED
Rules & Activation Card
Ignore pin results.
3
HEAVY WEAPON
Rules & Activation Card
90 degree fire arc instead of the usual 180 degrees. Heavy Weapon has unlimited Sentry orders so is ideal for holding the line against multiple assailants.
2
CLOSE ASSAULT
Rules & Activation Card
Can only ever have one Fire order given, and never a Sentry order. Has a 30cm range limit for Firing purposes. When given a Move order – flip: win = move up to 60cm (or 30cm ignoring terrain if jetpack equiped), lose = move up to 30cm. Any enemy Model(s) in the path of movement is killed unless it is a vehicle (no effect).
2
SNIPER
Rules & Activation Card
For each single Fire order, Sniper may select any target, near or far. Other soldiers must discard two Fire orders to target anything other than the closest target in their fire arc.
2
ANTI-MATTER GUN
Rules & Activation Card
Fire orders for this model are: Flip: Win: Destroy target completely, Lose: no effect. Cannot be given Suppressive Fire Order.
1
V.I.P.
Rules & Activation Card
This Model cannot be replaced - if it is killed you lose the game - to win the game you must get this V.I.P beyond an opponent’s territory/edge.
1
ENGINEER
Rules & Activation Card
If this Model is killed you may replace it with a Model in contact to simulate picking up the explosives needed to complete the mission. The ENGINEER will destroy a satellite/ammunition dump/ etc. on a successful flip in exchange for any Order when in contact with the location card.
SATELLITE
Location
The player who doesn't control an ENGINEER places this location. The player controlling the ENGINEER may choose their territory/edge.
AMMUNITION DUMP
Location
The player who doesn't control an ENGINEER places this location. The player controlling the ENGINEER may choose their territory/edge.
SMOKE
Hazard
Blocks LOS


Smoke is removed when players place new hidden orders.
SMOKE
Hazard
Blocks LOS


Smoke is removed when players place new hidden orders.
FIRE
Hazard
Blocks LOS

Only Power-Armoured and Vehicles may move through this.

Fire is removed when players place new hidden orders.
COVER
Terrain
Blocks LOS

Targets partially behind and touching this that are killed flip.

Win: Pinned instead of killed. Lose: Killed.

The following is for editing purposes:

The point cost of each Model is found in the top right-hand corner - Agree on a point total for a battle and ensure that for each Model there is a corresponding Activation card.

Activation cards are kept face down and are shuffled for random activation unless you have a Commander, in which case you may order them to your preference but once the turn has begun, they may not be rearranged. If you flip over the top card of the Activation deck and no Model can be matched, this does not forfeit your initiative, instead flip your next card over until you do find a match. When both players have depleted their Activation decks, the current turn is over and a new turn begins by re-allocating orders and readying the Activation decks.

Rules Clarification A Model may pass without using and revealing it's second order. Each time a Model reveals an order it must be carried out fully before either passing initiative or revealing a second order for the same model.

If not Pinned, a Commander may spend his Rally Order(s) to Rally friendly models in its LOS.

Speed for Heavy Weapon and the following new Models is 15cm max per order.

Flamethrower Fire order cannot fail but requires discarding two Fire orders to lay out enough Flame cards to cover 30cm in a straight line, any Models partially covered are killed. Vehicles and Power-Armoured are unaffected by Flame. May optionally use conventional Fire Orders with side-arm pistol (range 30cm).

Flame Hazard Removed as with smoke. Models cannot enter Flame unless they are Vehicles or Power-Armoured


Move Order 20cm OR Flip - Win: 40cm, Lose: 10cm Use two Move Orders at once to Teleport/Warp to any selected point, then Flip - Win: Model stays at chosen spot, Lose: an opponent places Model anywhere within 30cm of the chosen point.