Difference between revisions of "Wargame Skirmish"

From Dvorak - A Blank-Card Game
Jump to navigationJump to search
 
(37 intermediate revisions by the same user not shown)
Line 4: Line 4:
| date =2010
| date =2010
| players = 2+
| players = 2+
| status =open to additional content
| status =Playable
| locked = true
| locked = true
}}
}}


You'll need several copies of the following cards, especially the orders plus a coin to flip.  
Using these cards, a coin and a ruler, carry out a tabletop skirmish.


==Special Rules==
==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).
To play Missions (rather than last man standing) one or more players may include a V.I.P. and/or an ENGINEER in their team but no more than one of each type (hence their free cost).
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.
The point cost of each Model is found in the top right-hand corner - Agree on a point total for a battle and choose your Models, then for each Model on the tabletop ensure a copy of that Model is in the Activation pile.  
(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).
Activation cards are kept face down and are shuffled for random activation unless you still have your Commander (Only one Commander is allowed per army as with the other 0 cost Models) in which case you may order the cards to your preference but once the turn has begun, the cards 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.  


To play Missions (rather than last man standing) one or more player may include either a V.I.P. or an ENGINEER.
Order card(s) are placed face down under/beside each Model at the start of each turn which will determine how the Models may act.
 
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 to the next player or revealing a second order for the same model and then passing initiative to the next player.


==Card List==
==Card List==
Line 27: Line 28:
|title=RALLY
|title=RALLY
|type=Order
|type=Order
|text=Removes Suppression marker.
|text=Removes Suppressed status.
Model may now use other orders.
Model may now use other orders.
|bgcolor=660000
|bgcolor=F90
}}
}}


Line 35: Line 36:
|title=MOVE
|title=MOVE
|type=Order
|type=Order
|text=Flip (flip a coin): win = move up to 30cm, lose= move up to 15cm
|text=Model may move up to 20cm OR
|bgcolor=660000
Flip - Win: 40cm, Lose: 10cm
|bgcolor=F90
}}
}}


Line 44: Line 46:
|text=Line of sight requied (LOS). No range limit.  
|text=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).
Choose the nearest enemy model in LOS and Flip: win = kill, lose = Suppressed(the Model gains a Suppression marker).  
Discard two Fire orders to target anything other than the closest target within fire arc.
Discard two Fire orders to target anything other than the closest target within fire arc.
|bgcolor=660000
|bgcolor=F90
}}
}}


Line 53: Line 55:
|type=Order
|type=Order
|text=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.
|text=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.
|bgcolor=660000
|bgcolor=F90
}}
}}


Line 60: Line 62:
|type=Order
|type=Order
|text=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.
|text=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.
|bgcolor=660000
|bgcolor=F90
}}
}}


Line 72: Line 74:
{{card
{{card
|title=COMMANDER
|title=COMMANDER
|type=Rules & Activation Card
|type=Model & Rules / Activation Card
|text=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.
|text=Each soldier in LOS to Commander has 2 hidden orders placed face down at start of turn. If outside LOS then only 1 order is placed. Commander always has 2 orders. If not Pinned, a Commander may spend his Rally Order(s) to Rally friendly models in its LOS.  
|bgcolor=000066
|bgcolor=03F
|cornervalue=6
|cornervalue=0
}}
 
{{card
|title=V.I.P.
|type=Model & Rules / Activation Card
|text=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.
|cornervalue=0
|bgcolor=606
}}
}}


{{card
{{card
|title=VEHICLE
|title=ENGINEER
|type=Rules & Activation Card
|type=Model & Rules / Activation Card
|text=Vehicle always has 2 orders.
|text=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.  
For each single Fire order, Vehicle may select any target, near or far.
|cornervalue=0
90 degree fire arc instead of the usual 180 degrees.  
Ignore pin results.
Takes 2 kills to destroy.
|cornervalue=6
|bgcolor=000066
|bgcolor=000066
}}
}}
Line 92: Line 98:
{{card
{{card
|title=POWER-ARMOURED
|title=POWER-ARMOURED
|type=Rules & Activation Card
|type=Model & Rules / Activation Card
|text=Ignore pin results.
|text=Cannot be Suppressed.
|cornervalue=4
|cornervalue=4
|bgcolor=000066
|bgcolor=03F
}}
}}


{{card
{{card
|title=HEAVY WEAPON
|title=HEAVY WEAPON
|type=Rules & Activation Card
|type=Model & Rules / Activation Card
|text=90 degree fire arc instead of the usual 180 degrees.  
|text=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.
Heavy Weapon has unlimited Sentry orders.
|bgcolor=000066
|bgcolor=03F
|cornervalue=3
}}
 
{{card
|title=FLAMETHROWER
|type=Model & Rules / Activation Card
|text=Discard two Fire orders: lay out enough Flame cards to cover 30cm in a straight line, any Models partially covered are killed. Power-Armoured are unaffected by Flame.
May optionally use conventional Fire Orders with side-arm pistol (range 30cm).  
|bgcolor=03F
|cornervalue=3
|cornervalue=3
}}
}}
Line 109: Line 124:
{{card
{{card
|title=CLOSE ASSAULT
|title=CLOSE ASSAULT
|type=Rules & Activation Card
|type=Model & Rules / Activation Card
|text=Can only ever have one Fire order given, and never a Sentry order. Has a 30cm range limit for Firing purposes.
|text=Any enemy Model(s) in the path of this Models movement is killed unless it is Power-Armoured.
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).
 
|bgcolor=000066
 
Can only ever have one Fire order given, and never a Sentry order. Has a 30cm range limit for Firing purposes.
|bgcolor=03F
|cornervalue=2
|cornervalue=2
}}
}}
Line 118: Line 135:
{{card
{{card
|title=SNIPER
|title=SNIPER
|type=Rules & Activation Card
|type=Model & Rules / Activation Card
|text=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.
|text=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.
|bgcolor=000066
|bgcolor=03F
|cornervalue=2
|cornervalue=2
}}
}}
Line 126: Line 143:
{{card
{{card
|title=ANTI-MATTER GUN
|title=ANTI-MATTER GUN
|type=Rules & Activation Card
|type=Model & Rules / Activation Card
|text=Fire orders for this model are: Flip: Win: Destroy target completely, Lose: no effect.  
|text=Fire orders for this model are: Flip: Win: Destroy target Model or target Terrain Card, Lose: no effect.  
Cannot be given Suppressive Fire Order.
 
|cornervalue=2
 
|bgcolor=000066
Cannot be given Sentry order.
|cornervalue=1
|bgcolor=03F
}}
}}


{{card
{{card
|title=V.I.P.
|title=PARATROOPER
|type=Rules & Activation Card
|type=Model & Rules / Activation Card
|text=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.
|text=This Model starts off-table until it's Activation Card is turned over, when it is, place the Model on any selected point, then Flip - Win: Model stays at chosen spot, Lose: an opponent places Model anywhere within 30cm of the chosen point. This Model will not have orders until the turn following its landing.
|cornervalue=1
|cornervalue=1
|bgcolor=03F
|bgcolor=03F
Line 142: Line 161:


{{card
{{card
|title=ENGINEER
|title=LINE TROOPER
|type=Rules & Activation Card
|type=Model & Rules / Activation Card
|text=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.
|text=
|cornervalue=1
|cornervalue=1
|bgcolor=03F
}}
{{card
|title=GREEN TROOPER
|type=Model & Rules / Activation Card
|text=Can only ever have one order and only if commander is in LOS.
If this model becomes Suppressed, remove it from the game instead.
|cornervalue=0.5
|bgcolor=03F
|bgcolor=03F
}}
}}
Line 153: Line 183:
|type=Location
|type=Location
|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=096
}}
}}


Line 160: Line 190:
|type=Location
|type=Location
|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=096
}}
}}


Line 171: Line 201:
Smoke is removed when players place new hidden orders.  
Smoke is removed when players place new hidden orders.  
|bgcolor=666
|bgcolor=666
}}
{{card
|title=SMOKE
|type=Hazard
|text=Blocks LOS
Smoke is removed when players place new hidden orders.
|bgcolor=666
}}
{{card
|title=FIRE
|type=Hazard
|text=Blocks LOS
Only Power-Armoured may move through this.
Fire is removed when players place new hidden orders.
|bgcolor=E50000
}}
}}


Line 177: Line 226:
|type=Hazard
|type=Hazard
|text=Blocks LOS  
|text=Blocks LOS  
Only Power-Armoured and Vehicles may move through this.
Only Power-Armoured may move through this.
Fire is removed when players place new hidden orders.  
Fire is removed when players place new hidden orders.  
|bgcolor=E50000
|bgcolor=E50000
Line 186: Line 235:
|type=Terrain
|type=Terrain
|text=Blocks LOS  
|text=Blocks LOS  
Targets partially behind and touching this that are killed flip.
Targets partially behind and touching this that are killed,
Win: Pinned instead of killed. Lose: Killed.  
Flip:
Win: Suppressed instead of killed. Lose: Killed.  
|bgcolor=080
|bgcolor=080
}}
}}


The following is for editing purposes:
{{card
 
|title=COVER
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.
|type=Terrain
 
|text=Blocks LOS  
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.
Targets partially behind and touching this that are killed,
 
Flip:  
Rules
Win: Suppressed instead of killed. Lose: Killed.  
Clarification
|bgcolor=080
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.

Latest revision as of 01:44, 4 July 2011

Wargame Skirmish
Designer Coprolite Golem
Date 2010
Players 2+
This is a playable deck - it's finished, tested and ready to play.
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.)
Cards.gif Print this deck

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export

Padlock.gif
This deck is locked. Further cards should not be added - leave feedback on the talk page.

Using these cards, a coin and a ruler, carry out a tabletop skirmish.

Special Rules

To play Missions (rather than last man standing) one or more players may include a V.I.P. and/or an ENGINEER in their team but no more than one of each type (hence their free cost).

The point cost of each Model is found in the top right-hand corner - Agree on a point total for a battle and choose your Models, then for each Model on the tabletop ensure a copy of that Model is in the Activation pile.

Activation cards are kept face down and are shuffled for random activation unless you still have your Commander (Only one Commander is allowed per army as with the other 0 cost Models) in which case you may order the cards to your preference but once the turn has begun, the cards 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.

Order card(s) are placed face down under/beside each Model at the start of each turn which will determine how the Models may act.

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 to the next player or revealing a second order for the same model and then passing initiative to the next player.

Card List

RALLY
Order
Removes Suppressed status. Model may now use other orders.
MOVE
Order
Model may move up to 20cm OR Flip - Win: 40cm, Lose: 10cm
FIRE
Order
Line of sight requied (LOS). No range limit.

Choose the nearest enemy model in LOS and Flip: win = kill, lose = Suppressed(the Model gains a Suppression marker).

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.
0
COMMANDER
Model & Rules / Activation Card
Each soldier in LOS to Commander has 2 hidden orders placed face down at start of turn. If outside LOS then only 1 order is placed. Commander always has 2 orders. If not Pinned, a Commander may spend his Rally Order(s) to Rally friendly models in its LOS.
0
V.I.P.
Model & 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.
0
ENGINEER
Model & 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.
4
POWER-ARMOURED
Model & Rules / Activation Card
Cannot be Suppressed.
3
HEAVY WEAPON
Model & Rules / Activation Card
90 degree fire arc instead of the usual 180 degrees. Heavy Weapon has unlimited Sentry orders.
3
FLAMETHROWER
Model & Rules / Activation Card
Discard two Fire orders: lay out enough Flame cards to cover 30cm in a straight line, any Models partially covered are killed. Power-Armoured are unaffected by Flame. May optionally use conventional Fire Orders with side-arm pistol (range 30cm).
2
CLOSE ASSAULT
Model & Rules / Activation Card
Any enemy Model(s) in the path of this Models movement is killed unless it is Power-Armoured.


Can only ever have one Fire order given, and never a Sentry order. Has a 30cm range limit for Firing purposes.
2
SNIPER
Model & 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.
1
ANTI-MATTER GUN
Model & Rules / Activation Card
Fire orders for this model are: Flip: Win: Destroy target Model or target Terrain Card, Lose: no effect.


Cannot be given Sentry order.
1
PARATROOPER
Model & Rules / Activation Card
This Model starts off-table until it's Activation Card is turned over, when it is, place the Model on any selected point, then Flip - Win: Model stays at chosen spot, Lose: an opponent places Model anywhere within 30cm of the chosen point. This Model will not have orders until the turn following its landing.
1
LINE TROOPER
Model & Rules / Activation Card
0.5
GREEN TROOPER
Model & Rules / Activation Card
Can only ever have one order and only if commander is in LOS.


If this model becomes Suppressed, remove it from the game instead.
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 may move through this.

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

Only Power-Armoured 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: Suppressed instead of killed. Lose: Killed.
COVER
Terrain
Blocks LOS

Targets partially behind and touching this that are killed, Flip:

Win: Suppressed instead of killed. Lose: Killed.