Difference between revisions of "Battlefield Skirmish"

From Dvorak - A Blank-Card Game
Jump to navigationJump to search
 
(22 intermediate revisions by the same user not shown)
Line 9: Line 9:


==What does this deck do?==
==What does this deck do?==
This deck is an attempt to work with miniatures. For each miniature, print out a Fire and Move card so that the dimensions of the card form a square, this is done so that the orientation of the card is a mystery when the tiles are placed face down under the miniature. The side to the front of the miniature is the selected action. One tile is for Move (all revealed simultaneously and conducted simultaneously before the Fire tiles are revealed), the other tile is for Fire (Revealed '''in order''' of the Priority level - as printed on the card).
This deck is an attempt to work with miniatures (of course you could just use cards representing the models with the top of the card acting as the front of the model for action selection purposes - on the cards below). For each miniature, print out a Fire and Move card so that the dimensions of the card form a square, this is done so that the orientation of the card is a mystery when the tiles are placed face down under the miniature. The side to the front of the miniature is the selected action. One tile is for Move - this stays with the model until the end of the turn because of hit bonuses/penalties (all revealed simultaneously and conducted simultaneously before '''any''' Fire tiles are revealed), the other tile is for Fire (Revealed '''in order''' of the Priority level - as printed on the card), when priority levels are the same, the firing is simultaneous. Once all Fire tiles have been removed (thru being used once or when a model is killed) Melee occurs.
1D6 is used in all instances. 1 target per model is used in all instances (yes grenade too). Line of sight is required in all instances. There is no range limit except in the case of the Melee model. An increment range is adaptable to suit the model sizes, a suggested size for 28mm is 15cm or 6 inches per increment.


==Special Rules==
==Clarification==
Miniature types and their bonus/limitations. The first is the number required on 1D6 (as with Fire) to kill the target model in contact (1 target max as with Fire action). Keep rolling until one or both die; rolling for melee is simultaneous.
1D6 is used in all instances. 1 target per model is used in all instances (yes '''grenade''' too - and this '''has a range of 2 increments'''). Line of sight is required in all instances. There is no range limit except in the case of the Melee model and when using a grenade. A hit will kill a model (removed from play) unless it is an Armored model which has a saving throw of 4+ which will cancel the hit if successful. Partially obscuring cover grants a -1 to hit the target. An increment range is adaptable to suit the model sizes, a suggested size for 28mm is 15cm or 6 inches per increment. A model's facing is '''unimportant''' for Move, Line of sight, Fire and melee. Model facing is used purely to mark the hidden tile selection.
Melee/Pistol  - 3+ Melee - 3 increment range to Fire.
Normal - 4+ Melee - no limitation.
Heavy - 5+ Melee - Move or Fire.
Armored - As above (depending on how the armored model is equipped) - Worth 2 models (your opponent can field two unarmored models for every one armored model you start with).


==Special Rules & Melee==
If you wish to play with assorted miniature types, their bonus and limitations in melee are listed here. The number listed after the model type is what is required when in Melee to hit a target model in base/card contact (1 target max as with Fire action). Keep rolling until one or both die; roll for melee simultaneously with both models involved. Note: Models still get to fire before Melee takes place even if a model has moved into contact with it.
'''Melee/Pistol Model'''  , 3+ Melee , 3 increment range limit to Fire.
'''Normal Model''' , 4+ Melee , no limitation.
'''Heavy/Special/Sniper Model''' , 5+ Melee , May re-roll Fire die once , limited to either Move OR Fire, never both in the same turn.
'''Armored Model''' , Melee roll as above and also gains the applicable limitation (depending on how the armored model is equipped) , Saving throw 4+ , Worth 2 models (your opponent can field two unarmored models for every one armored model you start with).
==What's on the cards?==
The N.E.S.W. are for the orientation of the card. North being the top of the card, East: the right side, South: the bottom, West: the left.
The N.E.S.W. are for the orientation of the card. North being the top of the card, East: the right side, South: the bottom, West: the left.
At the start of each turn, new combinations of the two tiles are placed face down under each model.
The front of the model designates which 2 selections have been made.
At the start of each turn, any combination of the two tiles are placed face down under each model.


It is recommended to have mission objectives, such as capture the flag to add interest to the games. 5 models a side is recommended.
It is recommended to have mission objectives, such as capture the flag to add interest to the games. 5 models a side is recommended and if you print out this list you will have enough for 10 models.


==Card List==
==Card List==
Line 57: Line 65:
|text=N - Auto, Priority 1, Hit 5+
|text=N - Auto, Priority 1, Hit 5+
E - Burst, Priority 2, Hit 4+
E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit Auto
W - Grenade, Priority 5, Hit Auto
Line 69: Line 78:
|text=N - 0 Increments, Shoot +1, To be Hit +1.
|text=N - 0 Increments, Shoot +1, To be Hit +1.
E - 1 Increment.
E - 1 Increment.
S - 2 Increments, Shoot Priority 4.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.
W - 3 Increments, Cannot Fire, To be Hit -1.
Line 81: Line 91:
|text=N - Auto, Priority 1, Hit 5+
|text=N - Auto, Priority 1, Hit 5+
E - Burst, Priority 2, Hit 4+
E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit Auto
W - Grenade, Priority 5, Hit Auto
Line 93: Line 104:
|text=N - 0 Increments, Shoot +1, To be Hit +1.
|text=N - 0 Increments, Shoot +1, To be Hit +1.
E - 1 Increment.
E - 1 Increment.
S - 2 Increments, Shoot Priority 4.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.
W - 3 Increments, Cannot Fire, To be Hit -1.
Line 105: Line 117:
|text=N - Auto, Priority 1, Hit 5+
|text=N - Auto, Priority 1, Hit 5+
E - Burst, Priority 2, Hit 4+
E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit Auto
W - Grenade, Priority 5, Hit Auto
Line 117: Line 130:
|text=N - 0 Increments, Shoot +1, To be Hit +1.
|text=N - 0 Increments, Shoot +1, To be Hit +1.
E - 1 Increment.
E - 1 Increment.
S - 2 Increments, Shoot Priority 4.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.
W - 3 Increments, Cannot Fire, To be Hit -1.
Line 129: Line 143:
|text=N - Auto, Priority 1, Hit 5+
|text=N - Auto, Priority 1, Hit 5+
E - Burst, Priority 2, Hit 4+
E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit Auto
W - Grenade, Priority 5, Hit Auto
Line 141: Line 156:
|text=N - 0 Increments, Shoot +1, To be Hit +1.
|text=N - 0 Increments, Shoot +1, To be Hit +1.
E - 1 Increment.
E - 1 Increment.
S - 2 Increments, Shoot Priority 4.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.
W - 3 Increments, Cannot Fire, To be Hit -1.
Line 153: Line 169:
|text=N - Auto, Priority 1, Hit 5+
|text=N - Auto, Priority 1, Hit 5+
E - Burst, Priority 2, Hit 4+
E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit Auto
W - Grenade, Priority 5, Hit Auto
Line 165: Line 182:
|text=N - 0 Increments, Shoot +1, To be Hit +1.
|text=N - 0 Increments, Shoot +1, To be Hit +1.
E - 1 Increment.
E - 1 Increment.
S - 2 Increments, Shoot Priority 4.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.
W - 3 Increments, Cannot Fire, To be Hit -1.
Line 177: Line 195:
|text=N - Auto, Priority 1, Hit 5+
|text=N - Auto, Priority 1, Hit 5+
E - Burst, Priority 2, Hit 4+
E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit Auto
W - Grenade, Priority 5, Hit Auto
Line 189: Line 208:
|text=N - 0 Increments, Shoot +1, To be Hit +1.
|text=N - 0 Increments, Shoot +1, To be Hit +1.
E - 1 Increment.
E - 1 Increment.
S - 2 Increments, Shoot Priority 4.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.
W - 3 Increments, Cannot Fire, To be Hit -1.
Line 201: Line 221:
|text=N - Auto, Priority 1, Hit 5+
|text=N - Auto, Priority 1, Hit 5+
E - Burst, Priority 2, Hit 4+
E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit Auto
W - Grenade, Priority 5, Hit Auto
Line 213: Line 234:
|text=N - 0 Increments, Shoot +1, To be Hit +1.
|text=N - 0 Increments, Shoot +1, To be Hit +1.
E - 1 Increment.
E - 1 Increment.
S - 2 Increments, Shoot Priority 4.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.
W - 3 Increments, Cannot Fire, To be Hit -1.
Line 225: Line 247:
|text=N - Auto, Priority 1, Hit 5+
|text=N - Auto, Priority 1, Hit 5+
E - Burst, Priority 2, Hit 4+
E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit Auto
W - Grenade, Priority 5, Hit Auto
Line 237: Line 260:
|text=N - 0 Increments, Shoot +1, To be Hit +1.
|text=N - 0 Increments, Shoot +1, To be Hit +1.
E - 1 Increment.
E - 1 Increment.
S - 2 Increments, Shoot Priority 4.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.
W - 3 Increments, Cannot Fire, To be Hit -1.
Line 249: Line 273:
|text=N - Auto, Priority 1, Hit 5+
|text=N - Auto, Priority 1, Hit 5+
E - Burst, Priority 2, Hit 4+
E - Burst, Priority 2, Hit 4+
S - Aimed, Priority 3, Hit 3+
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit Auto
W - Grenade, Priority 5, Hit Auto
Line 261: Line 286:
|text=N - 0 Increments, Shoot +1, To be Hit +1.
|text=N - 0 Increments, Shoot +1, To be Hit +1.
E - 1 Increment.
E - 1 Increment.
S - 2 Increments, Shoot Priority 4.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.
W - 3 Increments, Cannot Fire, To be Hit -1.

Latest revision as of 10:20, 20 October 2012

Battlefield
Designer Coprolite Golem
Date 2012
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.)
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.

What does this deck do?

This deck is an attempt to work with miniatures (of course you could just use cards representing the models with the top of the card acting as the front of the model for action selection purposes - on the cards below). For each miniature, print out a Fire and Move card so that the dimensions of the card form a square, this is done so that the orientation of the card is a mystery when the tiles are placed face down under the miniature. The side to the front of the miniature is the selected action. One tile is for Move - this stays with the model until the end of the turn because of hit bonuses/penalties (all revealed simultaneously and conducted simultaneously before any Fire tiles are revealed), the other tile is for Fire (Revealed in order of the Priority level - as printed on the card), when priority levels are the same, the firing is simultaneous. Once all Fire tiles have been removed (thru being used once or when a model is killed) Melee occurs.

Clarification

1D6 is used in all instances. 1 target per model is used in all instances (yes grenade too - and this has a range of 2 increments). Line of sight is required in all instances. There is no range limit except in the case of the Melee model and when using a grenade. A hit will kill a model (removed from play) unless it is an Armored model which has a saving throw of 4+ which will cancel the hit if successful. Partially obscuring cover grants a -1 to hit the target. An increment range is adaptable to suit the model sizes, a suggested size for 28mm is 15cm or 6 inches per increment. A model's facing is unimportant for Move, Line of sight, Fire and melee. Model facing is used purely to mark the hidden tile selection.

Special Rules & Melee

If you wish to play with assorted miniature types, their bonus and limitations in melee are listed here. The number listed after the model type is what is required when in Melee to hit a target model in base/card contact (1 target max as with Fire action). Keep rolling until one or both die; roll for melee simultaneously with both models involved. Note: Models still get to fire before Melee takes place even if a model has moved into contact with it.

Melee/Pistol Model , 3+ Melee , 3 increment range limit to Fire.

Normal Model , 4+ Melee , no limitation.

Heavy/Special/Sniper Model , 5+ Melee , May re-roll Fire die once , limited to either Move OR Fire, never both in the same turn.

Armored Model , Melee roll as above and also gains the applicable limitation (depending on how the armored model is equipped) , Saving throw 4+ , Worth 2 models (your opponent can field two unarmored models for every one armored model you start with).

What's on the cards?

The N.E.S.W. are for the orientation of the card. North being the top of the card, East: the right side, South: the bottom, West: the left. The front of the model designates which 2 selections have been made. At the start of each turn, any combination of the two tiles are placed face down under each model.

It is recommended to have mission objectives, such as capture the flag to add interest to the games. 5 models a side is recommended and if you print out this list you will have enough for 10 models.

Card List

Fire
Square Tile
N - Auto, Priority 1, Hit 5+

E - Burst, Priority 2, Hit 4+

S - Aimed, Priority 3, Hit 3+

W - Grenade, Priority 5, Hit Auto
Move
Square Tile
N - 0 Increments, Shoot +1, To be Hit +1.

E - 1 Increment.

S - 2 Increments, Shoot Priority 4.

W - 3 Increments, Cannot Fire, To be Hit -1.
Fire
Square Tile
N - Auto, Priority 1, Hit 5+

E - Burst, Priority 2, Hit 4+

S - Aimed, Priority 3, Hit 3+

W - Grenade, Priority 5, Hit Auto
Move
Square Tile
N - 0 Increments, Shoot +1, To be Hit +1.

E - 1 Increment.

S - 2 Increments, Shoot Priority 4.

W - 3 Increments, Cannot Fire, To be Hit -1.
Fire
Square Tile
N - Auto, Priority 1, Hit 5+

E - Burst, Priority 2, Hit 4+

S - Aimed, Priority 3, Hit 3+

W - Grenade, Priority 5, Hit Auto
Move
Square Tile
N - 0 Increments, Shoot +1, To be Hit +1.

E - 1 Increment.

S - 2 Increments, Shoot Priority 4.

W - 3 Increments, Cannot Fire, To be Hit -1.
Fire
Square Tile
N - Auto, Priority 1, Hit 5+

E - Burst, Priority 2, Hit 4+

S - Aimed, Priority 3, Hit 3+

W - Grenade, Priority 5, Hit Auto
Move
Square Tile
N - 0 Increments, Shoot +1, To be Hit +1.

E - 1 Increment.

S - 2 Increments, Shoot Priority 4.

W - 3 Increments, Cannot Fire, To be Hit -1.
Fire
Square Tile
N - Auto, Priority 1, Hit 5+

E - Burst, Priority 2, Hit 4+

S - Aimed, Priority 3, Hit 3+

W - Grenade, Priority 5, Hit Auto
Move
Square Tile
N - 0 Increments, Shoot +1, To be Hit +1.

E - 1 Increment.

S - 2 Increments, Shoot Priority 4.

W - 3 Increments, Cannot Fire, To be Hit -1.
Fire
Square Tile
N - Auto, Priority 1, Hit 5+

E - Burst, Priority 2, Hit 4+

S - Aimed, Priority 3, Hit 3+

W - Grenade, Priority 5, Hit Auto
Move
Square Tile
N - 0 Increments, Shoot +1, To be Hit +1.

E - 1 Increment.

S - 2 Increments, Shoot Priority 4.

W - 3 Increments, Cannot Fire, To be Hit -1.
Fire
Square Tile
N - Auto, Priority 1, Hit 5+

E - Burst, Priority 2, Hit 4+

S - Aimed, Priority 3, Hit 3+

W - Grenade, Priority 5, Hit Auto
Move
Square Tile
N - 0 Increments, Shoot +1, To be Hit +1.

E - 1 Increment.

S - 2 Increments, Shoot Priority 4.

W - 3 Increments, Cannot Fire, To be Hit -1.
Fire
Square Tile
N - Auto, Priority 1, Hit 5+

E - Burst, Priority 2, Hit 4+

S - Aimed, Priority 3, Hit 3+

W - Grenade, Priority 5, Hit Auto
Move
Square Tile
N - 0 Increments, Shoot +1, To be Hit +1.

E - 1 Increment.

S - 2 Increments, Shoot Priority 4.

W - 3 Increments, Cannot Fire, To be Hit -1.
Fire
Square Tile
N - Auto, Priority 1, Hit 5+

E - Burst, Priority 2, Hit 4+

S - Aimed, Priority 3, Hit 3+

W - Grenade, Priority 5, Hit Auto
Move
Square Tile
N - 0 Increments, Shoot +1, To be Hit +1.

E - 1 Increment.

S - 2 Increments, Shoot Priority 4.

W - 3 Increments, Cannot Fire, To be Hit -1.
Fire
Square Tile
N - Auto, Priority 1, Hit 5+

E - Burst, Priority 2, Hit 4+

S - Aimed, Priority 3, Hit 3+

W - Grenade, Priority 5, Hit Auto
Move
Square Tile
N - 0 Increments, Shoot +1, To be Hit +1.

E - 1 Increment.

S - 2 Increments, Shoot Priority 4.

W - 3 Increments, Cannot Fire, To be Hit -1.