Difference between revisions of "Simplistic Wargame with four stats S.E.R.M."

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==Special Rules==
==Special Rules==
Each soldier has 4 stats: Shoot, Endure, React, Move.
Each soldier has 4 stats: Shoot, Endure, React, Move.
Both players have one of each soldier or may elect to build a force using the corner value of the cards for their cost - if not building an army with points, this value does not impact the game.
Both players have one of each soldier.
Soldiers do not block line of sight.
Soldiers do not block line of sight.
Each time initiative swaps, players may choose any of their soldiers, even the soldier who performed an initiative previously, to Move then Shoot or Shoot then Move. Initiative will swap after completion of one soldiers initiative or when a Move is successfully interrupted by an enemy soldiers' React roll.
Each time initiative swaps, players may choose any of their soldiers, even the soldier who performed an initiative previously, to Move then Shoot or Shoot then Move. Initiative will swap after completion of one soldiers initiative or when a Move is successfully interrupted by an enemy soldiers' React roll.
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==Move==
==Move==
Turning counts as the start and end of a Move. Movement is only conducted in a straight line, and will trigger a React attempt by the opponent if the movement is in at least one of their soldiers lines of sight. Before rolling for movement, declare the direction the soldier will travel. The soldier must move exactly that amount of card lengths along the declared direction. Movement will be halted before its end point if it connects with a soldier or terrain OR by a successful React attempt.  When an enemy soldier stops movement, that soldier is killed outright. If the Move was made by a soldier who has already used a Shoot in the same activation, the initiative will pass to the opponent who chooses any one of their soldiers to activate. Note: If a soldier would move out of bounds, halt them at the edge instead.
Turning counts as the start and end of a Move. Movement is only conducted in a straight line, and will trigger a React attempt by the opponent if the movement is in at least one of their soldiers lines of sight. Before rolling for movement, declare the direction the soldier will travel. The soldier must move exactly that amount of card lengths along the declared direction. Movement will be halted before its end point if it connects with a soldier or terrain OR by a successful React attempt.  When an enemy soldier is connected with this stops movement and that soldier is killed outright. If the Move was made by a soldier who has already used a Shoot in the same activation, the initiative will pass to the opponent, otherwise they may shoot. Note: If a soldier would move out of bounds, halt them at the edge instead.


==Card List==
==Card List==
{{card
{{card
|title=Guardsman
|title=Rifleman
|type=Soldier
|type=Soldier
|text=Shoot1  Endure1  React1  Move1
|text=Shoot1  Endure1  React1  Move1
|flavortext=
|flavortext=
|cornervalue=1
|cornervalue=
|bgcolor=080
|bgcolor=080
}}
}}


{{card
{{card
|title=Ranger
|title=Scout
|type=Soldier
|type=Soldier
|text=Shoot1  Endure1 React2  Move1
|text=Shoot1  Endure0 React2  Move1
|flavortext=Ranger has a 360 degree line of sight.
|flavortext=Ranger has a 360 degree line of sight (ignore facing).
|cornervalue=2
|cornervalue=
|bgcolor=080
|bgcolor=080
}}
}}
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|title=Assault
|title=Assault
|type=Soldier
|type=Soldier
|text=Shoot1 Endure1  React1  Move2
|text=Shoot0 Endure1  React1  Move2
|flavortext=
|flavortext=Does not need to declare direction for moving, and can turn during a Move. Killing a soldier during movement does not end Brawlers' movement, but only one enemy soldier may be killed per move.
|cornervalue=2
|cornervalue=
|bgcolor=E50000
|bgcolor=E50000
}}
}}
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|title=Gunner
|title=Gunner
|type=Soldier
|type=Soldier
|text=Shoot2  Endure1 React1  Move1   
|text=Shoot2  Endure0 React1  Move1   
|flavortext=Cannot move then shoot (or shoot then move) in the same activation. May fire once at each enemy soldier in line of sight - remember that turning counts as a move.
|flavortext=May fire once at each enemy soldier in line of sight.
|cornervalue=3
|cornervalue=
|bgcolor=03f
|bgcolor=03f
}}
}}
Line 71: Line 71:
|text=Shoot1  Endure2  React0  Move1
|text=Shoot1  Endure2  React0  Move1
|flavortext=Cannot be killed by a Move.
|flavortext=Cannot be killed by a Move.
|cornervalue=3
|cornervalue=
|bgcolor=000
}}
 
{{card
|title=Brawler
|type=Soldier
|text=Shoot0  Endure0  React2  Move3
|flavortext=Does not need to declare direction for moving, and can turn during a Move. Killing a soldier during movement does not end Brawlers' movement, but only one enemy soldier may be killed per move.
|cornervalue=3
|bgcolor=f90
}}
 
{{card
|title=Rocket Launcher
|type=Soldier
|text=Shoot3  Endure1  React0  Move1
|flavortext=Cannot move then shoot (or shoot then move) in the same activation - remember that turning counts as a move. May target empty space when shooting. Range of explosion is 2 cards radius - all partially covered must roll to Endure.
|cornervalue=3
|bgcolor=E50000
}}
 
{{card
|title=Dreadnaught
|type=Soldier
|text=Shoot2  Endure2  React2  Move1
|flavortext=Cannot be killed by a Move. May fire once at each enemy soldier in line of sight.
|cornervalue=8
|bgcolor=000
|bgcolor=000
}}
}}

Revision as of 04:28, 3 September 2011

Advanced Simplistic S.E.R.M. 40 Million
Designer Coprolite Golem
Date 2011
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.

Simple skirmish rules for a handfull of cards - aka "soldiers" per player.

Special Rules

Each soldier has 4 stats: Shoot, Endure, React, Move. Both players have one of each soldier. Soldiers do not block line of sight. Each time initiative swaps, players may choose any of their soldiers, even the soldier who performed an initiative previously, to Move then Shoot or Shoot then Move. Initiative will swap after completion of one soldiers initiative or when a Move is successfully interrupted by an enemy soldiers' React roll. Whenever a six is rolled, re-roll the dice adding all results towards a total score.

Shoot

Soldiers have a forward fire arc of 90 degrees which grants a line of sight that extends out diagonally from the top corners of their card. There is no range limit. Roll 1D6 for each number allocated in the Shoot stat and compare this to the target soldiers' Endure total (they also roll 1D6 for each number allocated for their Endure stat). A higher Shoot total eliminates the target soldier. The soldier may then move if they have not already done so, then the initiative passes to the opponent who chooses any one of their soldiers to activate.

Endure

Explained above (only ever used in response to being the target of a Shoot activation).

React

Whenever a Move is made in the line of sight of any enemy soldier, their controller may make one React attempt with one soldier that has line of sight to the Move. Declare the soldier making the React attempt and roll 1D6 per number allocated their React stat. This is compared to the moving soldiers' Move roll total and if the React roll is greater than the Move roll, the moving soldier is stopped anywhere along its move path and the initiative switches to the soldier who reacted.

Move

Turning counts as the start and end of a Move. Movement is only conducted in a straight line, and will trigger a React attempt by the opponent if the movement is in at least one of their soldiers lines of sight. Before rolling for movement, declare the direction the soldier will travel. The soldier must move exactly that amount of card lengths along the declared direction. Movement will be halted before its end point if it connects with a soldier or terrain OR by a successful React attempt. When an enemy soldier is connected with this stops movement and that soldier is killed outright. If the Move was made by a soldier who has already used a Shoot in the same activation, the initiative will pass to the opponent, otherwise they may shoot. Note: If a soldier would move out of bounds, halt them at the edge instead.

Card List

Rifleman
Soldier
Shoot1 Endure1 React1 Move1
Scout
Soldier
Shoot1 Endure0 React2 Move1
Ranger has a 360 degree line of sight (ignore facing).
Assault
Soldier
Shoot0 Endure1 React1 Move2
Does not need to declare direction for moving, and can turn during a Move. Killing a soldier during movement does not end Brawlers' movement, but only one enemy soldier may be killed per move.
Gunner
Soldier
Shoot2 Endure0 React1 Move1
May fire once at each enemy soldier in line of sight.
Armored
Soldier
Shoot1 Endure2 React0 Move1
Cannot be killed by a Move.