Simplistic Wargame with four stats S.E.R.M.

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Advanced Simplistic S.E.R.M. 40 Million
Designer Coprolite Golem
Date 2011
Players 2
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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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Simple skirmish rules for a handfull of cards - aka "soldiers" per player.

Special Rules

Each soldier has 4 stats which are handily referred to as "SERM" (Shoot, Endure, React, Move). Both players have one of each soldier. Soldiers face towards the top of their cards for line of sight purposes. 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 either Move or Shoot.

Shoot

Soldiers have a 180 degree forward fire arc for line of sight purposes, turning does not count as a move and may be done as part of a Shoot activation. Roll a D6 per number allocated the firing soldier and re-roll any sixes, adding towards a single total number that is compared to the target soldiers' Endure total (they also roll a D6 per number allocated for their Endure stat, re-roll any sixes, adding towards a single total number). A higher Shoot total eliminates the target soldier. In either case, the initiative passes to the opponent.

Endure

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

React

When a Move targets a soldier, that soldier can React to the Move if it has a React stat of 1 or more. Roll their React stat dice (D6 per number allocated and re-roll any sixes, adding towards a single total number that 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. If the target soldier has no React stat, the Move cannot be challenged. In order to React a soldier must have line of sight to the moving soldier.

Move

Movement is only conducted in a straight line, positioning facing after movement ends. Declare the direction of travel, roll a D6 per number allocated the moving soldier and re-roll any sixes, adding towards a single total number and the soldier must move exactly that amount in the previously declared direction in inches. Movement is halted before its end point if it connects with a soldier or terrain. If an enemy soldier stops movement, it is automatically killed and the initiative passes to the opponent.

Card List

Machine Gunner
Soldier
Shoot2 Endure1 React1 Move1
Before initiative is passed, this may fire once at each enemy soldier in its fire arc - turning only once before all firing is conducted.
Armor Plated
Soldier
Shoot1 Endure2 React0 Move1
Assault Commando
Soldier
Shoot1 Endure0 React1 Move2
Does not need to declare direction for moving, and can turn during a Move.
Demolitions Expert
Soldier
Shoot0 Endure1 React1 Move1
To Shoot: Declare direction - line of sight ignored, roll 1D6 and double the result in inches to find end point of explosion which is 3 Inches diameter (can kill self in blast on a roll of 1 - soldiers caught partially in the blast are killed outright).
Ranger
Soldier
Shoot1 Endure1 React2 Move1
May use its activation by giving it to a friendly soldier in line of sight - Ranger has a 360 line of sight. Can React with a 360 degree line of sight whenever an enemy soldier moves not just when targeting an enemy soldier.