Difference between revisions of "Wargame Skirmish"

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You'll need several copies of the following CARDS and a coin to flip.  
You'll need several copies of the following CARDS, especially the orders plus a coin to flip.  
It can be played with two or more people, not solo because distributing the orders is done in secret and is paramount to the gameplay.
It can be played with two or more people, solo play lacks hidden orders which are paramount to gameplay.


==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).
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 – Removes pin marker, Model may now use other orders.
MOVE – Flip (flip a coin): win = move up to 30cm, lose= move up to 15cm
OPPORTUNITY FIRE – 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 = pin 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.
FIRE – 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).


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.
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
COMMANDER
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.
SNIPER
SNIPER
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.
HEAVY WEAPON
HEAVY WEAPON
90 degree fire arc instead of the usual 180 degrees.
Heavy Weapon has unlimited Opportunity Fire orders so is ideal for holding the line against multiple assailants.
CLOSE ASSAULT
CLOSE ASSAULT
Can only ever have one Fire order given, and never an Opportunity Fire 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).
POWER-ARMOURED
POWER-ARMOURED
Ignore pin results.
GRENADIER
GRENADIER
When given Fire orders, may use each order to throw a smoke or frag grenade instead. First choose a type (smoke = 2 cards joined which block LOS (at the start of each turn remove all smoke cards), frag = 1 card) Then Flip: win = place card(s) up to 15cm – LOS not required – If frag those even partially covered are pinned, lose =nothing happens.
VEHICLE
VEHICLE
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.


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).
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).

Revision as of 08:53, 13 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.)
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.

You'll need several copies of the following CARDS, especially the orders plus a coin to flip. It can be played with two or more people, solo play lacks hidden orders which are paramount to gameplay.

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).

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. (See below for one player adding either a V.I.P. or an Engineer to this list).

To play Missions (rather than last man standing) one player includes either a V.I.P. or an ENGINEER (may replace killed Model with a Model in contact with it to simulate picking up the explosives needed to complete the mission by a successful flip in exchange for an Order when in contact with the enemy satellite/ammunitions/HQ/etc. (V.I.P. Model cannot be replaced - if killed, opponent wins - to win the V.I.P must move beyond opponent’s territory/edge.


Card List

RALLY
Order
Removes pin 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.
OPPORTUNITY FIRE
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 = pin 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.
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.
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.
HEAVY WEAPON
Rules & Activation Card
90 degree fire arc instead of the usual 180 degrees. Heavy Weapon has unlimited Opportunity Fire orders so is ideal for holding the line against multiple assailants.
CLOSE ASSAULT
Rules & Activation Card
Can only ever have one Fire order given, and never an Opportunity Fire 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).
POWER-ARMOURED
Rules & Activation Card
Ignore pin results.
GRENADIER
Rules & Activation Card
When given Fire orders, may use each order to throw a smoke or frag grenade instead. First choose a type (smoke = 2 cards joined which block LOS (at the start of each turn remove all smoke cards), frag = 1 card) Then Flip: win = place card(s) up to 15cm – LOS not required – If frag those even partially covered are pinned, lose =nothing happens.
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.