Difference between revisions of "Battlefield Skirmish"

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m (moved Star Wars episodes IV, V & VI. to Abandoned 3: "Empire..." does it better)
 
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{{Infobox
{{Infobox
| title =Star Wars episodes IV, V & VI.
| title =Battlefield
| designer =Coprolite Golem
| designer =Coprolite Golem
| date =2011
| date =2012
| players = 2+
| players = 2
| status=open to additional content
| status=untested
| locked = true
| locked = true
}}
}}


==Basic Rules==
==What does this deck do?==
Deal five cards to each player. At the start of each turn draw the top card from the draw pile (deck). (If the deck's empty, shuffle the discard pile (trash) and turn it over to make a new deck.)
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.
Play up to two cards from your hand. You can play one Thing and one Action per turn (or just one of those, or no cards at all).
At the end of your turn, check your hand size; if you have more than five cards, discard down to five.


==Special Rules==
==Clarification==
Each player starts with 5 coins. At the start of each players turn they take 1 coin from the pot (if available).
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.


"Reaction" cards are played only during your opponents turns in response to Actions they have played and declared their intentions 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.


To play a Thing or Action the number of coins specified must be paid. Coins are paid to a central pot.
'''Melee/Pistol Model'''  , 3+ Melee , 3 increment range limit to Fire.


If an Action is canceled, the Action must still be paid for. If it is an Action card, it goes to the trash.
'''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==
==Card List==


{{card
{{card
|title=Luke Skywalker
|title=Fire
|type=Thing
|type=Square Tile
|text=You can't lose the game and your opponents can't win the game.
|text=N - Auto, Priority 1, Hit 5+
E - Burst, Priority 2, Hit 4+
 
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit Auto
|flavortext=
|flavortext=
|cornervalue=3
|cornervalue=
|bgcolor=03f
|bgcolor=E50000
}}
}}


{{card
{{card
|title=Darth Vader
|title=Move
|type=Thing
|type=Square Tile
|text=You can't win the game.
|text=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.
Pay all of your coins, Action:
|flavortext=
|flavortext=Destroy another target Thing then discard your hand.
|cornervalue=
|cornervalue=0
|bgcolor=080
|bgcolor=000
}}
}}


{{card
{{card
|title=Sabbac
|title=Fire
|type=Action
|type=Square Tile
|text=You win the game if you have the most coins among all players at this moment.
|text=N - Auto, Priority 1, Hit 5+
E - Burst, Priority 2, Hit 4+
 
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit Auto
|flavortext=
|flavortext=
|cornervalue=5
|cornervalue=
|bgcolor=E50000
|bgcolor=E50000
}}
}}


{{card
{{card
|title=C3PO
|title=Move
|type=Thing
|type=Square Tile
|text=You always pay 1 less coin than required.
|text=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.
Action:
|flavortext=
|flavortext=Draw a card.
|cornervalue=
|cornervalue=5
|bgcolor=080
|bgcolor=080
}}
}}


{{card
{{card
|title=Obi-wan Kinobi
|title=Fire
|type=Action
|type=Square Tile
|text=
|text=N - Auto, Priority 1, Hit 5+
|flavortext=Name a card, then flip over the top two cards of the deck, if one of these is the card you named you win the game, otherwise, put these cards into the trash.
E - Burst, Priority 2, Hit 4+
|cornervalue=0
|bgcolor=03F
}}


{{card
S - Aimed, Priority 3, Hit 3+
|title=Cloud City
W - Grenade, Priority 5, Hit Auto
|type=Thing
|flavortext=
|text=Action:
|cornervalue=
|flavortext=Take up to 2 coins from the pot, each other player draws a card.
|bgcolor=E50000
|cornervalue=1
|bgcolor=f90
}}
}}


{{card
{{card
|title=Lando Calrissian
|title=Move
|type=Thing
|type=Square Tile
|text=Pay 1, Action:
|text=N - 0 Increments, Shoot +1, To be Hit +1.
|flavortext=Each player keeps one card then passes the rest of their hand clockwise.
E - 1 Increment.
|cornervalue=2
|bgcolor=606
}}


{{card
S - 2 Increments, Shoot Priority 4.
|title=Jawa
W - 3 Increments, Cannot Fire, To be Hit -1.
|type=Thing
|flavortext=
|text=
|cornervalue=
Action:
|bgcolor=080
|flavortext=Select a Thing from the trash and put it into your hand.
|bgcolor=096
|cornervalue=3
}}
}}


{{card
{{card
|title=?
|title=Fire
|type=Action
|type=Square Tile
|text=
|text=N - Auto, Priority 1, Hit 5+
|flavortext=Drop this card from above your head while standing so that it flips over at least once completely, if it lands face up destroy all Things.
E - Burst, Priority 2, Hit 4+
|cornervalue=4
|bgcolor=000
}}


{{card
S - Aimed, Priority 3, Hit 3+
|title=?
W - Grenade, Priority 5, Hit Auto
|type=Action
|flavortext=
|text=
|cornervalue=
|flavortext=Target player pays 1 to the pot or they lose the game.
|bgcolor=E50000
|cornervalue=3
|bgcolor=f90
}}
}}


{{card
{{card
|title=Death Star
|title=Move
|type=Thing
|type=Square Tile
|text=At the end of each players turn that player must sacrifice a Thing.
|text=N - 0 Increments, Shoot +1, To be Hit +1.
Action:
E - 1 Increment.
|flavortext=Target player discards a card at random.
|cornervalue=1
|bgcolor=f88
}}
 
{{card
|title=?
|type=Thing
|text=Your Things cannot be the target of Actions.  
 
 


At the end of each of your turns pay 1 or sacrifice Force Field.
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.
|flavortext=
|flavortext=
|cornervalue=0
|cornervalue=
|bgcolor=666
|bgcolor=080
}}
}}


{{card
{{card
|title=Your friend is quite a mercenary
|title=Fire
|type=Action
|type=Square Tile
|text=
|text=N - Auto, Priority 1, Hit 5+
|flavortext=Gain control of target Thing an opponent controls, that player wins the pot.
E - Burst, Priority 2, Hit 4+
|cornervalue=4
|bgcolor=606
}}


{{card
S - Aimed, Priority 3, Hit 3+
|title=Lightsaber
W - Grenade, Priority 5, Hit Auto
|type=Thing
|text=Action cards go back to your hand after you play them instead of to the trash.
|flavortext=
|flavortext=
|cornervalue=2
|cornervalue=
|bgcolor=000066
|bgcolor=E50000
}}
}}


{{card
{{card
|title=?
|title=Move
|type=Thing
|type=Square Tile
|text=You win the game if this is the only Thing you control and you have no cards in hand. Mendicant cannot be the target of Actions.
|text=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.
|flavortext=
|flavortext=
|cornervalue=0
|cornervalue=
|bgcolor=080
|bgcolor=080
}}
}}


{{card
{{card
|title=These aren't the droids you're looking for
|title=Fire
|type=REACTION
|type=Square Tile
|text=CANCEL TARGET ACTION
|text=N - Auto, Priority 1, Hit 5+
E - Burst, Priority 2, Hit 4+
 
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit Auto
|flavortext=
|flavortext=
|cornervalue=0
|cornervalue=
|bgcolor=000
|bgcolor=E50000
}}
}}


{{card
{{card
|title=These aren't the droids you're looking for
|title=Move
|type=REACTION
|type=Square Tile
|text=CANCEL TARGET ACTION
|text=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.
|flavortext=
|flavortext=
|cornervalue=0
|cornervalue=
|bgcolor=000
|bgcolor=080
}}
}}


{{card
{{card
|title=?
|title=Fire
|type=Action
|type=Square Tile
|text=
|text=N - Auto, Priority 1, Hit 5+
|flavortext=Flip a coin: If you win the flip, destroy target Thing. If you lose the flip, you lose the game.
E - Burst, Priority 2, Hit 4+
|cornervalue=1
|bgcolor=096
}}


{{card
S - Aimed, Priority 3, Hit 3+
|title=?
W - Grenade, Priority 5, Hit Auto
|type=Action
|flavortext=
|text=
|cornervalue=
|flavortext=Start bidding a number of coins and/or cards from your hand then continue clockwise until the highest bet stands, Roshambo a tie. That player pays that much to the pot and/or discards that many cards then searches the deck for a card, puts it into their hand then shuffles the deck.
|cornervalue=1
|bgcolor=E50000
|bgcolor=E50000
}}
}}


{{card
{{card
|title=?
|title=Move
|type=Thing
|type=Square Tile
|text=Pay 1, Action:
|text=N - 0 Increments, Shoot +1, To be Hit +1.
|flavortext=Choose 1 - Look at target players hand. OR Look at the deck then shuffle it.
E - 1 Increment.
|cornervalue=1
 
|bgcolor=f90
S - 2 Increments, Shoot Priority 4.
W - 3 Increments, Cannot Fire, To be Hit -1.
|flavortext=
|cornervalue=
|bgcolor=080
}}
}}


{{card
{{card
|title=You must confront Vader
|title=Fire
|type=Action
|type=Square Tile
|text=
|text=N - Auto, Priority 1, Hit 5+
|flavortext=Roshambo once with each opponent. You win the game if you do not lose or tie with anyone.
E - Burst, Priority 2, Hit 4+
|cornervalue=2
 
|bgcolor=606
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit Auto
|flavortext=
|cornervalue=
|bgcolor=E50000
}}
}}


{{card
{{card
|title=Jabba the Hutt
|title=Move
|type=Thing
|type=Square Tile
|text=Pay 3, Action:
|text=N - 0 Increments, Shoot +1, To be Hit +1.
|flavortext=Target player puts their hand into the trash then draws that many cards.
E - 1 Increment.
|cornervalue=3
|bgcolor=000
}}


 
S - 2 Increments, Shoot Priority 4.
{{card
W - 3 Increments, Cannot Fire, To be Hit -1.
|title=Bobba Fett
|flavortext=
|type=Action
|cornervalue=
|text=
|flavortext=Flip a coin: If you win the flip, take the pot.
|cornervalue=2
|bgcolor=080
|bgcolor=080
}}
}}


{{card
{{card
|title=Bring order to the Galaxy
|title=Fire
|type=Action
|type=Square Tile
|text=
|text=N - Auto, Priority 1, Hit 5+
|flavortext=If Each player has an even number of Things, you win the game.
E - Burst, Priority 2, Hit 4+
|cornervalue=5
|bgcolor=03f
}}


{{card
S - Aimed, Priority 3, Hit 3+
|title=Jedi Mind Trick
W - Grenade, Priority 5, Hit Auto
|type=Action
|flavortext=
|text=
|cornervalue=
|flavortext=Throw this card at target player, if it hits them without being swatted away, swap your coin pool with that player.
|cornervalue=1
|bgcolor=E50000
|bgcolor=E50000
}}
}}


{{card
{{card
|title=Death Star 2
|title=Move
|type=Thing
|type=Square Tile
|text=Whenever an opponent plays a Thing you may put a coin on Ooze, If Ooze has 3 coins on it, you win the game. If Ooze leaves play, any coins on it go to the pot.
|text=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.
|flavortext=
|flavortext=
|cornervalue=4
|cornervalue=
|bgcolor=f90
|bgcolor=080
}}
}}


{{card
{{card
|title=The Emperor
|title=Fire
|type=Thing
|type=Square Tile
|text=Money that would go to the pot is instead given to you.
|text=N - Auto, Priority 1, Hit 5+
E - Burst, Priority 2, Hit 4+
 
S - Aimed, Priority 3, Hit 3+
W - Grenade, Priority 5, Hit Auto
|flavortext=
|flavortext=
|cornervalue=8
|cornervalue=
|bgcolor=E50000
|bgcolor=E50000
}}
}}


{{card
{{card
|title=The Rebellion
|title=Move
|type=Thing
|type=Square Tile
|text=If you control Things whose corner costs sum together to give an exact total of 10, you win the game.
|text=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.
|flavortext=
|flavortext=
|cornervalue=1
|cornervalue=
|bgcolor=666
|bgcolor=080
}}
}}

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.