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m (moved Battle Shield to Battlefield Future Global Warfare: trying to pick a suitable name (battle shield seems ancient))
 
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{{Infobox
{{Infobox
| title =Battle Shield
| title =Battlefield
| designer =Coprolite Golem
| designer =Coprolite Golem
| date =2012
| date =2012
| players = 2+
| players = 2
| status=untested
| status=untested
| locked = true
| locked = true
}}
}}


==Basic Rules==
==What does this deck do?==
Normal Dvorak rules apply, such as playing one Action and one Thing a turn, etc. A single deck is shared between players that uses one copy of each of the cards. If the deck is depleted, shuffle the trash into 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.


==Special Rules==
==Clarification==
A six-sided die and a coin are used. Tokens are used to pay for Things and payment is made to a central "Pot". Each player is given 5 tokens at the start of the game. At the start of each of their turns, players take 1 token 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.


"Flip:" Is an Action that requires flipping the coin to see if it is successful (if the flip is failed, the Action does nothing). Certain Things have this ability, and most Actions do that have a free cost to play (compared to most Things that require tokens paid to the pot) as a draw back and built in chance of failure. If you do not have enough tokens to pay for a Thing, you cannot play it.
==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.


The corner value of each card shows its statistics, they are as follows: Cost/Attack/Defense. Attack and Defense values range from 0 to 3, 3 being incredibly good because a roll of 1 gives a result of 4. If a value has a dash "-" it cannot be used, for example: a Thing with a Defense of - would be destroyed when Attacked, regardless of the Attack value; Another example is Attack value of - which shows that the Thing is not able to Attack. A free cost could be shown as -, but a zero is preferred.
'''Melee/Pistol Model'''  , 3+ Melee , 3 increment range limit to Fire.


Each Thing can declare an attack on another Thing in place of using an Action. This is done by comparing the attacking Thing's Attack value to the target Thing's Defense value. Each will roll 1D6 and add the result to its currently used value. If the attacking Thing's Attack total is GREATER than the target Thing's Defense total, the target Thing is destroyed. Only the defending Thing can be destroyed this way - although certain cards may be especially dangerous and their rules will explain any exceptions.
'''Normal Model''' , 4+ Melee , no limitation.


Knobs are attachments that are played onto Things. Knobs do not have Attack or Defense values but they will be destroyed along with the Thing they are attached to. A Knob will have a stat value of variable cost followed by two dashes [*/-/-] to show it cannot Attack or be Attacked directly.
'''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).


To win the game, currently there is only one card, the V.I.P., who must be in play for the game to end. The winner being the player with the most tokens and Things at the same time. The V.I.P. is so important that he is shuffled back into the deck if he ever gets put into the trash.
==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=BLUE
|title=Fire
|type=Thing
|type=Square Tile
|text=
|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=
|cornervalue=
|bgcolor=E50000
}}
 
{{card
|title=Move
|type=Square Tile
|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=
|cornervalue=
|bgcolor=080
}}
 
{{card
|title=Fire
|type=Square Tile
|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=
|cornervalue=
|bgcolor=E50000
}}
 
{{card
|title=Move
|type=Square Tile
|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=
|cornervalue=
|bgcolor=080
}}
 
{{card
|title=Fire
|type=Square Tile
|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=
|cornervalue=
|bgcolor=E50000
}}
 
{{card
|title=Move
|type=Square Tile
|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=
|cornervalue=
|bgcolor=080
}}
 
{{card
|title=Fire
|type=Square Tile
|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=
|cornervalue=
|bgcolor=03f
|bgcolor=E50000
}}
}}


{{card
{{card
|title=Intel Hackers
|title=Move
|type=Thing
|type=Square Tile
|text=Flip: Draw 3 Cards.
|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/-/0
|cornervalue=
|bgcolor=03f
|bgcolor=080
}}
}}


{{card
{{card
|title=BLACK
|title=Fire
|type=Thing
|type=Square Tile
|text=
|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=
|cornervalue=
|bgcolor=000
|bgcolor=E50000
}}
}}


{{card
{{card
|title=NET-CORP Node
|title=Move
|type=Thing
|type=Square Tile
|text=Tokens that would go to the Pot go to you instead.
|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=5/-/1
|cornervalue=
|bgcolor=000
|bgcolor=080
}}
}}


{{card
{{card
|title=RED
|title=Fire
|type=Action
|type=Square Tile
|text=
|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=
|cornervalue=
Line 72: Line 178:


{{card
{{card
|title=GREEN
|title=Move
|type=Thing
|type=Square Tile
|text=
|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=
|cornervalue=
Line 81: Line 191:


{{card
{{card
|title=GOLD
|title=Fire
|type=Thing
|type=Square Tile
|text=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=
|cornervalue=
|bgcolor=f90
|bgcolor=E50000
}}
}}


{{card
{{card
|title=PURPLE
|title=Move
|type=Thing
|type=Square Tile
|text=
|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=
|cornervalue=
|bgcolor=606
|bgcolor=080
}}
}}


{{card
{{card
|title=GREENY-BLUE
|title=Fire
|type=Thing
|type=Square Tile
|text=
|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=
|bgcolor=096
|cornervalue=
|cornervalue=
|bgcolor=E50000
}}
}}


{{card
{{card
|title=PINK
|title=Move
|type=Thing
|type=Square Tile
|text=
|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=
|cornervalue=
|bgcolor=f88
|bgcolor=080
}}
 
{{card
|title=Fire
|type=Square Tile
|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=
|cornervalue=
|bgcolor=E50000
}}
 
{{card
|title=Move
|type=Square Tile
|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=
|cornervalue=
|bgcolor=080
}}
}}


{{card
{{card
|title=GREY
|title=Fire
|type=Thing
|type=Square Tile
|text=
|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=
|cornervalue=
|bgcolor=666
|bgcolor=E50000
}}
}}


{{card
{{card
|title=Mercenaries
|title=Move
|type=Thing
|type=Square Tile
|text=A: Gain control of this card, any player can play this ability during their turn.
|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=0/2/2
|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.