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

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m (moved Advanced Simplistic S.E.R.M. 40 Million to Simplistic Wargame with four stats S.E.R.M.: Before I used "Advanced" as a blatant attention-getter (close to the start, alphabetically).)
 
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{{Infobox
{{Infobox
| title =Advanced Squid Leaver
| title =Advanced Simplistic S.E.R.M. 40 Million
| designer =Coprolite Golem
| designer =Coprolite Golem
| date =2010
| date =2011
| players = 2+
| players = 2
| status =Playable
| status =locked
| locked = true
| locked = true
}}
}}
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==Special Rules==
==Special Rules==
Each soldier has 4 stats which are handily referred to as "SERM" (Shoot, Endure, React, Move).
Each soldier has 4 stats: Shoot, Endure, React, Move.
==Soldier Rules==
Both players have one of each soldier.
You can have only one Commander per player. The rest of the soldiers have no restrictions as to the number you can use of each type.
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==
==Shoot==
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 would then pass to the next player in a clockwise order.
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==
==Endure==
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==React==
==React==
Soldiers with a React stat of 1 or more may respond to enemy soldiers who move by rolling 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 responded who may now Move or Shoot and if they Move, their Move can be subject to a React roll by any enemy soldier - However, only one roll per player per move is allowed when testing a React, AND, if the Move targets a soldier, that soldier is the only one (for that human player - {for more than two-player game purposes}) that can React to the Move, and if the target soldier has no React stat, the Move cannot be challenged (by that players' soldiers{for more than two-player game purposes}).
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==
==Move==
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 unless obstructed. Movement is only conducted in a straight line and ends when it connects with a soldier or terrain. If an enemy soldier is contacted during a Move, it is automatically killed, the Move comes to an end, and the initiative passes to the next player in a clockwise order.
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=Machine Gunner
|title=Rifleman
|type=Soldier
|type=Soldier
|text=Shoot2 Endure1  React0 Move1   
|text=Shoot1 Endure1  React1 Move1
|flavortext=
|cornervalue=
|bgcolor=f90
}}
 
{{card
|title=Scout
|type=Soldier
|text=Shoot1 Endure0  React3  Move1
|flavortext=Ranger has a 360 degree line of sight (ignore facing).
|cornervalue=
|bgcolor=080
}}
 
{{card
|title=Assault
|type=Soldier
|text=Shoot0  Endure1  React1  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=
|bgcolor=E50000
}}
 
{{card
|title=Gunner
|type=Soldier
|text=Shoot3  Endure0  React1  Move1 
|flavortext=May fire once at each enemy soldier in line of sight.
|cornervalue=
|bgcolor=03f
|bgcolor=03f
}}
}}


{{card
{{card
|title=Armor Plated
|title=Armored
|type=Soldier
|type=Soldier
|text=Shoot1  Endure2 React0  Move1
|text=Shoot1  Endure3 React0  Move1
|flavortext=Cannot be killed by a Move.
|cornervalue=
|bgcolor=000
|bgcolor=000
}}
}}
==Optional Mission Card List==


{{card
{{card
|title=Assault Commando
|title=V.I.P.
|type=Soldier
|type=Soldier
|text=Shoot1 Endure0 React1 Move2
|text=Shoot0 Endure1 React0 Move1
|bgcolor=E50000
|flavortext=Get this soldier to the opposite side of the field of battle from your start zone to win the game. If it dies, you lose the game.
|cornervalue=
|bgcolor=f88
}}
 
{{card
|title=HQ
|type=Base
|text=Shoot0  Endure2  React0  Move0
|flavortext=Protect this. If it is destroyed, you lose the game.
|cornervalue=
|bgcolor=666
}}
 
{{card
|title=Prototype Stealth Armour
|type=Equipment
|text=
|flavortext=One soldier may move onto this to wear it. Any rolls made vs the soldier equipped with this are at -1 (they never re-roll a 6 because it becomes a 5).
|cornervalue=
|bgcolor=606
}}
}}


{{card
{{card
|title=Ranger
|title=Tank
|type=Soldier
|type=Awesome
|text=Shoot1 Endure1 React1 Move1
|text=Shoot3 Endure3 React0 Move1
|bgcolor=080
|flavortext=One soldier may move into this to control it.
|cornervalue=
|bgcolor=000066
}}
}}


{{card
{{card
|title=Commander
|title=Alien Hunter
|type=Soldier
|type=Soldier
|text=Shoot1 Endure1 React2 Move1
|text=Shoot0 Endure2 React0 Move4
Commander may use its activation by giving it to a friendly soldier in line of sight.
|flavortext=Will attack closest soldier after each players turn.
|bgcolor=f90
|cornervalue=
|bgcolor=096
}}
}}

Latest revision as of 04:27, 8 August 2012

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.)
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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 React3 Move1
Ranger has a 360 degree line of sight (ignore facing).
Assault
Soldier
Shoot0 Endure1 React1 Move3
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
Shoot3 Endure0 React1 Move1
May fire once at each enemy soldier in line of sight.
Armored
Soldier
Shoot1 Endure3 React0 Move1
Cannot be killed by a Move.





















Optional Mission Card List

V.I.P.
Soldier
Shoot0 Endure1 React0 Move1
Get this soldier to the opposite side of the field of battle from your start zone to win the game. If it dies, you lose the game.
HQ
Base
Shoot0 Endure2 React0 Move0
Protect this. If it is destroyed, you lose the game.
Prototype Stealth Armour
Equipment
One soldier may move onto this to wear it. Any rolls made vs the soldier equipped with this are at -1 (they never re-roll a 6 because it becomes a 5).
Tank
Awesome
Shoot3 Endure3 React0 Move1
One soldier may move into this to control it.
Alien Hunter
Soldier
Shoot0 Endure2 React0 Move4
Will attack closest soldier after each players turn.