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

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|type=Soldier
|type=Soldier
|text=Shoot0  Endure0  React2  Move3
|text=Shoot0  Endure0  React2  Move3
|flavortext=Does not need to declare direction for moving, and can turn during a Move.
|flavortext=Does not need to declare direction for moving, and can turn during a Move. Killing a soldier during movement does not end movement - Brawler may kill multiple soldiers during one move.
|bgcolor=f90
|bgcolor=f90
}}
}}

Revision as of 09:49, 29 August 2011

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.)
Cards.gif Print this deck

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export

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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. Whenever a six is rolled, re-roll the dice adding all results towards a total score.

Shoot

A soldiers' line of sight extends out diagonally from the top corners of their card and 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 crosses 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 stops movement, 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 who chooses any one of their soldiers to activate. Note: If a soldier would move out of bounds, halt them at the edge instead.

Card List

Ranger
Soldier
Shoot1 Endure1 React2 Move1
Ranger has a 360 degree line of sight.
Gunner
Soldier
Shoot2 Endure1 React1 Move1
Cannot move and shoot (or shoot and move) in the same activation. May fire once at each enemy soldier in line of sight - remember that turning counts as a move.
Armored
Soldier
Shoot1 Endure2 React0 Move1
Assault
Soldier
Shoot1 Endure1 React1 Move2
Brawler
Soldier
Shoot0 Endure0 React2 Move3
Does not need to declare direction for moving, and can turn during a Move. Killing a soldier during movement does not end movement - Brawler may kill multiple soldiers during one move.