Wargame Skirmish
Wargame Skirmish | |
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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.) | |
Print this deck | |
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 ruler and a coin to flip.
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). RALLY, MOVE, FIRE, SENTRY, GRENADE).
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).
To play Missions (rather than last man standing) one or more player may include either a V.I.P. or an ENGINEER.
The point cost of each Model is found in the top right-hand corner - Agree on a point total for a battle and ensure that for each Model there is a corresponding Activation card.
Activation cards are kept face down and are shuffled for random activation unless you have a Commander, in which case you may order them to your preference but once the turn has begun, they may not be rearranged. If you flip over the top card of the Activation deck and no Model can be matched, this does not forfeit your initiative, instead flip your next card over until you do find a match. When both players have depleted their Activation decks, the current turn is over and a new turn begins by re-allocating orders and readying the Activation decks.
A Model may pass without using and revealing it's second order. Each time a Model reveals an order it must be carried out fully before either passing initiative or revealing a second order for the same model.
Card List
Flip - Win: 40cm, Lose: 10cm
Use two Move Orders at once to Teleport/Warp to any selected point, then Flip - Win: Model stays at chosen spot, Lose: an opponent places Model anywhere within 30cm of the chosen point.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.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.
Only Power-Armoured and Vehicles may move through this.
Fire is removed when players place new hidden orders.Targets partially behind and touching this that are killed flip.
Win: Pinned instead of killed. Lose: Killed.