Simplistic Wargame with four stats S.E.R.M.

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Advanced Squid Leaver
Designer Coprolite Golem
Date 2011
Players 2
This is a playable deck - it's finished, tested and ready to play.
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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Simple skirmish rules for a handfull of cards - aka "soldiers" per player.

Special Rules

Each soldier has 4 stats which are handily referred to as "SERM" (Shoot, Endure, React, Move).

Shoot

Soldiers have a 180 degree forward fire arc for line of sight purposes, fortunately, turning does not count as a move. 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 passes to the opponent.

Endure

Explained above (only ever used in response to being the target of a Shoot activation).

React

Soldiers with a React stat of 1 or more may respond (see: "HOWEVER") 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 an enemy soldier (see: "HOWEVER") - HOWEVER, only one React roll per move is allowed AND if the Move targets a soldier, that soldier is the only one that can React to the Move, and if the target soldier has no React stat, the Move cannot be challenged - except by a Ranger. In order to React a soldier must have line of sight to the moving soldier.

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 opponent.

Card List

Machine Gunner
Soldier
Shoot2 Endure0 React1 Move1 Before initiative is passed, this may fire once at each enemy soldier in its fire arc - turning only once before all firing is conducted.
Armor Plated
Soldier
Shoot1 Endure2 React0 Move1
Assault Commando
Soldier
Shoot1 Endure0 React1 Move2 Does not need to declare direction for moving, and can turn during a Move.
Demolitions Expert
Soldier
Shoot0 Endure1 React1 Move1 To Shoot: Declare direction - line of sight ignored, roll 1D6 and double the result in inches to find end point of explosion which is 2 cards diameter (can kill self in blast - auto kill).
Ranger
Soldier
Shoot1 Endure1 React2 Move1 May use its activation by giving it to a friendly soldier in line of sight. Can React with a 360 degree line of sight whenever an enemy soldier moves.