ARCHON SKIRMISH
INTRODUCTION
Board & card game for 2 players.
Based on the old computer game.
DISCLAIMER
‘Archon’ is a copyrighted/trademarked property.
This is just a fan site.
VICTORY
Occupy the 4 corner squares of the map or destroy all enemy creatures.
THE MAP
Use an 8x8 chessboard.
CREATURES
Use chits or miniatures to represent creatures.
Each player has 8 unique creatures.
UNITS TABLE NOTATION
Move = Max range Move Cards the unit can use.
Attack = Max range Attack Cards the unit can use.
F = Flyer
LIGHT SIDE CREATURE TABLE
Name Hits Move Attack Notes
Wizard 2 2 4 Fireball
Unicorn 2 4 3 Energy Bolt
Archer 1 3 4 Arrows
Golem 3 2 3 Boulders
Valkyrie 2 4F 2 Magic Spear
Djinni 2 5F 2 Tornado
Phoenix 3 5F 1 Fire Blaze
Knight 1 3 1 Sword
DARK SIDE CREATURE TABLE
Name Hits Move Attack Notes
Sorceress 2 3 4 Lightning Bolts
Basilisk 1 4 4 Evil Eye
Manticore 2 4F 3 Tail Spikes
Troll 3 3 3 Boulders
Shapeshifter 2 5F 1 Claws
Dragon 3 5F 2 Flame Breath
Banshee 2 2 2 Scream
Goblin 1 2 1 Club
SETUP
Each player places one creature on each square of his back row.
Units may not stack.
THE CARDS
Players share a common deck.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
1. Orders Phase
2. Move Phase
3. Battle Phase
ORDERS PHASE
Draw 2 cards.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move one of your creatures.
creatures cannot move through other units.
(Exceptions: Flyers may move through other creatures & the Teleport Spell)
The move card has a number.
This is the number of spaces the creature moves.
(Important: In the Creature Lists a units Movement value is the farthest range
it can move and so limits the move cards it can use)
Moves are diagonal or orthogonal (like a Queen in Chess).
Instead of moving just one creature in any direction, you have the
option of moving one or more creatures forward the indicated number of
spaces using a single move card.
BATTLE PHASE
Play (discard) an Attack card to have a creature attack.
The attack card has a number.
This is the range of the attack.
(Important: In the Creature Lists a units Attack value is the farthest range
it can attack and so limits the attack cards it can use)
Attacks are diagonal or orthogonal (like a Queen in chess).
The enemy unit that is the target of the attack takes one point of damage.
Creatures reduced to zero Hits are killed and are removed from the map.
Creatures cannot attack through other creatures.
if proposed Line of Sight passes through any portion of a
square containing another piece, then LOS is denied.
SPELL CARDS
The Light side can only use spell cards if the Wizard is still in play.
The Dark side can only use spell cards if the Sorceress is still in play.
The Exchange Spell switches the locations of any two friendly creatures.
The Teleport Spell can be used on any friendly creature.
The target of the Imprison Spell cannot move or attack for his next 3 turns
The Heal spell causes one of your creatures to gain back one lost Hit.
CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Special
Type = Purpose of card
# = Number of that type of card in the deck
CARD LIST
Card Name: # Range Type Notes
Move 1 6 1 M
Move 2 4 2 M
Move 3 4 3 M
Move 4 3 4 M
Move 5 3 5 M
Teleport 1 6 M Spell
Attack 1 6 1 A
Attack 2 5 2 A
Attack 3 5 3 A
Attack 4 4 4 A
Dark Save 3 - D Dark side only
Light Save 3 - D Light side only
Exchange 1 - X Spell
Imprison 1 3 X Spell
Heal 1 - X Spell