FANTASY SKIRMISH
INTRODUCTION
Board & card game for 2 players.
Battle between two Fantasy Armies.
Abstract skirmish level combat.
Each figure represents a single hero, monster, or unit.
VICTORY
You win if you kill all opposing units with Leadership Skill.
THE MAP
Use an 8x8 chessboard.
FIGURES
Use chits or miniatures to represent units.
ARMIES
Pick which type of army you want.
Currently available choices include: Dwarves, Orcs, Goblins, Elves, Feudals.
Future additional lists may include: Barbarians, Undead, Hobgoblins
BUILDING YOUR ARMY
Each Figure has a cost value.
A standard army will be worth 150 points.
An Army must include a Leader.
A standard army must have 16 figs.
SETUP
Each player places one unit on each square of his back two rows.
Units may not stack.
THE CARDS
Players share a 90 card common deck.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Fate Phase
Move Phase
Attack Phase
FATE PHASE
Draw 3 cards.
Max hand size = 5 cards.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move one of your units.
The move card has a number.
This is the number of spaces the unit moves.
Moves can be diagonal or orthogonal.
Units cannot move through other units.
“Knight” type move cards allow a unit to move like a knight in chess.
The Knight move cards can only be used by units with a Move stat of 3+.
Instead of moving just one unit in any direction, you have the
option of moving up to three units forward the indicated number of
spaces using a single move card.
ATTACK PHASE
Play (discard) an Attack card to have a unit attack.
The attack card has a number.
The unit must have a Strength value equal to or greater than the value of
the Attack card in order to use it.
Attacks can be diagonal or orthogonal.
The attack can be at a range equal to or less than the range stat of the attacking unit.
Units with ranged attacks cannot attack over (through) other units.
Each attack does one point of damage.
A unit reduced to zero Hits is killed and removed from the board.
Your opponent may play Defense cards to negate your attack.
A unit that becomes immobilized cannot move, attack, defend or use SA's.
SPECIAL ABILITIES
Most units have one special ability (SA).
Discard a SA card to have a unit use its special ability.
Some SA’s do not require a SA card to be discarded.
SPELLS
A unit as its special ability may know one or more spells.
Before the game starts, pick which spells the unit knows.
Spells must be picked from that races Spellbook list.
To cast a spell, just discard a SA card.
COMMON DECK CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
N = Negate Move
SA = Special Ability
Str = Strength
# = Number of that card in the deck
Type = Purpose of card
COMMON DECK CARD LIST
Card Name: # Type Notes
Move 1 10 M move unit exactly 1 space
Move 2 8 M move unit exactly 2 spaces
Move 3 6 M move unit exactly 3 spaces
Move 4 4 M move unit exactly 4 spaces
Move K 2 M move unit as a Knight
Attack 1 8 A unit with Strength 1+ may attack
Attack 2 7 A unit with Strength 2+ may attack
Attack 3 6 A unit with Strength 3+ may attack
Attack 4 5 A unit with Strength 4+ may attack
Attack 5 4 A unit with Strength 5+ may attack
SA 20 SA Unit may use its Special Ability
Defend 5 D Negate Attack card played by opponent
Negate 5 N Negate Move card played by opponent
UNIT SPECIAL ABILITIES LIST
Attack = The unit may discard a SA card (instead of an Attack card) to make an attack.
Shield = The unit may discard a SA card (instead of a Defense card) to
negate an attack on itself.
Martyr = The unit may discard a SA card to take the damage directed at an adjacent unit.
Slay = The unit does 2 points of damage instead of one.
Leadership = All adjacent units get a Strength value of +1.
Berserk = The unit may make an additional attack each turn.
Spells (X) = The unit knows X number of spells.
Throw = The unit may discard a SA card to make an attack of a range of exactly = 2.
Explode = The unit may discard a SA card to kill itself and
do 1 damage to all adjacent units.
Regeneration = The unit may discard a SA card to regain one lost hit.
Scout = If adjacent to an enemy unit, the unit may discard a SA card to
look at your opponents hand.
Indirect Fire = The unit may make ranged attacks over other units.
Trample = The unit may continue to move after attacking.
Ride = The Unit may move twice per turn
Net = Target of range = 2 is Immobilized for 3 turns.
DWARF ARMY LIST
Cost Unit Name Move Hits Range Str Special Ability
9 Troll Slayer 2 2 1 3 Slay
11 Giant Slayer 2 3 1 4 Slay
8 Crossbows 2 1 3 2 None
10 Gunners 2 1 3 3 Attack
7 Clansmen 2 1 1 2 Shield
7 Axers 2 1 1 2 Throw
8 Berserkers 2 1 1 3 Berserk
7 Runner 3 1 1 1 Scout
9 Longbeards 2 1 1 2 Leadership
7 Hammers 2 1 1 2 Attack
8 Shield Bearers 2 2 1 1 Shield, Martyr
12 Champion 2 3 1 4 Attack
12 Dwarf Lord 2 3 1 3 Leadership
10 Rune Lord 2 2 1 2 Spells (3)
14 War Machine 4 4 1 4 Trample
7 Powder Keg 3 1 1 1 Explode
6 Adept 2 1 1 1 Spells (1)
11 Steam Cannon 1 1 5 3 Indirect Fire
DWARF SPELL BOOK
Spell Notes:
Thunder Attack with range of exactly = 4
Stone Skin Self or adjacent unit gets Shield Ability for 4 turns
Mend Restore one lost hit to self or adjacent unit
Sharpness Self or adjacent unit gets Attack Ability for 4 turns
Lore Look at next 7 cards in the deck
Petrify Range = 4. Target immobilized for 4 turns
Stone Rain Indirect Attack with range of exactly = 4
ORC ARMY LIST
Cost Unit Name Move Hits Range Str Special Ability
9 Assassin 3 2 1 2 Slay
9 Archers 3 1 3 1 Attack
7 Scimitars 2 1 1 2 Attack
9 Spy 4 1 1 2 Scout
15 Chieftain 3 3 1 4 Leadership
10 Shaman 2 2 1 3 Spells (3)
6 Hedge Wizard 1 1 1 1 Spells (2)
11 Boar Riders 4 2 1 2 Ride
7 Spears 2 1 1 2 Throw
6 Clubbers 2 1 1 1 Martyr
16 Ogre 3 4 1 5 Throw
13 Troll 3 3 1 4 Regenerate
10 Catapult 1 1 5 2 Indirect Fire
10 Black Orcs 3 2 1 3 None
11 Champion 3 3 1 3 Berserk
10 Half Orcs 3 1 3 2 None
7 Guards 2 1 1 2 Shield
8 War Drums 1 1 1 1 Leadership
ORC SPELL BOOK
Spell Notes:
Blood Rage Self or adjacent unit gets Berserk Ability for 4 turns
Fire Ball Attack with range = 4
Reattach Self or adjacent unit gets Regenerate Ability for 4 turns
Curse Range = 3. Target cannot use SA’s and is –1 to Move stat for 8 turns
Poison Self or adjacent unit gets Slay Ability for 4 turns
GOBLIN ARMY LIST
Cost Unit Name Move Hits Range Str Special Ability
8 Raiders 3 1 1 2 Attack
9 Grenadiers 2 1 2 3 Explode
6 Irregulars 2 1 1 1 Martyr
9 Witchdoctor 2 1 1 1 Spell (3)
9 Alchemist 2 1 2 1 Spell (2)
7 Spearchuckers 2 1 1 2 Throw
8 Fanatics 2 1 2 2 Berserk
9 Shortbows 3 1 3 1 Indirect
10 Gob Lobber 1 1 5 2 Indirect
12 Wolf Riders 4 2 3 2 Ride
10 Hero 3 2 1 3 Attack
11 King 2 2 1 2 Leadership
7 Cut Throat 3 1 1 1 Slay
11 Rocket Launcher 1 1 5 3 Explode
11 Bugbears 3 3 1 3 Attack
6 Net Casters 2 1 1 1 Net
7 Infantry 2 1 1 2 Attack
7 Scouts 3 1 1 1 Scout
GOBLIN SPELL BOOK
Spell Notes:
Summon Goblin Put an irregular into play adjacent to caster
Poisons Self or adjacent unit gets Slay Ability for 4 turns
Instability Self or adjacent unit gets Explode Ability for 3 turns
Evil Eye Attack with range of exactly = 3
Hex No unit may enter target empty square for 5 turns
Amulets Self or adjacent unit gets Shield Ability for 4 turns
Warflame Self or adjacent unit gets Leadership Ability for 3 turns
ELF ARMY LIST
Cost Unit Name Move Hits Range Str Special Ability
13 Rangers 3 2 4 3 Slay
10 Warriors 3 2 1 3 Attack
10 Unicorn 4 1 1 3 Ride
13 Elf Lord 4 2 1 2 Leadership
10 Arch Mage 2 1 1 1 Spell (4)
7 Mage 2 1 1 1 Spell (2)
12 Arch Druid 3 2 1 2 Spell (3)
6 Druid 2 1 1 1 Spell (1)
9 Riders 4 1 1 2 Ride
9 Guardians 2 2 1 3 Shield & Martyr
11 Hunters 3 1 3 2 Indirect & Scout
11 Archers 2 1 4 3 Indirect
7 Spears 2 1 1 2 Throw
9 Scout 3 1 3 1 Scout
7 Swords 2 1 1 2 Attack
10 Ballista 1 1 5 3 None
11 Warrior Maiden 3 1 1 2 Leadership
13 Treant 2 4 1 5 Shield
11 Great Eagle 4 1 1 2 Fly, Ride, & Scout
ELF SPELL BOOK
Spell Notes:
Tangle Roots Range = 4. Target immobilized for 4 turns
Healing Ways Restore one lost hit to self or adjacent unit
Energize Self or adjacent unit gets Berserk Ability for 4 turns
Tree Meld Self or adjacent unit gets Shield Ability for 4 turns
True Aim Self or adjacent unit gets Attack Ability for 4 turns
Wild Winds Negate Attack made against self or adjacent unit
Vision Pool Look at next 7 cards in deck
FEUDAL ARMY LIST
Cost Unit Name Move Hits Range Str Special Ability
7 Footmen 3 1 1 1 Martyr
6 Squire 3 1 1 1 None
14 Knights 4 3 1 4 Ride & Shield
10 Longbowmen 2 1 4 2 Indirect
8 Archers 2 1 3 1 Indirect
9 Crossbowmen 2 1 3 2 None
11 Trebuchet 1 1 5 3 Indirect
10 Catapult 1 1 5 2 Indirect
13 King 4 2 1 2 Leadership
15 Nobles 4 2 1 4 Leadership
9 Wizard 2 1 1 1 Spells (4)
7 Magician 2 1 1 1 Spells (2)
8 Priest 2 1 1 1 Spells (3)
8 Halberdiers 2 1 1 3 Attack
7 Swordsmen 2 1 1 2 Attack
8 Shieldmen 2 2 1 1 Shield & Martyr
8 Pikemen 1 1 1 4 None
8 Rogue 3 1 1 1 Scout & Slay
FEUDAL SPELL BOOK
Spell Notes:
Crystal Ball Look at opponents hand
Blessing Self or adjacent unit gets Attack Ability for 4 turns
Holy Armor Self or adjacent unit gets Shield Ability for 4 turns
Smite Self or adjacent unit gets Slay Ability for 4 turns
Teleport Self or adjacent unit transported to any empty Square
Lightning Bolt Attack with range of exactly = 4
Haste Self or adjacent unit gets Move +1 & Berserk Ability for 3 turns
Sanctuary Negate Attack made against self or adjacent unit
Dispell Negate Spell cast by opposing unit