NARNIA SKIRMISH
BY C. GERARD LUFT
INTRODUCTION
Board and Card Game
Battle between Aslan and the Kingdom of Narnia against the
White Witch and her minions.
Abstract skirmish level combat
Each figure represents 1 creature (1:1 scale)
VICTORY
The Narnian forces win if they either defeat the White Witch or her entire army.
The White Witch wins if she defeats Aslan or the Army of Narnia.
FORCES
Miniatures or counters may be used to represent each unit.
FORCES OF THE KINGDOM OF NARNIA
UNIT # Dam Hits Range
Aslan 1 16 16 1
King of Narnia 1 15 15 1
Duke of the Northern Marches 1 13 13 1
Earl of Ettinsmoor 1 11 11 1
Archers 4 5 5 4
Infantry 8 4 4 1
FORCES OF THE WHITE WITCH
UNIT # Dam Hits Range
White Witch 1 13 13 1
Giant 1 12 12 2
Efreet 1 10 10 2
Dragon 1 11 11 4
Demon 1 9 9 2
Hag 1 8 8 1
Giant Frog 1 8 8 1
Spectre 1 7 7 1
Telmarine Soldier 1 6 6 1
Calormen Soldier 1 5 5 1
Wraith 1 5 5 1
Ogre 1 4 4 1
Dwarf 1 3 3 1
Elf 1 3 3 4
Wolf 1 4 4 1
Ghoul 1 3 3 1
GAME BOARD
8x8 Game Board/ Chess Board
SET UP
Each player may position 1 unit on each of the squares of the two back rows
CARDS
Players share a common deck. If the deck runs out, reshuffle.
TURN SEQUENCE
Players Take Turns
Draw Phase
Move Phase
Combat Phase
DRAW PHASE
Each player draws three cards. Maximum hand is 5 cards. Discard excess.
MOVE PHASE
Players may play their MOVE CARDS to move a unit that many squares. Units
may move in an orthogonal or diagonal direction. The number of moves on a
given card may be divided among several units as well.
COMBAT PHASE
For each ATTACK CARD a player has they may attack with one unit. The unit
inflicts on its target is damage rating. If this reduces the defending
unit's Hits to 0 or less, that unit is defeated. If the defending unit plays
a defense card, they may ignore the damage inflicted by that assault. As
long as Aslan is in play, MIRACLE CARDS may be played. As long as the White
Witch is in play, SPELL CARDS may be played (MIRACLE and Spell Cards are the
same cards; Aslan uses Miracles, and the Witch uses Magic).
CARD LIST
A= Attack
D= Defense
M= Move
Mi/S= Miracle/ Spell
CARD # Type Range Damage or Effect
Attack 25 A As per unit As per unit
Armor 13 D - -
Move 5 M 1 -
Move 5 M 2 -
Move 5 M 3 -
Move 5 M 4 -
Move 5 M 5 -
Fire Ball 1 Mi/S 4 7
Lightening 1 Mi/S 5-6 7
Disintegrate 1 Mi/S 3 10
Ice Storm 1 Mi/S 3-5 5
Petrify 1 Mi/S 2 10
Earthquake 1 Mi/S 4-6 5
Charm 1 Mi/S 1 Converts 1 unit
Dominate 1 Mi/S 3 Converts 1 unit
Command 1 Mi/S 5 Converts 1 unit
Teleport 1 Mi/S 5 Moves 1 unit to 5
Gate 1 Mi/S 6 Moves 1 unit to 6
Fly 1 Mi/S 4 Moves 1 unit 4
Invisibility 1 Mi/S D - Any 1 unit
Illusion 1 Mi/S D - Any 1 unit
Sleep 1 Mi/S D - 1 unit may not take any action for 3 turns
Heal 1 Mi/S 1-4 Heals 1 unit of all damage
Resurrection 1 Mi/S - Returns 1 defeated unit to play