VICTORIAN VILLAINS







INTRODUCTION 2 player Card game. Victorian Fantasy/ Sci-Fi theme. CCG type Format. GOOD & EVIL There are 2 sides: The Heroes and the Villains. VICTORY You win if at any time after the fifth turn, your Opponent has no major characters in play. DICE Six sided dice are needed. THE DECKS Each player has a unique deck. The two decks are: 1. The Heroes 2. The Villains CARD TYPES C = Characters L = Locations E = Events W = Weapons V = Vehicles TOKENS Tokens are used to represent lesser minions. Tokens and Characters are collectively referred to as Units. Tokens & Minor Characters are collectively referred to as Minions. WOUND COUNTERS When a Character is wounded put a Wound counter on it. Wound Counters give the attached unit Force –1. A Unit with zero or less Force is killed. CARD TRAITS Characters (and other card types) may have one or more of the following traits: Many of these traits allow attachment of or use of certain other cards. Trait: Notes: Minor Character Major Character Mastermind Major Villain Brawler Descriptor Marksman Descriptor Swordsman Descriptor Brute Descriptor Detective Descriptor Hunter Descriptor Scholar Descriptor Traveler Descriptor Inventor See Invention Phase Scientist See Invention Phase Vehicle These can be Units or Objects attached to Units Genius See Genius Phase Spy See Spy Phase Immortal See Healing Phase Holy Fight +1 vs Immortals Doctor See Healing Phase Underling Discard this Hero instead of another in Assassin Phase Facilitator Gives one Hero +1 to any one roll once per turn Captain Captain Nemo can take the Nautilus from anywhere and put into play, attached to himself in recruit phase. The same goes for Captain Mors & his Airship. You may discard the vessel to draw its respective Captain from the deck. SETUP Each player draws 7 cards from his deck. Mulligan: Discard & redraw if your hand has no Characters. TURN SEQUENCE Each turn has 13 phases: New Day Phase Genius Phase Healing Phase Minion Phase Invention Phase Recruit Phase Plot Phase Spy Phase Assassin Phase Plot Phase Intercept Phase Track Phase Attack Phase NEW DAY PHASE Draw 1 card from your deck. GENIUS PHASE For each Character with Genius on your side roll once on the Plot Table: 1D6 Result: 1 Analysis: Opponent must discard 1 card 2 Predictions: Look at next 7 cards in either deck 3 Deduction: Look at opponents Hand 4 Lure: Gain Control of target Character 5 Recruit: Put any character in your deck into your hand 6 Contingencies: Draw 1 Card HEALING PHASE For each Wound counter roll 1D6. Remove the counter on a roll of 5+. This is called the Healing Roll. An Immortal gets Heal +3 to self. A Doctor can give Heal +2 to any one roll per turn. MINION PHASE Most Masterminds (and some other card types) can Generate one Minion Token per turn in this phase. All Minion Tokens are Units with Fight = 1. INVENTION PHASE For each Character with Invention or Scientist skill on your side roll once on The Invention Table: 1D6 Result: 1 Research: Look at the next 7 cards in your deck 2 Build: Put an Invention Marker on a Target Unit 3 Eureka: Draw one card 4 Blueprints: Search your deck for a Vehicle or Weapon & put it into play 5 Failed Project: Nothing 6 Lab Explosion: Inventor receives a Wound Marker Invention Markers give the attached unit Fight +1 If the Inventor is a Location (Not a Character) and there is an explosion, the Location cannot roll on the Invention table for 2 turns. RECRUIT PHASE Put non-event card into play. Cards in play are placed face up in front of you. Vehicles and Weapons must be attached to Units. Locations in the Villain deck must be attached to a specific Mastermind. Minor Villains must be attached to a specific Mastermind. PLOT PHASE The Villain player may attach plot cards to his Masterminds. Put a Plot Counter on each plot card already in play. There are Minor and Major Plot cards. If a Minor Plot accumulates 3 plot counters, the Villain player discards it and Draws 1D6 cards. If a Major Plot card accumulates 4 plot counters, the Villain player automatically wins the game. MARTIAN RULES Special Rules for the Martian "Villain". All Plots undertaken by the Martians become Major Plots of the Title "World Conquest" The Martians cannot attach Minor Characters or Vehicles. Marian Tripod Tokens are each Fight = 2. SPY PHASE For each Spy on your side roll 1D6: on a roll of 1 Spy caught: Discard Spy 2-4 Nothing 5+ Discovery: Look at Opponent’s hand. ASSASSIN PHASE Each Major Villain may send some of his Minions to attack the Heroes. These are suicide Missions, The Minions are always killed. Roll 2D6 for each Minion sent. Add the Fight of the Minion. Subtract the Fight of the target Hero. Event cards may be used to modify Force ratings. Modified Roll: Notes: 2 or less Minion Interrogated: Get +1 to next Track Roll 3-5 Minion cannot find Heroes: Return Minion to Mastermind 6-7 Nothing 8-10 Hero Wounded (or discard an attached weapon or vehicle) 11+ Hero Killed This is called the Assassin Roll. INTERCEPT PHASE Heroes may attempt to thwart the Villain’s Nefarious Schemes. Each Hero picks a target Mastermind Villain and rolls 2D6: This is called the Track Roll. Add the Track Bonuses of the Hero. Event cards may be used to give additional Bonuses or Penalties. This is called the Sleuth Roll. Modified Roll: Notes: 5 or less On the Wrong Track: All Heroes get a Track –1 this turn. 6-9 Dead End: Nothing Found 10 Foiled: Discard one target Plot card 11+ Villain is Thwarted. If the Villain is Thwarted, discard all Plot cards of that Villain in play. Every Mastermind not Thwarted this phase allows the Villain player to roll once on The Villain Table: 1D6 Result: 1 Neutralize: Opponent must discard 1 card 2 Machinations: Look at next 7 cards in either deck 3 Spies: Look at opponents Hand 4 Manipulations: Gain Control of target Character 5 Hirelings: Gain 2 Minion Tokens 6 Wheels in Motion: Draw 1 Card or put 1 Plot Counter on 1 Plot card in play ATTACK PHASE The Heroes may attack any Mastermind Villain that was Thwarted this turn. Each Hero attacks seperately. (Hero's that attempted to Thwart a different Villain cannot attack) The Hero must target a Minion of the Villain. Roll 1D6 and add the Fight of the Hero. Subtract the Fight of the target Minion. This is called the Combat Roll. The Minion is always killed. Modified Roll: Notes: 1 or less Hero Killed 2-3 Hero Wounded (or discard an attached weapon or vehicle) 4-6 Hero Unscathed but must stop attacking 7+ Hero gets to make another attack with Fight –1 Roll 1D6. This is called the Showdown roll. (It is modified like a Combat roll) Modified Roll: Notes: 1 or less Hero Killed 2-3 Hero Wounded (or discard an attached weapon or vehicle) 4 Destroy Base (Discard Location Cards attached to Villain) 5 Villain Wounded (or discard an attached weapon or vehicle) 6+ Villain Killed A Hero only gets to make one Showdown roll per turn. CARD TYPE NOTATION E = Events C = Character M = Mastermind V = Vehicle W = Weapon L = Location P = Plot HEROES CARD LIST Card Name: Type Notes: Allan Quatermain C Fight +2 Track +3 Brawler, Hunter, Marksman Dr Jekyll Mr Hyde C Fight +4 Track +1 Brute, Brawler, Scientist Sherlock Holmes C Fight +1 Track +4 Detective, Scholar, Swordsman James T. West C Fight +2 Track +1 Brawler, Marksman, Spy Artemus Gordon C Fight +1 Track +2 Inventor, Marksman, Spy Dorian Grey C Fight +2 Track +1 Immortal, Swordsman Van Helsing C Fight +2 Track +2 Brawler, Scholar, Holy, Hunter Mina Harker C Fight +3 Track +3 Immortal, Vampire, Detective Chevalier Dupin C Fight +1 Track +2 Detective Olaf Svenson C Fight +3 Track +1 Swordsman, Marksman Tarzan C Fight +2 Track +2 Brawler, Hunter Invisible Man C Fight +3 Track +3 Spy Campion Bond C Facilitator (He may not track or attack) Philieas Fog C Track +1 Traveler, Inventor Mycroft Holmes C Genius, Facilitator (He may not track or attack) Samson the Coachman C Fight +1 Traveler, Brawler, Underling Captain Nemo C Fight +2 Track +2 Captain, Swordsman, Inventor Air Pirate Captain Mors C Fight +2 Track +1 Captain, Marksman Mor's Airship V Fight +2 Track +2 Vehicle The Nautilus V Fight +2 Track +1 Vehicle Train E Hero gets Track +2 Auto-mobile V Fight +1 Track +1 Vehicle Museum of London L Scholar Heroes get Track +1 Catholic Church L Facilitator Elephant Gun W Marksman gets Fight +1 Winchester Rifle W Marksman gets Fight +1 Saber W Swordsman gets Fight +1 Sword Cane W Swordsman gets Fight +1 Service Revolvers W Hero gets Fight +1 Regeneration E Immortal gets Fight +2 Double Agent E Gain control of target Character Feign Death E Put Hero in discard into your hand The Army E Put 4 Soldier Tokens into play Gentleman’s Club E One Hero gets Force +2 in Assassin Phase Unseen Attack E Spy gets Fight +2 Rip to Pieces E Brute or Vampire gets Fight +2 Deduction E Detective gets Track +2 Experience E Hero gets Track +2 Morris Code E All your Heroes get Track +1 this turn Hunting Instincts E Hunter gets Track +2 Harpoon Gun E Inventors and Captains get Fight +2 British Secret Service E Draw 2 Cards Dangerous Company E Put any Hero in your deck into your hand Inquiries E Look at Opponent’s Hand Pugilist E Brawler gets Fight +2 Compendious Knowledge E Scholar or Scientist gets Track +2 Contacts E Hero gains Track +2 Bravery E Hero gets Fight +2 Investigation E Detective gets Track +2 Reconnaissance E Look at Opponents Hand Disguises E Detective or Spy gains Track +2 Chainmail shirt W Hero gets Fight +1 Diversion E Hero gets Fight +2 Balloon V Hero gets Track +1 Grapple E Brawler gets Fight +2 Machete W Hero gets Fight +1 Agents of the Crown E Put any Hero in your deck into your hand Artillery E Unit gets Fight +2 Arrive in Time E Traveler or Vehicle gets Track +2 VILLAINS CARD LIST Card Name: Type Notes: Professor Moriarty M Fight +1 Genius Scholar Dr Fu-Man-Chu M Fight +2 Doctor Generate Chinese Horde Tokens Dr Moreau M Fight +1 Doctor Generate Hybrid Tokens Martian Invasion M Fight +4 Generate Tripod Tokens Count Dracula M Fight +4 Immortal Generate Vampire Tokens Robur, Master of the Air M Fight +2 Generate Pirate Airship Tokens Dr Frankenstein M Fight +1 Doctor Generate Monster Tokens Arliss Loveless M Fight +1 Inventor Generate Contraption Tokens Jack the Ripper C Fight +2 Additional Fight +2 in Assassin Phase 7 Deadly Brothers of Tabasco C Fight +3 Swordsmen Werewolf C Fight +4 Immortal, Brute Rasputin C Fight +1 Immortal, Spy Guards E Put 4 Guard Tokens into play Thugs E Put 4 Thug Tokens into play Occidental Assassins C Fight +1 Additional Fight +1 in Assassin Phase Oriental Assassins C Fight +1 Additional Fight +1 in Assassin Phase Thugee Assassins C Fight +1 Additional Fight +1 in Assassin Phase African Assassins C Fight +1 Additional Fight +1 in Assassin Phase Trusted Lieutenant C Fight +2 Flamethrower W Unit gets Fight +1 Tank (Landship) C Fight +3 Vehicle Giant Mechanical Spider V Fight +3 Vehicle Armored Train V Fight +1 Vehicle Ironclad Gunboat V Fight +2 Vehicle Machine Guns W Unit gets Fight +1 Body Armor W Unit gets Fight +1 Armored Suit W Unit gets Fight +1 Sabotage E Opponent must discard 2 random cards from hand Foulest Treachery E Take control of target Hero Blackmail E Take control of target Hero Hypnotism E Take control of target Hero Svengali E Take control of target Hero Invisibility Formula E Unit gets Fight +2 Vampire Blood Elixir E Unit gets Fight +2 Dr Jekyll’s Formula E Unit gets Fight +2 Submarine V Fight +1 Vehicle Zeppelin V Fight +2 Vehicle Mechanic Tentacles W Fight +1 (Attach to Vehicle) Museum Robbery P Minor Plot Steal Cavorite P Minor Plot Bank Heist P Minor Plot Nihilist Conspiracy P Minor Plot Weapons Merchant P Minor Plot Vile Scheme P Minor Plot Start War P Major Plot Blow up City P Major Plot Assassinate Leader P Major Plot Laboratories L Inventor Factories L Inventor Industrial Complex L Inventor Castle Stronghold L Comes with 3 Guard Tokens Opulent Palace L Comes with 2 Guard Tokens Island Hideaway L Comes with 1 Guard Token Criminal Empire L Genius Underworld L Spy Secret Society L Generate Fanatic Tokens Opium Addiction E Put Wound Counter on Hero Nemesis E Mastermind gets Fight +2 Giant Cannon W Unit gets Fight +1 Rockets E Unit gets Fight +2 Heat Rays W Unit gets Fight +1 Mohammedan Rabble E 3 Tokens attack in Assassin Phase Angry Mob E 2 Tokens attack in Assassin Phase Cutthroats E 1 Token attacks in Assassin Phase Scandal E Put Hero back into owner’s hand Escape Pod E Negate a Showdown Roll Narrow Escape E Negate a Showdown Roll Shadows & Substance E Hero gets Track –2 Shadow Boxing E Hero gets Track –2 Espionage E Look at Opponent’s Hand LINKS Steampunk Chronology Fantastic, Mysterious, and Adventurous Victoriana LOEG Annotations LOEG Review LOEG Links Wold Newton Universe




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