X-MEN SKIRMISH






INTRODUCTION
Board & card game for 2 players.
Battle between  Mutants & Sentinel Robots.
Takes place in the X-Men Universe.
Each figure (unit) represents a Mutant or Robot. 

DISCLAIMER
‘X-Men’ is a copyrighted/trademarked property.
This is just a fan site.

VICTORY
Destroy all opposing Units.

THE MAP
Use an 8x8 chessboard.

MUTANTS & ROBOTS
Use chits or miniatures to represent units.

UNIT TABLE
Name			Hits	Abilities
Jubilee			1	
Longshot		2	
Havok			2	
Iceman			2	
Cable			3	Leader
Rogue			2	Flying
Banshee			2	Flying
Professor X		1	Leader
Gambit			1	
Psylocke		1	
Shadowcat		1	
Nightcrawler		2	
Archangel		2	Flying
Beast			3	Leader
Colossus		3	
Cyclops			2	Leader
Wolverine		3	
Storm			2	Flying
Sentinel		2	

TYPE X SPECIAL POWER TABLE
Name 			Power			Game Effect
Jubilee			Fireworks		Disable Attack: range = 2
Longshot		Luck    		Defense
Havok			Plasma Blast		Attack: range = 3
Iceman			Freeze			Disable Attack: range = 2
Cable			Strategist		Draw 2 cards (once on your turn)
Rogue			Absorb			Use power of any other X-man in game
Banshee			Sonic Shock		Disable Attack: range = 2
Professor X		Mental Bolt		Attack: range = 5
Gambit			Kinetic Energy		Attack: range = 3
Psylocke		Psychic Knife		Attack: range = 1
Shadowcat		Phasing			Move: range = K
Nightcrawler		Acrobat			Defense
Archangel		Wing Missiles		Attack: range  = 3
Beast			Agility			Defense
Colossus		Steel Skin		Defense
Wolverine		Admantium Claws		Attack: range = 1
Storm			Weather Control		Disable Attack: range = 6
Cyclops			Energy Beams		Attack: range = 4
Sentinel		Lasers			Attack: range = 4 
Sentinel		Neutralizer		Negate a Special Power card just played

TYPE Y SPECIAL POWER TABLE
Name 			Power			Game Effect
Nightcrawler		Prehensile Tail		Defense
Shadowcat		Disrupt Electronics	Attack: range = 1
Cable			Firepower		Attack: range = 3
Iceman			Ice Wall  		Defense
Jubilee			Pyrotechnics		Disable Attack: range = 3
Longshot		Agility 		Defense
Havok			Plasma Beam		Attack: range = 4
Rogue			Absorb			Use power of any other X-man in game
Banshee			Sonic Blast		Disable Attack: range = 3
Professor X		Read Minds		Look at opponents hand
Gambit			Inertial Escape		Defense
Psylocke		Psychic Knife		Attack: range = 1
Archangel		Fly Far & Fast		Attack: range = 5
Beast			Throw Object		Attack: range = 2
Colossus		Break Walls		Move = 2
Wolverine		Admantium Claws		Attack: range = 1
Storm			Tornado 		Disable Attack: range = 5
Cyclops			Eye Beams		Attack: range = 5
Sentinel 		Mutant-Sensors		Look at opponents hand
Sentinel		Catchweb		Disable Attack: range = 2

TYPE Z SPECIAL POWER TABLE
Name 			Power			Game Effect
Cyclops			Bounce Optic Blast	Attack: range = K
Storm			Lightning Bolts		Attack: range = 5
Wolverine		Regeneration		Defense
Colossus		Strength of Steel	Attack: range = 1
Beast			Bestial Strength	Attack: range = 1
Nightcrawler		LOS Teleport		Move: range = 4
Gambit			Defy Gravity		Move: range = 3
Shadowcat		Insubstantial		Defense
Professor X		Omnipathic		Look at next 7 cards in deck
Psylocke		Telepathy		Look at opponents hand
Cable			Forcefield		Defense
Iceman			Ice Slide		Move: range = 2
Jubilee			Detonate Matter		Attack: range = 2
Havok			Plasma Blast		Attack: range = 4
Banshee			Sonar			Look at opponents hand
Rogue			Energy Drain		Attack: range = 1
Archangel		Razor Wings		Move & Attack: range = 1
Longshot		Mystical Luck		Draw 2 cards and discard one
Sentinel		Disintegrator Beams	Attack: range = 3

SETUP
The X-Man player gets 8 Mutants with a maximum Hit point total of 16.
The X-Man team must include one leader.
The Sentinel player gets 8 Sentinel Robots.
Each player places one unit 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 3 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 units. 
Units cannot move through other units except for Flyers.
The move card has a number. 
This is the number of spaces the unit moves.
Moves are diagonal or orthogonal. 
Instead of moving just one unit in any direction, you have the 
option of moving one or more units forward the indicated number of 
spaces using a single move card.

BATTLE PHASE
Play (discard) an Attack card to have a unit attack.
The attack card has a number. 
This is the range of the attack.
Attacks are diagonal or orthogonal. 
The enemy unit that is the target of the attack takes 1 Hit point of Damage. 
Units reduced to zero hits are knocked out and removed from the map. 
Units cannot attack through other units.
Units hit by a Disable attack do not take damage, but cannot move, defend, or 
Attack for 2 turns.

SPECIAL POWERS
Discard a Special Power card to activate a units special power.
Note that there are X and Z type special powers.
If a unit has 2 or more powers of one type it may choose which one to use.

CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Special Card
Type = Purpose of card
# = Number of that type of card in the deck

CARD LIST
Card Name:			#	Range	Type	Notes:
Walk				5	1	M
Jog				5	2	M
Run				5	3	M
Sprint				4	4	M
Fly				3	5	M	Flying units only
Fly Fast			2	6	M 	Flying units only
Punch				5	1	A
Kick				5	1	A
Dodge				2	-	D	Mutants only
Armor				2	-	D	Sentinels only
Type X Special Power		4	-	X
Type Y Special Power		4	-	X
Type Z Special Power		4	-	X


LINKS
The X-Men











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