MUSKETEER SKIRMISH






INTRODUCTION
Board & card game for 2 players.
Melee between the 3 musketeers and a handful of the Cardinal's bodyguards. 
Abstract skirmish level combat.
Each figure (unit) represents a single man. 

VICTORY
Eliminate your opponents completely.

THE MAP
Use an 8x8 chessboard.

THE MEN
Use chits or miniatures to represent men.

MUSKETEER UNIT STAT TABLE
#	Type: 		Hits	Actions
1	Athos	 	3	3
1	Pothos	 	3	3
1	Aramis	 	3	3
1	D'Artagnon      3	3

# = Number of that type of man you start the game with.
Hits = Number of Hits that type of unit has.
Actions = Max number of attacks, moves, and defenses a unit can make per turn.

CARDINALS GUARD UNIT STAT TABLE
#	Type: 		Hits	Actions
1	Captain   	2	2
10	Guard		1	1	
# = Number of that type of man you start the game with.
Hits = Number of Hits that type of unit has.
Actions = Max number of attacks, moves, and defenses a unit can make per turn.

SETUP
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. Luck Phase
2. Move Phase
3. Fight Phase

LUCK 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 men.
The move card has a number. 
This is the number of spaces the man moves.
Moves can be diagonal or orthogonal. 
Instead of moving just one man in any direction, you have the 
option of moving one or more men forward the indicated number of 
spaces using a single move card.

FIGHT PHASE
Play (discard) an Attack card to have a man attack.
The attack card has a number. 
This is the range of the attack.
Attacks can be diagonal or orthogonal. 
Each attack does one point of damage.
Use Chits or coins to record damage.
A man reduced to 0 Hits is killed and removed from the board.
Your opponent may play Defense cards to negate your attack.


CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Special card
Y = Draw 2 cards
Z = Opponent must discard 2 random cards
# = Number of that card in the Deck

CARD LIST
Card Name:		Type	Range	#	Notes 
Walk			M	1	8	
Run			M	2	6	
Sprint			M	3	4	
Charge			M	4	4
Swing on Rope		M	K	2	
Parry			D	-	1	
Block			D	-	1	
Dodge			D	-	1	
Leap			D	-	1	
Duck			D	-	1	
Disarm			D	-	1
Break Sword		D	-	1
Hold in Check		D	-	1
Diversion		D	-	1	
Cloak			D	-	1	
Crossed Swords		D	-	1		
Bystander		D	-	1	
Intimidate		D	-	1	
Spring Back		D	-	1	
Confuse			D	-	1	
Intervening Furniture	D	-	1	
Swing Torch		D	-	1	
Cut			A	1	1	
Overpower		A	1	1	
Pistol			A	3	1	
Musket			A	4	1	
Main Gauche Dagger	A	1	1	
Poniard   		A	1	1	
Rapier			A	1	1	
Epee			A	1	1	
Foil			A	1	1
Energetic Attack  	A	1	1	
Desperate Lunge		A	2	1	
Terrible Thrust		A	2	1	
Rapier			A	1	1		
Trip			A	1	1	
Push			A	1	1	
Impale			A	1	1	
Stab			A	1	1	
Throw Impliment		A	2	1		
Falling Object		A	2	1	
Bludgeon  		A	1	1	
Wound Repeatedly	A	1	1
Wound Grievously	A	1	1
Run Through       	A	1	1
Skewer			A	1	1
Taste of Steel		A	1	1	
Pike			A	2	1	
Fine Blade		A	1	1	
Coup de Grace		A	1	1	Only vs man with 1 hit left	
Panicked Retreat  	A	1	1	Only vs man with 1 hit left
Set to Flight		A	1	1	Only vs man with 1 hit left
Flee the Field		A	1	1	Only vs man with 1 hit left
The Kings Guard		X	-	1	Guards only*
Feint			X	-	1	Look at opponents hand
En Guard	        Y	-	1	
One for All		Y	-	1	Musketeers only
All for One		Y	-	1	Musketeers only
Taunt			Z	-	1	
Weapon Stuck		Z	-	1	
* = Gain one Guard who starts in your back row.



MUSKETEER MESSAGE BOARD
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