AQUAMAN




INTRODUCTION
Card game for 2-4 players. 
Aquaman Theme. 

DISCLAIMER
Aquaman is a copyrighted, licensed property. 
This is merely a fan site. 

VICTORY
The first player to accumulate 3 Mission Tokens is the winner. 

THE DECK
Players share a common deck. 
There are 8 suites. 

THE BOARD
The board is an 8x8 grid.
Each square must be big enough to easily hold 1 card. 

PAWNS
Each player gets 1 pawn of a unique color. 
Each pawn represents a different manifestation of Aquaman. 

DICE
Two 6-sided dice are needed. 

MISSION TOKENS
Players share a common set. 

SETUP
Shuffle the deck. 
Randomly deal 1 card face up to each space on the board. 
Each player places their Pawn on a different corner space.
Each player draws 3 cards to start.  
Players roll high on 1D6 to see who goes first. 

TURN SEQUENCE
Players take turns. 
Each turn has 5 Phases: 
1. Power Phase
2. Swim Phase
3. Action Phase
4. Mission Phase
5. Rest Phase

POWER PHASE
If you have at least 5 cards in your hand, you may discard 1 card from 
your hand to activate its special ability: 
Aquaman: Draw 2 cards from the deck & put them in your hand.  If the 
sum of the Ranks of the 2 cards is less than the Rank of the Aquaman 
card, draw and keep a third card. 
Companion: Look at the next 4 cards in the deck. Keep one and 
discard the other 3. The one you keep must be of a lower Rank than 
the Companion Card. 
Sea Creature: Take top card of discard and put it in your hand. 
It must be of a lower rank than the Sea Creature card. 
Plot: You may move your pawn to any target, non-occupied space this turn 
in Swim phase (do not bother rolling the dice). The card in the target space
must be of a lower Rank than the Plot card. 
Foe: Target opponent who is adjacent to you must reveal one random card
from his hand; If it is lower in Rank than the Foe card it is discarded.  
Power: Discard X cards and draw X replacement cards. The cards you 
discard may not be of a higher Rank than the Power card. 
Strangeness: Put 1 target adjacent card on the board in your hand. It must 
be of a lower Rank than the Strangeness card. Immediately draw a card to 
replace it with on the Board.   
Location: Look at the next X cards in the deck. 
X = the Rank of the Location card. 

SWIM PHASE
Roll two dice. 
Move your pawn on the board orthogonally first the distance of one of the 
dice, and then the distance of the other. 
For example, you roll a 2 and a 5.  You decide to first move him to your left 5 
spaces and then forward 2 spaces. 

ACTION PHASE
If you land on a space not occupied by another pawn, take the card there and put 
it in your hand.  Immediately replace the card you took with the top card of the deck. 
If the space is occupied by a another players pawn, there will be a fight: Both players 
reveal 1 card from their hand. High card wins. If tied players reveal a second card. 
Discard all revealed cards. The winner gets to look at the losers hand and steal 1 card. 
  
MISSION PHASE
You may complete a Mission: 
Play (discard) 8 cards from your hand, one from each of the eight suites. 
Gain a Mission Token. 

REST PHASE
Max hand size is 10 cards. Discard excess cards. 


CARD LIST NOTATION
A = Aquaman
C = Companion
X = Sea Creature
P = Plot
F = Foe
O = Power
S = Strangeness
L = Location

AQUAMAN CARD LIST
Suite	Rank	Name:				Notes:
A	1	Arthur Curry
A	2	Aquaboy
A	3	Orin the Atlantean
A	4	Aquatic Ace
A	5	Marine Marvel
A	6	Blue Aquaman
A	7	Sword of Atlantis
A	8	Dweller in the Depths
A	9	Multiverse Aquaman
A	10	Golden Age Aquaman
A	11	Silver Age Aquaman
A	12	Modern Age Aquaman
A	13	Obsidian Age Aquaman
A	14	Sovereign of the Sea
A	15	King of the Seven Seas
A	16	King of Atlantis
C	1	Topo the Squid Boy		
C	2	Merfolk				
C	3	Atlantean Soldiers		
C	4	Porm the Dolphin       		Surrogate Mother
C	5	Koryak 				Illegitimate Son 
C	6	Atlanna				Mother
C	7	Atlan				Father
C	8	Deep Blue			Half Sister
C	9	Quisp the Water Sprite		
C	10	The Sea Devils			Underwater Adventurers
C	11	Dr Vulko			Scientist				
C	12	Mera				Wife
C	13	Aquagirl				
C	14	Aqualad				Sidekick
C	15	Tempest				Crime Fighting Partner
C	16	Justice League
F	1	The Lurkers
F	2	The Scavenger
F	3	The Suvians
F	4	The Fisherman
F	5	Captain Demo
F	6	Black Jack
F	7	King Neptune
F	8	Aqua Beast
F	9	Marine Marauder
F	10	King Shark
F	11	Deep Six
F	12	Siren
F	13	Gamemnae the Sorceress
F	14	Spectre
F	15	Ocean Master
F	16	Black Manta
O	1	Cold & Pressure Resistant		
O	2	Sonar & Dark Vision		
O	3	Speak to Sea Life			
O	4	Control Sea Creatures		Telepathic Control
O	5	Aquatic Adaptation		Water Breathing
O	6	Amphibious Camouflage		
O	7	High Speed Swimming
O	8	Water Control			Hard Water Bolts
O	9	Harpoon Hand
O	10	Atlantean Technology
O	11	Mystical Left Hand		Magic Powers
O	12	Healing Powers
O	13	Bulletproof
O	14	Superhuman Durability
O	15	Superhuman Agility
O	16	Superhuman Strength
P	1	Smuggling
P	2	Extortion
P	3	Framed
P	4	Rescue Mission
P	5	Illegal Experiments
P	6	Piracy
P	7	Abduction
P	8	Crimes at Sea
P	9	Murder
P	10	Revenge
P	11	Rampage
P	12	Attack Shipping Lanes
P	13	Prevent Disaster
P	14	Enslavement
P	15	Invasion
P	16	War 
X	1	Penguins
X	2	Flying Fish
X	3	Crabs
X	4	Jellyfish
X	5	School of Fish
X	6	Sting Rays
X	7	Sea Lions
X	8	Piranhas
X	9	Electric Eels
X	10	Sword Fish
X	11	Giant Squid
X	12	Octopi
X	13	Seahorse Steed
X	14	Sharks
X	15	Dolphins
X	16	Whales
S	1	Madness
S	2	Disguise
S	3	Toxic Waste
S	4	Gladiatorial Games
S	5	Sonic Disrupter
S	6	Mutated Sea Life
S	7	Magical Transformation
S	8	Ray Machine
S	9	Robotic Duplicate
S	10	Invisibility
S	11	Telepathy
S	12	Immortality Formula
S	13	Resurrection
S	14	Transfer Minds
S	15	Mind Control
S	16	Time Travel
L	1	Sea Circus
L	2	Intergalactic Aquarium
L	3	Iceberg
L	4	Volcano Hideout
L	5	Giant Submarine
L	6	Sargasso Sea
L	7	Convict Island
L	8	Sub Diego
L	9	Haunted Sea
L	10	Alien Island
L	11	The Secret Sea
L	12	The Lost Ocean
L	13	Ancient City of Evil
L	14	Dimension Aqua
L	15	Netherspace
L	16	Atlantis 


LINKS
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