CAVE WARS






INTRODUCTION
Wargame for 2 or more players.
Subterranean Fantasy theme.

VICTORY
Occupy all 8 Lairs on the Board.

DICE, CHITS, COUNTERS, MARKERS, TILES, COINS, & CARDS
Tiles are used to make the Map.
Chits are used to represent Units.
Cards are used for Events.
Coins represent Gold.
Counters are stacked with units to record damage.
Each player has a set of colored Markers to identify their stacks.
Tile, chit, counter, coins and card sets are common to all players.
Ten sided dice are needed to play.

TERRAIN TILE LIST
Terrain Type:		Notes:	
Mines			Rich
Shafts			Treacherous
Pits			Treacherous
Crevices		Treacherous
Lava Tunnels		Maze
Great Hall		Large
Labyrinth		Maze
Corridors		Maze
Caves			Large
Caverns			Large
Rift			Treacherous
Stone Bridge		Defensible
Chambers		Defensible
Dungeon			Maze
Tomb			Rich
Heavy Gate		Defensible
Rune Stones		Magical
Vault			Rich
Mushroom Caves		Magical
Crystal Caves		Rich
Abandoned Mines		Defensible
Lost City		Large
Pools			Magical
Underground River	Treacherous
Rock Slide		Treacherous
Shrine			Magical
Troglodyte Caves	Lair = Recruit Troglodytes
Dwarf Mines		Lair = Recruit Dwarves
Gnome Burrows		Lair = Recruit Gnomes
Kobold Warren		Lair = Recruit Kobolds
Orc Pits		Lair = Recruit Orcs
Goblin Caves		Lair = Recruit Goblins
Drow City		Lair = Recruit Drow
Troll Den		Lair = Recruit Trolls
Solid Rock		# 30 Solid Rock Tiles

TERRAIN TYPE NOTAION
It costs a unit its whole move to enter a Maze territory.
Large territories can hold double the normal number of Units.
Units in Defensible Territories ignore Hits on a roll of 1-3 on 1D10.
Rich Territories earn an extra Gold in Recruit Phase.
When a stack enters a Treacherous territory it suffers a single Force = 5 Attack.
Units in Magical Territories get Force +1.
All Lairs are Large & Defensible.

THE MAP
Use a Chessboard.
Each space is known as a Territory.
Randomly distribute the 64 Terrain Tiles.

SETUP
Each Player starts in control of 1 Lair.
Randomly determine who goes first.

UNIT CHIT LIST
Unit Name:		Force	Size	Hits	Sign
Troglodytes		5	M	2	T
Gnomes			4	S	1	N
Dwarves			7	M	2	D
Orcs			6	M	2	O
Goblins			3	S	1	G
Kobolds			2	S	1	K
Cave Trolls		9	L	3	C
Drow			8	M	2	W

TURN SEQUENCE
Players take turns.
Each turn has 4 phases:
Recruit Phase
Event Phase
Move Phase
Battle Phase

RECRUIT PHASE
Gain 10 Gold.
Gain 1 extra gold for each Rich Territory you occupy.
Purchase units with your gold.
You may buy units from Lairs you occupy.
New Units are placed in the Lair or adjacent to it.
A Units cost in Gold is equal to its Force.
Gold may saved from turn to turn.

ADJACENCY RULE
Units or spaces must share a common border to be adjacent.
Diagonal spaces and units are not adjacent.

STACKING RULE
In a single space you may stack up to 4 size levels of your units.
Small units are size level = 1
Medium units are size level = 2
Large units are size level = 4
Units from opposing players cannot occupy the same space.

EVENT PHASE
Draw 2 Event cards.
Max hand size is 5 cards. 
Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.

MOVE PHASE
You may move each of you units up to 2 spaces.
Units cannot enter or move through Solid Rock spaces.
The stacking limit must be strictly enforced.
Some Event cards will affect the Movement of units & Stacks.

BATTLE PHASE
You may attack adjacent enemy stacks with your own stacks.
Resolve conflicts between two opposing stacks, one at a time.
A turn may have multiple battles between multiple stacks.
Battles are fought in Rounds.
Player may play event cards at any time during the round.
During each round, each unit, in turn, in both opposing stacks gets to attack once.
Small units always attack before Medium size & Large units.
Medium size units always attack before Large units.
Start with the Active player (Player whose turn it is)
Pick which of your units is attacking, then Roll 1D10.
If the roll is equal to or less than the attacking units Force, an enemy unit loses 1 hit.
The defender decides which of his units is hit.
A unit reduced to zero hits is destroyed.
The other player then attacks and so on. 
This repeats until one side is completely eliminated.
Extra Attacks (From Event Cards) are made, in turn, like regular attacks.

EVENT DECK NOTATION
User: You must have at least one unit of the types indicated in the stack to use the card.

EVENT DECK
Event:			Users	Notes:
Ambush 			TK	Units get an extra attack this round
Surprise		TK	Units get an extra attack this round
Blunderbusses		ND	Units get an extra attack this round
Crossbows		DOW	Units get an extra attack this round
Heavy Armor		DO	Unit ignores one hit
War Machines		ND	Units get an extra attack this round
Nets			TK	Target unit cannot attack this Battle
Berserkers		ODC	Units get an extra attack this round
Battle Rage		ODC	Units get an extra attack this round
Thick Skinned		CT	Unit ignores one hit
Brute Strength 		CT	Units get an extra attack this round
Poison Arrows		GW	Discard target Unit
Powder Keg		GN	Discard unit to discard target unit
Illusions		NW	Negate one hit
Wizard			NW	Units get an extra attack this round
Shaman			OG	Units get an extra attack this round
Slayer			DO	Discard target Unit
Mob			GK	Units get an extra attack this round
Skill			DW	Units get an extra attack this round
Hide			TKNG	Unit ignores one hit
Skirmish		KNG	Units get an extra attack this round
Spider Riders		GW	Units get an extra attack this round
Run Away		KNG	Unit ignores one hit
Set Traps		KNG	Units get an extra attack this round
Warriors		OD	Units get an extra attack this round
Spear Chuckers		GK	Units get an extra attack this round
Fast			OW	Unit can move twice this turn
Miners			DN	Stack can move twice this turn
Secret Passage		Any	Stack can move twice this turn
Infravision		Any	Stack can move twice this turn
Passwall		WN	Stack can move twice this turn
Build Barrier		Any	Stack cannot be attacked by target stack
Magical Barrier		WN	Stack cannot be attacked by target stack
Lost Orders		Any	Target Stack cannot Move this turn
Difficult Going		Any	Target Stack cannot Move this turn
Cave In			Any	One random unit in target stack is killed
Spy			Any	Look at opponent’s hand & discard 1 card
Scouts			Any	Look at opponent’s hand & discard 1 card
Detect Gems		Any	Gain 10 Gold
Rich Vein		Any	Gain 10 Gold


COUNTER SET
By jiminybollocks 
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