FANTASY FIGHT CLUB




INTRODUCTION
4 Player variant of the basic game. Combat between 3-4 opposing fantasy warbands.
Game progresses in 2 stages:
Recruit Stage
Battle Stage


THE DECKS
There are 5 Decks:
Warrior Deck (include standard Warriors and Champions).
Weapon Deck
Armor Deck
Spell Deck
Fight Deck


DAMAGE
Use tokens to keep track of hits, ammo, and spell effects.
Six sided dice are needed.


RECRUIT STAGE
Players create their Warband:

Take the Champion cards out of the Warrior deck; shuffle both decks.
Each player is dealt 5 Warriors and 1 Champion. You can replace any one Warrior 
with the next card on the Warrior deck.
Each player is dealt half of the Weapon deck.
Each player is dealt half of the Armor deck.
Lay out your warriors on the table in front of you face in one or two groups; 
each group can have up in 2 rows.
The Rows are the front row and the back row.
There must be at least as many or more warriors in the first row as the second.
Assign weapon and armor cards to your warriors.
Assigned equipment cards are placed face up partially under the warrior. 
A warrior can have one shield and one helmet.
A warrior can have a Full suit of armor or one or more Partial armor cards.
A warrior can carry several weapons but can only use one per turn.
Each unit that has spells draws that number of spell cards from the spell deck.
Spell cards are placed under the warrior face down.
Warriors using 2 handed weapons may carry shields but do not benefit from them.


BATTLE STAGE
The opposing warbands fight.
Each turn has 4 phases:


Draw Phase
Tactics Phase
Move Phase

Attack Phase


DRAW PHASE
Discard some or all unused Fight cards from last turn.
Each player fills their hand to 7 cards from the Fight Deck.
If the deck runs out shuffle the discard and draw from it.


TACTICS PHASE
Make sure the warriors in your front row equal or outnumber your back row.
Warriors can freely be moved from one row to the other this phase.
Designate which of his weapons each of your warriors is using this turn.
The weapon of choice is placed on top of his stack of equipment.
Some spells are used in this phase.

MOVE PHASE
In this phase you can
- Split your group in two groups (if you have just one group in play): 
no cards are needed to split.
- Combine two groups in one: you must play a Move card or discard 2 Fight 
cards to combine your groups into one.
- Play a Terrain card on any group: the selected group won't be able to 
attack in the next Attack Phase 
  (you can play also a Terrain card on a group owned by another player)
- Play a Move card or discard 2 Fight cards to remove a Terrain on a group of yours
- Play a Move card or discard 3 Fight cards to remove a Terrain on any group.

ATTACK PHASE
The active player designate his attacking groups and the targets. The other two players 
(not the target obviously) can send one or more groups in support to the attacker or to
the defender. When two or more groups collaborate the resulting front row is composed of 
all the single front rows of each group (the same apply to the back row).
Warriors with ranged weapons attack first.
Warriors with ranged weapons with higher range scores attack before ones with lower scores.
Warriors with ranged weapons can attack from the front or back row.
Warriors may either attack warriors in the opponents front row or roll 1D6:
1-3     Attack target in front row
4-5     Hesitate: Do not attack
6       Attack target in back row
For each ranged attack roll 1D6. On a roll of 4-6 the attack hits.
Add the attackers skill, subtract the targets dodge roll and add the attack modifier of 
the terrain (if any) where the defender is placed.
Subtract 1 if the attacker is attacking from the back rating.
If the defender is hit but has a shield roll 1D6. 
If the roll is within the shields blocking range the attack is blocked.
Thrown weapons do not have to be used in ranged attacks, they may be used for HTH instead.
Note that thrown weapons have limited ammo if they are used in ranged combat.
Many Spells have ranges and so are played at the same time as ranged attacks.
A spell is discarded after it is played. A spellcaster can only cast one spell per turn.
Next warriors in the front row with HTH (Hand-to-hand) weapons may 
attack targets in the opponents front row.
Warriors that have the Backstab ability may roll 1D6:
1-4     Do not attack this turn
5-6     Attack a target in the opponents back row
Opposing Warriors pair up. The warrior with the highest speed rating picks 
his opponent first and so on until all
Warriors in the front rows have picked, or have been picked.
If one side has more warriors they may double up on enemy warriors.
For each pairing roll 1D6:
1-3     The warrior with the greater speed attacks first
4-6     The warrior with the weapon with longer reach attacks first
For each HTH attack roll 1D6. On a roll of 4-6 the attack hits.
Add the attackers skill and subtract the targets dodge rating and weapon parry value.
If the defender is hit but has a shield roll 1D6. 
If the roll is within the shields blocking range the attack is blocked.
If an attack hits roll 1D6.
Add the warriors damage bonuses and subtract the opponents armor bonuses.
If the result is positive, the target warrior loses that many hits.
If a warrior is reduced to 0 or less hits it is killed.

WARRIOR DECK CARD LIST

               

Name

Race

Dam

Speed

Skill

Dodge

Hits

Spells

Notes

Ogre

H

+4

-2

-

-2

10

0

Reach +2

Goblin

H

-1

+1

-

+2

4

0

Reach -1

Orc

H

-

-

-

-

5

0

 

Hobgoblin

H

+1

-

+1

-

7

0

 

Kobold

H

-1

+1

-

+2

3

0

Reach -1

Warrior

M

+1

+1

+2

+1

6

0

May use 2 HTH wpns

Knight

M

+1

-

+1

-

6

0

 

Barbarian

M

+2

+1

+1

+1

8

0

 

Assassin

M

-

+1

+1

+1

5

0

Back-Stab

Half-Orc

H

-

-

-

-

6

0

 

Rogue

M

-

+2

+1

+1

4

0

Back-Stab

Bandit

M

-

+1

-

-

5

0

Back-Stab

Dwarf

H

+2

-1

-

+1

7

0

Reach -1

Elf

H

-1

+2

+2

+2

4

1

 

Wizard

M

-2

-2

-

-1

2

5

 

Sorcerer

M

-1

-1

-

-

3

4

 

Warlock

M

-

-

-

-

4

3

 

Shaman

H

-

-

-

-

5

2

 

Bugbear

H

+3

+1

+1

+1

9

0

Reach +1

Centaur

H

+2

+1

+1

-1

8

0

Damage +1 with Bow

CHAMPIONS
Drak H +4 - +1 +1 12 0

(+) FireBreath (ranged weapon): Dam +2, Speed +2, Reach 6
Cannot use any other ranged weapon

Spydo H +2 +1 +1 +2 10 0 (+) Poison (ranged weapon): Range 5: if hits the adversary suffers a -2 skill in the next HTH and then is neutralized for 1D6 turns
Krab H +2 +1 +2 - 9 0

3 arms: can use a shield and 2 one hand weapons (and make 2 attacks) or a shield and a 2 hand weapon gaining the shield benefits.

Durin H +3 - +2 +2 14 0 Start the game with his Battle Axe (2-H) Snaga: Dam +5, Reach 3, Parry 1
Cad'Vrr H +2 - +2 - 8 3 Regenerate 1 hit every turn
Moloch H +8 -1 +1 - 16 0 Armor 3.
Cannot use any additional weapon or armor


H = Humanoid
M = Human
Backstabbers and Spellcasters cannot wear armor, shields, or helms
(+) can be used in addition to the standard HTH attack


WEAPON CARDS
Name:                   Dam     Range   Speed   Reach   Parry
Dagger (1)              -       1T      +2      1       1
Katar                   -       H       +2      1       1
Dirk                    +1      H       +1      2       1
Short Sword             +1      H       +1      2       1
Long Sword              +2      H       -       3       1
Scimitar                        +2      H       -       3       1
Tulwar                  +2      H       -       3       1
Broad Sword             +2      H       -1      3       1
Bastard Sword           +2      H       -1      4       1
Great Sword (2-H)               +3      H       -2      5       1
Knives (4)              -1      1T      +2      1       1
Javelins (3)            +1      3T      +1      -       -
Short Bow(2-H)          -       4       -       -       -
Long Bow(2-H)           +1      6       -       -       -
Light Crossbow (2-H)    -       5       -       -       -
Heavy Crossbow (2-H)    +3      8       -       -       -
Compound Bow (2-H)              +2      7       -       -       -
Whip                    -       H       +1      8       -
Maul                    +1      H       -       4       1
Club                    -       H       +1      2       1
Spiked Mace             +2      H       +1      3       1
Flail                   +1      H       -       4       -
Battle Axe (2-H)                +4      H       -1      3       1
War Hammer (2-H)                +3      H       -1      4       1
Spear (1)                       +2      2T      +1      7       1
Halberd (2-H)           +3      H       -1      6       1
Staff (2-H)             -       H       +1      5       2
Hand Axe (2)            +1      1T      +1      2       1
H = HTH
T = Thrown
2-H = Two-Handed Weapon
Unarmed warriors are HTH only and get Damage –2, Speed +3, Reach = 0, and no parry

ARMOR CARDS
Name            Type    Armor   Block   Speed   Notes
Great Helm      H       1       -       -
Pot Helm        H       1       -       -
Kettle Helm     H       1       -       -
Greek Helm      H       1       -       -
Viking Helmet   H       1       -       -
Conical Helm    H       1       -       -
Pointed Helm    H       1       -       -
Plate Mail      F       4       -       -2      Dodge -1
Full Plate      F       4       -       -2      Dodge -1
Chain Mail      F       3       -       -2
Leather         F       1       -       -
Padded          F       1       -       -
Studded         F       2       -       -1
Banded          F       3       -       -2
Ring Mail               F       2       -       -1
Scale Mail      F       3       -       -2
Splint Mail     F       3       -       -2
Bear Skins      P       1       -       -
Hauberk         P       1       -       -
Greaves         P       1       -       -
Armbands                P       1       -       -
Breast Plate    P       1       -       -
Target Shield   S       0       1-2     -
Buckler         S       0       1-2     -
Round Shield    S       0       1-3     -1
Kite Shield     S       0       1-4     -1      Dodge -1
Large Shield    S       0       1-4     -1      Dodge -1
Medium Shield   S       0       1-3     -1
Small Shield    S       0       1-2     -
S = Shield
P = Partial Armor
F = Full Suit of Armor
H = Helmet


SPELL DECK CARD LIST
Spell Name      Range   Effect
Bloodlust               T       All your warriors get +2 damage and +1 skill this turn
Freeze          10      Target warrior neutralized this and next turn
Fireball                12      Target warrior suffers 2D6 points of damage
Lightning Bolt  12      Target warrior suffers 2D6 points of damage
Magic Missiles  6       Distribute 1D6 points of damage amongst enemy warriors
Control         2       Control opposing warrior this turn (he moves to your front rank)
Shield          T       Negate all ranged attacks vs your warriors this turn
Charm           2       Target warrior made helpless this turn
Raise Dead      T       Gain back killed Warrior
Heal            T       Heal 2D6 lost Hits among your warriors
Counter         C       Negate spell just cast by an opponent
Avoid Fate      C       Negate Fight card just played by an opponent
Invulnerability T       Target warrior gains 5 armor this and next turn
Invisibility    T       Target warrior gains Dodge +4 and HTH skill +3
Illusions               C       Negate attack made by target warrior
Haste           T       All your warriors get +2 Speed and +1 dodge this turn
Shatter         9       Destroy target weapon or shield. Bearer takes 1D3 damage.
Curse           4       Target Warrior gets –3 to all rolls for 1D6 turns
Petrification   3       Target warrior neutralized for 1D6 turns
Paralyzation    4       Target warrior made helpless this turn
Neutralized warriors cannot attack or be attacked
Helpless warriors cannot attack, but may be attacked
T = Cast in Tactics Phase
C = Counter spell. Cast when appropriate


FIGHT DECK CARD LIST

Card Name # Effect
Backstab 2 Target warrior may attack warrior on opponents back row
Height Adv. 2 Target warrior in your back row may attack warrior on opponents back row
Shield Wall 2 Negate target attack
Martyr 2 Change target of attack to one of your other warriors
Sword Breaker 2 Destroy target weapon, helm, or shield involved in HTH.
Flurry 2 Warrior in HTH gets an extra attack
Rain of Arrows 2 Warrior gets an extra ranged attack
Wild Magic 2 Spell caster gets to draw an extra spell card
Mighty Blow 2 HTH attack does extra 1D6 damage
Magic Resist 2 Negate spell cast by opponent
Poisoned edge 2 Damaged enemy loses 1 hit every Tactics phase
Painful Wound 2 Damaged enemy is skill –1, dodge –1, damage –1, and speed -1
Fly True 2 Ranged attack does extra 1D6 damage
Stunned 2 Damaged enemy made helpless this turn
Move 6 Remove a Terrain from a group
Combine two groups into one
Terrain: House 2 Attack Modifier -3
Terrain: Small House 2 Attack Modifier -2 (max 6 warriors)
Terrain: Tower 1 Attack Modifier -4 (max 2 warriors). Damage +1 for all ranged weapons firing from the Tower
Terrain: Wall 2 Attack Modifier -2
Terrain: Hole 2 Attack Modifier -1
Terrain: Mud 2 Attack Modifier +1
Terrain: Stream 2 Attack Modifier +2
Terrain: Rubble 2 Attack Modifier -1 for ranged attacks.
Attack Modifier +1 for HTH attacks.




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