HE-MAN SKIRMISH






INTRODUCTION
Board & card game for 2 players.
Choose your side:
He-Man or Skeletor
Takes place in the Masters of the Universe setting.
Each figure represents one Fighter. 

DISCLAIMER
‘He-Man & Masters of the Universe' is a copyrighted/trademarked property.
This is just a fan site.

VICTORY
Destroy your opponents Leader.

THE MAP
Use an 8x8 chessboard.

FIGHTERS
Use action figures, chits, or miniatures to represent Fighters and vehicles.


UNITS TABLE NOTATION
L = Leader
S = Spellcaster
W = Warrior
F = Flying Warrior
V = Vehicle
FV = Flying Vehicle


HE-MAN UNIT TABLE
Name			Hits	Type 	Description
He-Man			3 	L	Most Powerful Man in the Universe    
Man-At-Arms             2	W	Master of Weapons 
Teela                  	2	S	Goddess of Magic  
Orco			1	S	Court Magician 
Ram-Man			1	W	Human Battering Ram
Fisto			1	W	Heroic Hand-to-Hand Warrior
Mekaneck 		1	W	Human Periscope  
Stratos			1	F	Heroic Winged Warrior
Moss Man		1	W	Master of Camouflage
Sy-Klone		1	F	Heroic Fist-Flinging Tornado
Man-E-Faces 		1	W	Heroic human ... robot ... monster
Rio Blast		1	W	Heroic Transforming Gunslinger
Extendar		1	W	Warrior Machine
Roboto 			1	W	Heroic Mechanical Warrior
Clamp Champ		1	W	Master of Capture
Zodac	 		1	W	Cosmic Enforcer
Battle Cat/Cringer	1	V	Heroic Fighting Tiger
Battle Ram              1	FV	Sky Sled with Missile Launcher
Blaster Hawk            1	FV	Flyer with Disk Launcher
Laser Bolt             	1	V	Heroic Road Rocket with Lasers
Road Ripper             1	V	Heroic Warrior Carrier
Stridor                 1	V	Armored War-Horse with Guns
Wind Raider 		1	FV	Assault Lander with Grappling Hook
Zoar     		1	FV	Heroic Flying Falcon

HE-MAN UNIT SPECIAL ABILITY TABLE
Unit 			Special Ability Card Effect:
He-Man			Thunder Punch (Attack range = 1)
Man-At-Arms		Draw 3 cards. Keep Attacks & discard others 
Teela			Magic Staff (Attack range = 1)
Ram-Man			Battering Ram (Move range = 3 and then Attack range =1)
Orco			Disappear (Defense)
Fisto			Flying Fists (Attack range = 1)
Mekaneck 		Look at opponents hand
Stratos			Fly (Move range = 4)
Moss Man		Camouflage (Defend)
Sy-Klone		Tornado Punch (Attack range = 1)
Man-E-Faces 		Confuse (Defense) 
Rio Blast		Gunslinging (Attack range = 3)
Extendar		Extension (Attack range = 2)
Roboto 			Metal Hull (Defense)
Clamp Champ		Capture (Range =2) Negate Move
Zodac	 		Laser Pistol (Attack range = 3)
Battle Cat/Cringer      Tiger Bite (Attack range = 1)
Battle Ram              Missile Launcher (Attack range = 4)
Blaster Hawk            Disk Launcher (Attack range = 3)
Laser Bolt             	Lasers (Attack range = 3)
Road Ripper             Peel Out (Move range = 3)
Stridor                 Guns (Attack range = 2)
Wind Raider 		Grappling Hook (Attack range = 2)
Zoar     		Swoop (Move range = 3)


SKELETOR UNIT TABLE
Name			Hits	Type 	Description
Skeletor		3	LS	Evil Lord of Destruction 
Evil-Lyn 		2	S	Evil Warrior Goddess 
Beast Man		2	W	Evil Henchman
Blade			1	W	Evil Master of Swords
Trap Jaw 		1	W	Otherworldly criminal
Stinkor 		1	W	Evil Master of Odors
Clawful			1	W	Warrior with the Grip of Evil
Mer-Man			1	W	Evil Ocean Warlord
Two Bad			1	W	Double-Headed Evil Strategist
Spikor 			1	W	Untouchable Master of Evil Combat
Ninjor 			1	W	Evil Ninja Warrior 
Tri-Klops		1	W	Evil and Sees Everything 
Faker  			1	W	Evil Robotic He-Man Imposter
Webstor 		1	W	Evil Master of Escape
Whiplash  		1	W	Evil Tail-Thrashing Warrior
Jitsu     		1	W	Evil Master of Martial Arts 
Fright Fighter    	1	VF	Evil Dragonfly Attack Vehicle
Screeech   		1	VF	Evil Barbarian Bird
Land Shark          	1	V	Jaws & 2 Large Cannons
Night Stalker		1	V	Evil Armored War-Horse
Panthor 		1	V	Evil Savage Cat
Spydor     		1	V	Evil Stalker with 6 legs & Guns
Notes: There are 2 Fright Fighters and 2 Spydors

HE-MAN UNIT SPECIAL ABILITY TABLE
Unit 			Special Ability Card Effect:
Skeletor		Disappear in a Mist (Defense)
Evil-Lyn 		Crystal Ball: Look at next 10 cards in any deck
Beast Man		Beast Strength (Attack range = 1)
Blade			Swords (Attack range = 1)
Trap Jaw 		Bite (Attack range = 1)
Stinkor 		Odors (Defense)
Clawful			Grip of Evil (Range =2) Negate Move
Mer-Man			Watery Escape (Defense)
Two Bad			Draw 3 cards. Keep Moves & discard others
Spikor 			Untouchable (Defense)
Ninjor 			Ninja Stars (Attack range = 2)
Tri-Klops		Look at opponents hand
Faker  			Mistaken Identity (Defense)
Webstor 		Escape (Defense)
Whiplash  		Tail-Thrashing (Attack range = 1)
Jitsu     		Martial Arts (Attack range = 1)
Fright Fighter    	Rotating Cannons (Attack range = 3)
Land Shark          	Large Cannons (Attack range = 4)
Night Stalker		Armored (Defense)
Panthor 		Savage Bite (Attack range = 1)
Screeech   		Swoop (Move range = 3)
Spydor     		Guns (Attack range = 3)


SETUP
Each player places one Fighter on each square of his back two rows.
You may stack 8 vehicles with any 8 of your fighters. 
A Fighter may only stack with 1 vehicle.
A vehicle may only stack with 1 fighter.
Fighters may not stack with other fighters.
Vehicles may not stack with other vehicles. 
A Fighter and his vehicle move together as a unit.

THE CARDS
Players each have their own 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 from your deck. 
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.
A non-flying Fighter without a vehicle can move a maximum of 2 spaces.
A Fighter with a non-flying vehicle can move a maximum of 3 spaces.
A flying Fighter without a vehicle can move a maximum of 4 spaces.
A Fighter with a flying vehicle can move a maximum of 5 spaces.

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 one point of damage.
A unit with a vehicle that is hit  takes no damage but must discard the vehicle.
A Fighter reduced to 0 hit points is removed from the map. 
Units cannot attack through other units.

SPECIAL ABILITY CARDS
Every Fighter and Vehicle has a Special Ability that can be activated when 
Its owner plays (discards) a Special Ability card. 

CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Special 
K = As a Knight would move in chess
Type = Purpose of card
# = Number of that type of card in the deck


HE-MAN CARD LIST
Card Name:		#	Range	Type	Notes
Special Ability		7	-	X
Walk			6	1	M
Trot			5	2	M
Jog			5	3	M
Run			3	4	M	
Sprint			2	5	M	
Reflecting Shield 	2	-	D
Battle Armor  		2	-	D		
Power Sword		2	1	A	Can only be played on He-Man
Sword 			2	1	A
Battle Axe 		2	1	A
Mace 			2	1	A
Magic Spell		3	K	A 	Spellcasters only	
Blast Pistol        	2	3	A		
Laser Rifle     	2	4	A		
MegaLaser    		1	5	A		
Cosmic Key 		1	-	X	Discard to draw 3 cards



SKELETOR CARD LIST
Card Name:		#	Range	Type	Notes
Special Ability		7	-	X
Creep			6	1	M
Stalk			5	2	M
Rush			5	3	M
Hustle			3	4	M	
Charge			2	5	M	
Dragon Armor		2	-	D
Havok Staff 		2	1	A	Can only be played on Skeletor
Terror Claws 		2	1	A
Spiked Club		2	1	A
Whip			2	2	A	
Ball & Chain		2	2	A
Crossbow		2	3	A
Magic Spell		3	K	A 	Spellcasters only
Artileray		1	5	A     









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