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