MAN-KZIN WARS
INTRODUCTION
Solo card game based on the stories in Known Space by Larry Niven.
The player is playing to defeat the Kzinti and save the Human Race.
THE SITUATION
The Warlike Kzinti are attacking human Space.
The Pacifist Humans at this time have inferior technology, however, the Kzin have a
Large Empire to control & their military traditions of Honor result in
Hasty attacks by overconfident, small forces in search of personal glory.
If the Humans can hold out, they can improve their technology and gain the advantage.
DISCLAIMER
Ringworld, Kzin, and Known Space are copyrighted material.
This is merely a fan site.
VICTORY
If the Kzinti Expansion Marker (KEM) ever reaches earth, the Kzinti win.
If the KEM reaches the Home Worlds, the Humans win.
THE BOARD
The Board consists of a tract of 12 spaces:
Space Location: Space:
1 Earth Human
2 Jinx Human
3 We Made It Human
4 Down Human
5 Plateau Human
6 Home Human
7 Canyon Human
8 Wunderland Human
9 Frontier Kzinti
10 Fringe Worlds Kzinti
11 Core Worlds Kzinti
12 Home Worlds Kzinti
SETUP
Place the Kzinti Expansion Marker on Space 9.
TURN SEQUENCE
1. Draw Phase
2. Invasion Phase
3. Technology Phase
4. Deployment Phase
5. Tactics Phase
6. Conquest Phase
7. Liberation Phase
DRAW PHASE
Draw the top card of the deck.
INVASION PHASE
If the top card is a Kzin Fleet card, the Kzin Attack.
You may defend or fall back.
If you fall back, move the Expansion marker one space towards Earth.
If you defend, there will be a battle:
The Attacking Kzin Fleet has a Force =
1D10 + 10 + the Force of all Conquest cards in play.
To Defend, you must commit at least 1 Fleet card.
The Defenders may also commit 1 or more Tactics cards.
The Defending Human Fleet has a Force =
1D10 + The Force of the committed Fleets + The Force of all committed Tactics cards.
Roll dice after commitments are made.
The higher Force wins (Humans win ties)
If the Kzinti win, move the Expansion marker one space towards Earth.
If the Humans win the Expansion card does not move.
All Kzinti cards and all committed Human cards are discarded.
TECHNOLOGY PHASE
If the top card is a Technology card, put it face up into play.
For every Technology card in play, each Human Fleet gets Force +1.
DEPLOYMENT PHASE
If the top card is a Human Fleet card, put it face up into play.
TACTICS PHASE
If the top card is a Human Tactics card, put it face up into play.
CONQUEST PHASE
If the top card is a Kzinti Conquest card, put it face up into play.
LIBERATION PHASE
If there was no invasion this turn, the Humans may attack:
The Defending Kzin Fleet has a Force =
1D10 + 10 + the Force of all Conquest cards in play.
To Attack, you must commit at least 1 Fleet card.
The Humans may also commit 1 or more Tactics cards.
The Attacking Human Fleet has a Force =
1D10 + The Force of the committed Fleets + The Force of all committed Tactics cards.
Roll dice after commitments are made.
The higher Force wins (Humans win ties)
If the Humans win, move the Expansion marker one space towards the Kzin Homeworlds.
If the Kzinti win the Expansion card does not move.
All Kzinti cards and all committed Human cards are discarded.
CARD LIST NOTATION
H = Human Fleets
R = Human Technology
T = Human Tactics
K = Kzin Fleets
C = Kzin Conquest
4X = 4 copies in Deck
2X = 2 copies in Deck
CARD LIST
Card Name Type Force Notes
Kzinti Armada K +2 4X
Kzinti Horde K +1 4X
Kzinti Pride K +0 4X
Kzinti Strike Force K -1 4X
Kzinti Vanguard K -2 4X
Stasis Fields C +5 +2 in Liberation Phase
Kzinti Scouts C +1D10
Expansionism C +1D10
Suicide Attacks C +5
Ferocity & Aggression C +3
Feint & Pounce C +3
Gravity Polarizers C +5
Fighting Spirit C +5
Interceptor Packs C +7
Fast, Maneuverable Ships C +7
Induction Projectors C +3
Heavy Armaments C +7
Kzin Warriors C +5
Hero’s Tongue C +3
Formidable Warships C +6
Revenge C +4
Imperial Dreadnaught C +7
Military Outposts C +5 +2 in Liberation Phase
Surprise Attack C +1D10
Telepathy C +1D10
ARM Defense Force H +3 2X
Rag Tag Fleet H +1 2X
Militia Home Fleet H +1 2X; +1 in Invasion Phase
Fusion Ramships H +1 2X
Converted Slowboats H +1 2X
New Battle Cruisers H +3 2X
Pirate Fleet H +2 2X
Clonial Squadron H +2 2X
Belter Ships H +3 2X
Free Wunderland Navy H +2 2X
Merchant Marine H +1 2X
Slave Revolt T +1D10
Reinforcements T +X X = Human controlled Spaces
Giant Launch Lasers T +2D10 Invasion Phase only
Pak Protectors T +1D10
Wunderland Treaty Maker T +2D10 Liberation Phase only
Human Luck T +1D10
Human Aptitude for War T +10
Photon Solar Sails T +5
Galactic Grenades T +3
ARM Agents T +1D10
Picket Ships T +6
Laser Propulsion Drives T +7
Marines T +5
Unexpected Resistance T +1D10
Kzinti Attack Unprepared T +1D10
Psionics T +1D10
Lines of Defense T +7 Invasion Phase only
Kzinti Disbelief T +4
Exploit Kzinti Honor Code T +10
Superior Tactics T +1D10
Interstellar Trade R ---
Hyperdrive Engines R ---
Outsider Technology Trade R ---
Human Ingenuity R ---
Earth’s Historical War Archives R ---
Reactionless Thrusters R ---
Institute of Knowledge R ---
Inertialess Drives R ---
Puppeteer Technology Gifts R ---
Human Resourcefulness R ---
Copy Kzinti Technology R ---
General Purpose Hulls R ---
Slaver Disintegrators R ---
LINKS
Kzinti Home Page
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