MORIA SKIRMISH




INTRODUCTION
Board & card game for 2 players.
Battle between the Fellowship of the Ring and the Orcs of Moria. 
Abstract Skirmish level combat.
Each figure represents a single man (unit). 

VICTORY
You win if you kill all the opposing figures.

THE MAP
Use an 8x8 chessboard.
This represents an underground chamber in the ruins of Moria.

TERRAIN
Mark several spaces to be impassable pillars and walls.

THE MEN
Use chits or miniatures to represent men.

FELLOWSHIP UNIT TABLE
#	Name:			Hits	Notes:
1	Strider (Aragorn)	3F	Sword & Bow
1	Boromir			3F	Sword 
1	Legolas			2F	Sword & Bow
1	Glimli			3F	Sword & Hammer
1	Frodo			1	Dagger & Ring
1	Samwise			1	Dagger
1	Merry			1	Dagger
1	Pippin			1	Dagger
1	Gandalf the Grey	3F	Sword & Magic
# = Number of that type of man you start the game with.
Hits = Number of Hits that type of unit has.
F = Fighter
Legolas can make up to 2 moves and 2 attacks per turn.


ORC UNIT TABLE
#	Type:		Hits	Notes:
1	Cave Troll	4	Hammer
1	Orc Chief	2F	Sword
4	Archers		1	Bows & Daggers
6	Warriors	1	Swords
4	Runners		1	Swords
# = Number of that type of man you start the game with.
Hits = Number of Hits that type of unit has.
F = Fighter
Runners can be moved up twice per turn.

SETUP
Each player places one unit on each square of his back two rows.
Units may not stack. 

THE CARDS
Players share a common deck. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases:
1. Fate Phase
2. Move Phase
3. Fight Phase

FATE PHASE
Draw 3 cards. 
Max hand size = 5 cards.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.

MOVE PHASE
Play (discard) a Move card to move one of your men.
The move card has a number. 
This is the number of spaces the man moves.
Moves can be diagonal or orthogonal. 
“Knight” type move cards allow a man to move like a knight in chess.
Instead of moving just one man in any direction, you have the 
option of moving one or more men forward the indicated number of 
spaces using a single move card.
Units cannot move through other units.

FIRE PHASE
Play (discard) an Attack card to have a man attack.
The attack card has a number. 
This is the range of the attack.
Attacks can be diagonal or orthogonal. 
“Knight” type attack cards produce an attack with a range like a knight in chess.
Attacks do 1 point of Damage. 
Use Chits or coins to record damage.
A man reduced to 0 Hits is killed or incapacitated and removed from the board.
Your opponent may play Defense cards to negate your attack.
Units cannot attack through other units.

CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
K = as a Knight would move in Chess
Type = Purpose of card

CARD LIST
Card Name:		#	Range	Type	Notes 
Swords			3	1	A	Swords only
Blade			3	1	A	Swords & Daggers
Strike			6	1	A	Swords & Hammers
Hammers			4	1	A	Hammers only
Dagger			4	1	A	Daggers only
Smite			4	1	A	Fighters only
Parry			10	-	D	Fighters only
Hide			6	-	D	Hobbits only
Invisibility		2	-	D	Frodo & Gandalf only
Mithril Hauberk		2	-	D	Frodo & Legolas only
Magic Sword		2	1	A	Frodo & Strider only 
Short Range		2	2	A	Bows only
Medium Range		2	3	A	Bows only
Arched Shot		2	K	A	Bows only
Long Range		2	4	A	Bows only
Blur			2	-	D	Gandalf only (spell)
Staff Strike		1	1	A	Gandalf only
Staff Block		1	-	D	Gandalf only
Flame Burst		2	2	A	Gandalf only (spell)
Walk			6	1	M
Hurry			6	2	M
Run			6	3	M
Charge			5	4	M
Sprint			4	5	M
Zig-Zag			3	K	M








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