PLANE WARS
INTRODUCTION
Card game for 2+ players.
Raid/Skirmish level Fantasy combat.
Each deck represents one of the races found in the
Outer (or Inner) Planes of the AD&D Universe.
Currently available decks include:
--Githyanki
--Githzerai
--Mind Flayer
--Beholder
--Modron
--Slaadi
--Daemon
--Deva
DISCLAIMER
AD&D material is licensed, copyrighted, trademarked property.
This is merely a fan site.
VICTORY
Defeat a Player by reducing him to zero Morale points.
THE DECKS
Each player uses his own Primary and Secondary deck.
Each deck is specific to a single race.
Players also share a common Spell Deck & Psionics Deck.
MORALE
Each player starts with 50 Morale points.
TOKENS
Use Coins to keep track of Recruitment points.
Use Tokens to Indicate Immobilization.
UNITS & ACTIONS
Units include Monsters, Fighters, & Wizards.
A unit can make only one action before being immobilized.
Actions include Attacking, Blocking, and using certain Traits.
Denote Immobilization by putting an Immobilization Token on the unit.
SETUP
Each player draws a hand of 7 cards.
The Funniest looking player goes first.
TURN SEQUENCE
Players take turns.
Each turn has 5 phases:
1. Cycle Phase
2. Plane Phase
3. Gate Phase
4. Spell Phase
5. Raid Phase
CYCLE PHASE
Remove one Immobilization token from each of your units.
Max hand is 7 cards. Discard excess cards.
PLANE PHASE
Draw 2 cards in any combination from your Primary deck or
Secondary deck or the Spell Deck or the Psionics Deck.
If a deck runs out, shuffle the discard & draw from it.
You may pay 5 Recruit points to draw an extra card.
GATE PHASE
Gain 10 Recruitment Points (RP).
Keep a running total. You may accumulate them from turn to turn.
To put a Unit into play pay RP equal to the Units Base Force.
Weapon, Object, & Armor cards may be attached for free in this phase.
A Unit may attach a max of one Armor & one Weapon card.
SPELL PHASE
Play spell & Event cards that are not appropriate in other phases.
Spells & Events produce their effect for a phase (or a turn) & are then discarded.
To play a Spell or Event card, you must have a unit in play that can cast the
Spell or produce the Event.
RAID PHASE
You may attack your opponent with one or more of your units.
Each Unit card has a Force point value.
If unblocked, the Unit does damage equal to its total Force.
Certain Spells and Events will increase a Units Force.
This damage is subtracted from the opponents Morale total.
Your opponent may block with his Units.
The Unit with the lower total Force is destroyed (discarded).
Units may combine in Attack & Defense.
If a Unit has a higher initiative, it does its damage first.
TRAIT LIST
Stealth = Negate first blocker
Slay = If unit unblocked it may do its damage to target unit
Scout = Look at opponents hand (action)
Fire = Initiative +1 & Force +1 if Unblocked
Steal = If unit unblocked take control of target Object or Weapon
Track = May attack target unit instead of opponents Morale
Guard = Not negated by units that negate first blocker
Swift = Negate first blocker
Fly = Negate first blocker
Wizard = Discard a card to give any unit any Special Ability
Transport = Can be used as Stealth or Escape
Missile = Initiative +2; Use an action to inflict 1 Damage
Leader = All units get +1 Force
Escape = Unit Cannot be target of attack (action)
Fighter (F) = May use Weapons & Armor
Magic User (U) = Player may use Spell cards (action)
Heal = Prevent unit from being killed (action)
Negate = Negate target attack
Immobilize = Put 3 Immobilization tokens on target unit
Recruit = Gain 10 Recruit points
Berserk = +3 when attacking
Disease = Blocked/blocking unit gets Force –1 permanently
Poison = Blocked/blocking unit is killed
Regenerate = If killed this unit goes back into its owners hand
Scry = Look at opponents hand or next 4 cards in deck (action)
Magic Resistance = Enemy spells cannot directly kill or damage the unit.
Dispell = Negate a target Spell or Natural Magic Ability (Action)
Tunnel = Negate first blocker
Psionic = Unit gets +1 Force when blocking/blocked by non-psionic unit.
Control = Gain control of unit until effect is dispelled.
Unsummon = Put Blocked/blocking target back in opponents hand
Note: All Units with a BAse Force of 11+ are immune to Fear & Poison.
M = Monster. Note some monsters have spell like abilities
S = Spell (Event that requires a Magic User in play to cast)
N = Natural Magical Effect (Event that requires appropriate unit in play to use)
P = Psionic Ability (Event that requires a Psionic unit in play to use)
E = Event (Requires appropriate unit in play to use)
A = Armor (Must be attached to a unit that can use it)
W = Weapon (Must be attached to a unit that can use it)
O = Object (Must be attached to a unit that can use it)
COMMON SPELL DECK
Card Name: # Type Force Notes:
Illusions 1 S - Negate
Protective Spells 1 S - Negate or Dispell
Defensive Magic 1 S - Negate or Dispell
Ensorcell 1 S - Immobilize
Invisibility 1 S - Stealth or Escape
Death Touch 1 S - Kill blocked/blocking unit
Energy Drain 1 S - Inflict 3 Damage & Draw 1 card
Elemental Magic 1 S - Inflict 7 Damage
Cataclysm 1 S - Inflict 4 Damage to all units
Dimension Door 1 S - Transport or Recruit
Planar Shift 1 S - Transport
Reincarnate 1 S - Put unit in discard back in Play
Battle Magic 1 S - 1 or 2 Units get Force +3
Polymorph 1 S - Unit Immobilized or Force +5
Control Magic 1 S - Control target unit
Divination 1 S - Scry
Detection Magic 1 S - Scry
Power Word Stun 1 S - Negate
Cure 1 S - Heal
Clerical Spells 1 S - Negate or Heal
Wall of Force 1 S - Negate all attacks this turn
Lightning 1 S - Inflict 6 Damage to unit
Power Word Blind 1 S - Immobilize
Symbol of Pain 1 S - Immobilize
Plane Walk 1 S - Transport
Flame Strike 1 S - Inflict 6 Damage to unit
Blade Barrier 1 S - Negate
COMMON PSIONICS DECK
Card Name: # Type Force Notes:
Telekinesis 2 P - Distribute 5 Damage
Teleport 2 P - Transport
Command 2 P - Take control of target unit
Astral Projection 2 P - Transport
Psionic Attack 2 P - Attacking unit gets Force +4
Psionic Defense 2 P - Blocking Unit gets Force +4
Mind Blast 2 P - Target takes 3 Damage
Levitation 2 P - Fly
Domination 2 P - Control
ESP 2 P - Scry
Probability Travel 2 P - Transport or Recruit
GITHYANKI PRIMARY DECK CARD LIST
Card Name: # Type Force Notes
Black Guard Captain 1 F 9 Leader
Black Guard Knight 1 F 8 -
Warlock 2 U 7 Wizard
Gish 2 F/U 4 -
Warrior 3 F 5 -
Holocaust Warrior 1 F/U 8 Fire
Ranger 1 F 5 Track, Scout, Missile
Rouge 1 F 4 Stealth, Scout, Steal
Assassin 1 F 5 Stealth, Slay
Mindslayer 1 F 6 +3 vs Mindflayers
Barbarian 1 F 5 Berserk
Red Dragon 1 M 10 Fire, Fly
Sword Stalker 1 F 7 Slay, Track
Gish Healer 1 U 2 Heal
Spectral Hounds 1 M 5 Swift, Track, Guard
Necromancer 1 U 8 Wizard, Slay
GITHYANKI SECONDARY DECK CARD LIST
Card Name: # Type Force Notes
Beaded Armor 1 A +1 -
Splint Mail 1 A +2 -
Armor Blades 1 A +1 -
Scythe Sword 1 W +1
Triple Bolt Crossbow 2 W +1 Missile
Scimitar 1 W +1 -
Crescent Blade 1 W +1 -
Bladed Chain 1 W +1 Initiative +1
Silver Sword 1 W +2 -
Vorpal Silver Sword 1 W +4 -
Unholy Silver Sword 1 W +3
Dimensional Key 1 O - Transport
Darkvision Raid 1 E - All attackers get +1
Backstab 2 E +3 Play on Unit with Stealth
Fighting Style 2 E +3 Play on Fighter
Cut Tether 1 E - Unsummon
Monstrous Attack 1 E - Monster gets Force +3
Notes: Evil man like beings that dwell in the Astral Plane.
All Githyanki are Psionic.
GITHZERAI PRIMARY DECK CARD LIST
Card Name: # Type Force Notes
Cerebai Monk 1 F 8 Leader, Magic Resistance
Monk 2 F 6 Swift, Magic Resistance
Warlock 2 U 5 Wizard, Magic Resistance
Zerth 3 F/U 3 Magic Resistance
Warrior 6 F 4 Magic Resistance
Thief 4 F 3 Stealth, Scout, Steal, MR
Hunter 2 F 4 Track, Scout, Missile, MR
GITHZERAI SECONDARY DECK CARD LIST
Card Name: # Type Force Notes
Simple Swords 4 W +1 -
Simple Daggers 4 W +1 May use with 1 other Weapon
Silver Sword 3 W +2 -
Simple Bows 3 W +1 Missile
Backstab 2 E +3 Play on Unit with Stealth
Fighting Style 2 E +3 Play on Fighter
Martial Arts 2 E +5 Play on Monk
Notes: Chaotic Neutral Man like beings that dwell in Limbo.
All Githzerai are Psionic.
MIND FLAYER PRIMARY DECK CARD LIST
Card Name: # Type Force Notes
Elder Illithid 1 M 7 MR, Wizard, Leader, Psionic
Mind Flayer 7 M 6 Magic Resistance, Psionic, Slay
Umber Hulk 2 M 8 Tunnel
Symbionts 10 M 2 Fly
MIND FLAYER SECONDARY DECK CARD LIST
Card Name: # Type Force Notes
Devour Brain 4 E - Kill target blocking/blocked unit
Cause Confusion 2 N - Umber Hulk gets Force +2
Carapace 3 A +1 Symbiont
Tentacles 3 E - Symbiont gets Force +2
Tracking Net 1 E - Track
Extractor Shuriken 1 W +1 Mind Flayer gets Missile
Extractor Globe 1 W +2 Mind Flayer gets Missile
Tentacle Hooks 1 W +1 Mind Flayer
Tentacle Net 1 E - Immobilize
Super Intelligent 1 E - Mind Flayer; Scry or Recruit or Stealth
Carapace Symbiont 1 A +2 Mind Flayer gets +2 when Defending
Strongarm Carapace 1 A +2 Mind Flayer gets +2 when Attacking
Fastbreak Carapace 1 A +1 Mind Flayer gets Swift
Backwatcher Carapace 1 A +1 Mind Flayer gets Guard
Slippery Carapace 1 A +1 Mind Flayer gets Stealth
Hardy Carapace 1 A +3 -
Silent Carapace 1 A +1 Mind Flayer gets Stealth
Note: Mind Flayers are Lawful Evil Tentacled bipeds that live on the Prime Material Plane.
All Mind Flayers can use Psionic cards.
BEHOLDER PRIMARY DECK CARD LIST
Card Name: # Type Force Notes
Eye Tyrant 1 M 8 Leader, Wizard
Beholder 7 M 6 -
Xorn 1 M 7 Tunnel
Ettin 1 M 6 Guard
Gargoyle 1 M 5 Track, Fly
Otyugh 1 M 6 Disease
Giant Scorpion 1 M 4 Poison
Giant Slug 1 M 8 Missile (Spit)
Purple Worm 1 M 9 Tunnel
Troll 1 M 6 Regenerate
Roper 1 M 7 Immobilize
Rust Monster 1 M 3 Destroy Items of blocking/blocked unit
Spectator 1 M 3 Guard
Gas Spore Swarm 1 M 2 Guard; Force +2 if Defending
BEHOLDER SECONDARY DECK CARD LIST
Card Name: # Type Force Notes
Charm Person 3 N - Control Unit
Charm Monster 3 N - Control Monster or Recruit
Sleep 3 N - Immobilize
Telekinesis 3 N - Distribute 5 Damage
Flesh to Stone 3 N - Immobilize
Disintegrate Ray 3 N - Inflict 7 Damage
Fear 3 N - Unsummon
Slow 3 N - Negate
Cause Wound 3 N - Inflict 3 Damage
Death Ray 3 N - Kill target blocking/blocked unit
Anti-Magic Ray 3 N - Dispell
Swoop 3 E - Negate damage done to Beholder
Super Intelligent 1 E - Scry or Recruit or Stealth
Monstrous Attack 3 E - Monster gets Force +3
Notes: Beholders are Lawful Evil many eyed spherical beings that live on the
Prime Material Plane. Their Monster minions are charmed slaves.
All "N" type cards in this deck require a Beholder to be in play to use.
MODRON PRIMARY DECK CARD LIST
Card Name: # Type Force Notes
Messenger Drone 2 M 1 Fly, Scout
Monodrones 6 M 2 Fly
Duodrones 5 M 3 Fly
Tridrones 3 M 4 -
Quadrones 2 M 6 Fly
Pentadrone 1 M 7 Immobilize, Fly
Decaton 3 M/U 9 Wizard
Nonaton 1 M/U 10 Leader, Psionic
MODRON SECONDARY DECK CARD LIST
Card Name: # Type Force Notes
Javelins 4 W +1 Missile
Bows & Crossbows 4 W +1 Missile
Modron Swarm 4 E - All Modrons get Force +2
Thrusting Weapons 4 W +1 -
Singlemindedness 4 E - Modron gets Force +3
Notes: Modrons are Immune to Mind affecting spells such as:
Sleep, Fear, Charm, Control, Illusions.
Modrons are Lawful neutral beings of regular shapes native to Nirvana.
Spell casting Modrons are immune to psionics.
Non-spell casting Modrons can use Weapons.
SLAADI PRIMARY DECK CARD LIST
Card Name: # Type Force Notes
Red Slaad 8 M 7 -
Blue Slaad 6 M 8 Psionic
Green Slaad 4 M 9 Magic Resistance, Psionic
Grey Slaad 2 M/U 10 Leader, Wizard, MR, Psionic
SLAADI SECONDARY DECK CARD LIST
Card Name: # Type Force Notes
Bite Attack 4 E +3 -
Claw Attack 4 E +2
Poison Pellet 3 E - Red Sladd; Poison
Sword of Sharpness 2 W +2 Green or Grey Slaad only
Gate 2 N - Recruit
Hop 4 E - Swift
Telekinesis 1 N - Blue & Green; Distribute 5 Damage
Passwall 1 N - Blue; Transport
Hold Person 1 N - Blue; Immobilize
Polymorph 1 N - Green; Unit Immobilized or Force +5
Fear 1 N - Green; Unsummon
ESP 1 N - Green; Scry
Detection 1 N - Green; Scry
Fireball 1 N - Green; Inflict 6 Damage to unit
Darkness 1 N - Green & Grey; Stealth
Regenerate 1 N - Red; Regenerate
Power Word Stun 1 N - Red; Immobilize
Magic Resistance 1 N - Dispell
Notes: Chaotic Neutral Frog like beings that dwell in Limbo.
DAEMON PRIMARY DECK CARD LIST
Card Name: # Type Force Notes
Arcanadaemon 1 M/U 14 Leader, Psionic, Wizard
Yagnodaemon 1 M 13 -
Nycadaemon 1 M/U 13 Wizard
Mezzoodaemon 1 M/U 11 -
Derghodaemon 1 M 12 -
Hordlings 6 M 6 Regenerate
Diakk Flock 4 M 7 -
Hydrodaemon 2 M 10 Fly
Piscadaemon 3 M 6 Guard
DAEMON SECONDARY DECK CARD LIST
Card Name: # Type Force Notes
Audible glamer 1 N +1 Diakk; Track
Enfeeblement 1 N - Diakk; Neutralize
Jump & Weakness 1 N +3 Diakk
Create Darkness 2 N - Stealth
Cause Fear 2 N - Unsummon
Teleport 2 N - Transport
Sleep 1 N - Immobilize
Grab Attack 1 E +4 Derghodaemon
Fly 2 N - Fly
Bite & Claws 2 E +3 -
Giant Arm 1 E +4 Yagnodaemon
Giant Weapon 1 W +3 Yagnodaemon or Nycadaemon
Shocking Grasp 1 N +2 -
Gliding Attack 1 E +4 Hydrodaemon
Drain Life Energy 1 N +3 -
Gate 1 N - Recruit
Summon Elemental 1 N +5 -
Pincer Attack 1 E +3 Piscadaemon
Tentacle Venom 1 E - Piscadaemon; Poison
Great Strength 1 N +4 Nycadaemon or Mezzoodaemon
Magic Resistance 1 N - Dispell
Telekinesis 1 N - Distribute 5 Damage
Dimension Door 1 N - Transport or Recruit
Polymorph 1 N - Unit Immobilized or Force +5
Detection Magic 1 N - Scry
Notes: Daemons are Neutral Evil beings native to the plane of Hades.
DEVA PRIMARY DECK CARD LIST
Card Name: # Type Force Notes
Planetar 1 M/U 14 Fly, Leader, Wizard, Psionic
Astral Deva 4 M 10 Fly, Psionic, Guard
Monadic Deva 6 M 9 Fly
Movanic Deva 9 M 8 Fly
DEVA SECONDARY DECK CARD LIST
Card Name: # Type Force Notes
Defender Sword 1 W +4 Planetar
Mace of Disruption 2 W +3 Astral Deva
Metal Rod 2 W +2 Monadic Deva
Flame Tongue Sword 2 W +1 Movanic Deva
Smite 2 E +4 -
Multiple Attacks 2 E +3 -
Etherealness 2 N - Stealth or Escape
Astral Travel 2 N - Transport
Cure 2 N - Heal
Heal 2 N - Heal
Detection 2 N - Scry
Dispell 1 N - Dispell
Invisibility 2 N - Stealth or Escape
Light 2 N - Negate or Force +1
Polymorph Self 1 N +5 -
Teleport 2 N - Transport
Protection Magic 2 N +3 Blocking Unit
Genius Intelligence 1 N - Unit gets to use any trait
Project Image 1 N - Monadic; Negate
Hold Monster 1 N - Monadic; Immobilize Monster
Holy Word 1 S - Inflict 8 Damage
Raise Dead 1 S - Put unit in discard back in your hand
Note: Devas are a good race that inhabit the Outer Planes of Good.
All Deva Units have Magic Resistance and are immune to:
Poison, Fire, Lightning, Drain Energy, Death Spells