SPELLJAMMER
INTRODUCTION
Battle between Good & Evil in the SpellJammer Universe.
Based on the AD&D RPG by TSR.
Card game for 2+ players.
DISCLAIMER
Spelljammer is a licensed, copyrighted product.
This is merely a fan site.
VICTORY
Control the most Locales when the deck runs out.
ALIGNMENTS
At start each player must pick whether they are going to be Good or Evil.
A good player can control Good & Neutral Ships.
An evil player can control Evil or Neutral Ships.
2 PLAYER GAME
One Good player vs One Evil Player.
4 PLAYER GAME
2 Good players vs 2 Evil Players.
ODD NUMBER CUTTHROAT GAME
Teams optional. Any player can control any type of ship.
DECK
Players share a Common Deck.
The Deck has 8 types of cards mixed in:
Locales, Ships, Monsters, Equipment, Crew, Characters, Events, Combat
The discard pile is called the “Void”.
TOKENS
Use tokens for: Gold, Jam tokens
Six, eight, and ten sided dice are needed.
SETUP
Select teams and alignments.
Players start with a hand of 7 cards drawn from the deck.
Players start with 10 Gold.
JAMMING
Normally the cards in play you control will be on the
table, vertically face-up, in front of you (Normal Position).
To ‘Jam’ a card rotate it horizontally onto its side (Jammed).
To Unjam a card that is jammed, rotate it back to the normal (unjammed) position.
TURN SEQUENCE
Players take turns.
Each turn has 6 phases:
1. Unjam Phase
2. Explore Phase
3. Trade Phase
4. Recruit Phase
5. War Phase
6. Control Phase
UNJAM PHASE
Unjam (or remove a Jam token from) all of your jammed cards.
A card with Jam tokens cannot be unjammed.
EXPLORE PHASE
Draw one card and put it in your hand.
Maximum hand size = 12. Discard excess cards.
You may put one Locale card in play under your control.
Jam an Explorer ship card to Draw an extra card.
Jam an Explorer ship card to put one Locale card in play under your control.
TRADE PHASE
Gain 1D6 Gold.
Jam your Locales to gain gold from them equal to
the amount of gold indicated on the card.
Jam a Trader ship card to gain 1 Gold.
Jam a Pirate ship card to gain 1D6 -3 Gold.
RECRUIT PHASE
Purchase Ships from your hand.
Ships come into play unjammed.
You may also buy Equipment, Crew, and Characters.
Attach these cards to target unjammed ships
If you buy a Carrier Ship, you may attach one Scout for free.
WAR PHASE
You may Jam one or more ships to attack a target Locale. (Attacking Fleet).
Your opponent may Jam ships to defend the target (Defending Fleet).
The Fleet with the most Scout ships may look at the opponents hand and gets
Tactics +2 for the rest of the phase.
The Battle proceeds in a series of rounds.
Each round roll once on the Battle Table (The Battle Stat Roll).
The ship stat indicated by the roll is the Primary Stat for the current round.
The fleet with the highest combined total of the primary
Battle Stat gains a Combat Advantage of +1
Players may play (Discard) Combat cards to increase their score in the
Primary stat or decrease their opponents score.
The fleet with the highest total Cost gains a Combat Advantage
of +1 (or +2 if its Cost total is over twice the opponents fleet).
Next each fleet rolls 1D6 and adds its Combat Advantages (Combat Roll).
The side with the highest combat total wins. (reroll ties)
The losing fleet must discard a Ship card.
Repeat this process until one side is destroyed or flees.
After each round of Battle either player may choose to retreat his fleet.
FLEETS
A fleet may contain ships of only one race unless you play an Ally card.
BATTLE TABLE
1D8 Battle Stat: Notes:
1 Range Catapults, Cannons, Ballistae, Jettisons, etc.
2 Impact Blunt Rams, Piercing Rams
3 Speed Helm, Rigging, Maneuverability
4 Crew Boarding Actions, Marines
5 Hull Size, Hits
6 Armor Wood, Metal, Stone, Crystal, etc.
7 Tactics Initiative, Command, Surprise, Invisibility
8 Magic Wizards, Clerics, Bards, Spells, Magic Items
CONTROL PHASE
If you destroyed or routed the defenders in War phase, you take control of
the target Locale.
SHIP CARD NOTATION
H/A = Hull/Armor
M/T = Magic/Tactics
C/S = Crew/Speed
I/R = Impact/Range
CS = Command Ship
Role: P = Pirate
Role: E = Exploration
Role: T = Trade
Role: C = Carrier
Race: G = Good
Race: E = Evil
Race: N = Neutral
Race: Human = Hum
Race: Lizard Men = LM
Race: Mind Flayer = MF
SHIP CARD LIST
Ship Type Cost Role H/A M/T C/S I/R Race
Mantis 7 - 6/4 1/1 26/5 3/1 E: Scro
Battlewagon 13 - 8/5 2/1 60/3 8/5 E: Scro
Scorpion 6 P 6/4 2/1 7/5 2/1 E: Orcs
Porcupine Ship 3 - 3/1 1/1 4/4 2/1 E: Goblin
Triop 6 P 5/7 2/2 6/6 6/1 E: Goblin
Blade 4 S 1/4 0/1 2/7 1/2 E: Goblin
Night Angel 5 S 4/4 1/5 4/5 4/1 E: Kobold
Mammoth 13 P 9/4 1/1 47/2 9/3 E: Ogre
Black Widow 13 P 10/3 2/2 23/3 10/6 E: Neogi
Slavetrader 11 T 10/3 2/1 23/3 10/2 E: Neogi
Deathspider 11 C 10/3 2/1 23/3 10/2 E: Neogi
Mindspider 5 - 4/4 0/2 5/5 5/1 E: Neogi
Urchin 2 S 1/0 0/1 4/5 1/0 E: Neogi
Tyrant Ship 7 P 2/7 2/1 25/5 0/0 E: Beholder
Tyrant Scout Ship 4 SE 1/6 2/1 8/6 0/2 E: Beholder
Tyrant Ramship 8 - 2/7 2/1 25/5 2/0 E: Beholder
Nautiloid 7 PT 4/4 2/1 15/4 4/1 E: Mind Flayers
Dreadnaught 14 - 9/4 3/1 31/3 9/2 E: Mind Flayers
Jade Spider CS 15 C 10/7 2/1 24/1 6/0 E: Drow
Jade Spider 5 - 2/7 2/1 6/6 3/0 E: Drow
Vodoni Diamond 20 - 10/3 2/2 70/5 10/0 E: Vodoni
Hunter Killer 10 P 6/3 2/1 43/5 1/2 E: Vodoni
Werewolf 10 - 6/0 2/1 44/4 8/1 E: Vodoni
Nightwolf 8 SE 4/4 2/1 28/6 0/1 E: Vodoni
Flying Pyramid 12 - 9/7 2/1 19/1 1/6 E: Undead
Skeleton Ship 3 S 1/0 0/1 2/5 0/1 E: Undead
Antlership 9 - 9/5 2/1 17/2 8/1 E: Undead
Tradesman 4 TPE 3/3 2/1 6/4 0/1 N: All
Mosquito 3 S 1/3 1/1 1/5 0/0 N: All
Stinger 2 - 1/3 1/1 3/5 0/1 N: All
Celestial Dragon 17 - 8/8 1/1 15/6 1/8 N: Monster
Thorn Ship 5 S 1/1 2/1 16/6 0/2 N: Thri-Kreen
Leaf Ship 9 - 7/2 2/1 45/4 7/2 N: Thri-Kreen
Unity Ship 4 - 3/0 2/1 8/5 3/1 N: K’r’r’r
Stone Galleon 14 - 9/5 2/1 43/2 1/10 N: Space Giants
Eagleship 4 E 4/2 2/1 5/5 0/1 N: Aarakocra
Corbina 2 S 1/0 1/1 1/4 0/1 N: Aarakocra
Boatfly 11 E 5/2 1/1 9/2 1/14 N: Lizard Men
Wasp 3 PE 2/2 2/1 5/4 0/1 N: LM +Hum
Turtleship 8 - 4/5 1/1 13/4 4/1 N: LM +Hum
Hammership 7 PT 6/2 2/1 16/4 6/1 N: LM +Hum
Dragon Ship 5 E 5/3 2/1 11/4 1/1 N: Shou Lung
Flaming Dragons 6 - 5/3 2/1 11/4 1/2 N: Shou Lung
Whaleship 7 T 10/4 2/1 20/3 9/1 N: Human + MF
Octopus 7 P 7/1 2/1 16/4 3/2 N: Human + MF
Lamprey 4 - 3/4 2/1 6/6 3/1 N: Humanoid + Hum
Locusts 3 S 1/ 4 0/1 7/7 0/1 G: Wa
Tsunami 22 C 20/6 3/2 48/5 3/10 G: Wa
Caravel 2 T 1/0 1/1 3/2 0/1 G: Human
Longship 2 PE 1/0 1/1 6/2 0/1 G: Human
Drakkar 2 PE 1/1 2/1 4/1 0/1 G: Human
Great Galley 2 T 2/1 2/1 6/1 0/1 G: Human
Damselfly 2 S 1/4 2/1 2/4 0/1 G: Human
Hummingbird 3 S 1/0 2/1 2/7 0/2 G: Human
Batship 18 - 5/5 4/1 9/7 1/11 G: Human
Quad of Thay 16 - 6/7 5/1 14/7 4/0 G: Human
Ptah Battlebarge 10 T 6/0 2/1 15/2 6/5 G: Human
Vipership 6 - 3/3 2/1 3/7 3/1 G: Human
Squid Ship 6 PE 5/3 1/2 10/4 5/1 G: Human
Cuttle Command 10 C 14/1 2/2 23/3 1/2 G: Human
Battle Dolphin 5 - 8/3 2/2 15/4 1/1 G: Human
Quentins Libraria 6 - 3/1 5/1 7/5 3/1 G: Human
Iambus 4 - 4/3 5/1 7/4 0/1 G: Human
Dragonfly 3 E 1/0 2/1 3/5 0/1 G: Elves + Human
Swan Ship 4 - 3/1 2/1 5/5 0/1 G: Elves + Human
Shrikeship 4 - 3/4 1/1 8/5 3/1 G: Elves + Human
Flitter 3 S 1/1 1/1 2/6 0/0 G: Elves
Firewind Flitter 2 - 1/0 0/1 1/6 3/0 G: Elves
Radiant Ship 4 - 3/2 2/1 6/4 0/1 G: Elves
Man-o-War 6 - 6/1 2/1 14/5 1/1 G: Elves
Monarch 12 - 10/4 2/1 28/4 1/3 G: Elves
Armada 17 C 10/3 2/1 28/4 2/11 G: Elves
Deathglory 5 - 7/2 2/1 9/4 1/2 G: Gnomes
Bolaship 5 - 3/3 1/1 4/4 10/1 G: Gnomes
Whelk 5 - 4/2 2/1 6/4 4/1 G: Gnomes
Yawl Wagon Train 3 T 2/5 2/1 3/1 0/0 G: Gnomes
Sidewheeler 4 E 3/1 1/1 10/2 0/0 G: Gnomes
Citadel 28 - 30/7 2/1 40/3 2/6 G: Dwarves
Stoneship 35 - 30/7 2/1 35/2 30/3 G: Dwarves
Clipper 11 P 7/4 2/1 33/2 1/10 G: Giff
Great Bombard 5 - 4/2 1/1 10/2 4/3 G: Giff
Ship Type Cost Role H/A M/T C/S I/R Race
LOCALES CARD LIST
Locale Name: Gold Notes
Kapri Spacestation 1 Elf fleets get tactics +1
Leuthilspar 3 Elf ships cost -1
Gamaro Base (Moragspace) 1 Scro, goblin, orc ships cost -1
Rock of Bral (Wildspace) 3 Cosmopolitan. Captains cost -1
Free City of Greyhawk 3 Human ships cost -1
Free Neogi (Greyspace) 2 Neogi ships cost -1
The Grinder (Greyspace) 1 Humans (Asteroid Field)
Marner (Greyspace) 2 Humans & Dwarves (Archbarony of Ratik)
Krynnspace 2 Kindori (Giant Whale Riders)
Kristophan (Krynnspace) 2 Humans (Southern Hosk Empire)
Palanthus(Krynnspace) 2 Humans (Black Market) Equipment costs -1
Waterdeep (Realmspace) 3 Humans
Evermeet (Realmspace) 2 Elf Fleets get Magic +1
Wa (Realmspace) 2 Wa ships cost -1
The Dock (Realmspace) 2 Shou Lung ships cost -1
Plata 1 Aarakocra shipa cost -1
CHARACTER CARD LIST
Character Name Align Cost Notes
Captain Wrackblood E 3 Scro, Tactics +2, Impact +2, Crew +4
Ancient Mariner E 5 Ghost Captain, Crew +10, Pirate
Griktha E 1 Neogi, Magic +2
Oolph Clawstem E 3 Neogi, Magic +4, Tactics +2
Admiral Icarus G 4 Elf, Magic +4, Speed +4
Captain Yerthad G 2 Elf, Tactics +3, Magic +1
Captain Krissos G 2 Elf, Impact +3, Magic +1
Cap’n Gyudd G 2 Dwarf, Crew +2, Tactics +2
Eliminster the Wizard G 4 Human, Magic +8
Wo Han Do G 3 Wa Ninja, Crew +5, Tactics +1
CREW CARD LIST Align Cost Notes
Crack Gunners N 2 Range +4
Veteran Marines N 2 Crew +8
Crack Crew N 1 Speed +2
EQUIPMENT CARD LIST
Card Name Cost Notes
Accelerator 3M Range +7 & Speed –1
Improved Rigging 1 Speed +2
Elemental Firebomb 3M Range +10 (One use only)
Helmseeker Missile 3M Range +13 (One use only)
Sphere of Annihilation 4M Range +25 (One use only)
Rudder of Speed 2M Speed +4
Trident of the Phlogiston 2M Crew +6 Magic +2
Armor Plating 1 Armor +2
Double Ballistas 2 Range +3
Astrolabe 6M Ship gets Explorer Ability
Cargo Barge 1 Ship gains Trade ability
Jolly Roger 1 Ship gains Pirate ability
M = Magic Item
COMBAT CARD LIST
Card Name: Notes:
Blow the Hold Destroy one of your ships & an opponents
Outguess Negate a Combat card
Evasive Action Reroll Battle Table Roll
Blur Spell Armor +5
Cloudkill Spell Crew –10
Disintegrate Spell Hull –10
Sleep Spell Crew –10
Teleportation Spell Move Crew card to different Ship
Fireball Spell Range +2D6
Lightning Bolt Spell Range +7
Polymorph Spell Crew +20
Fear Spell Magic +5
Command Spell Crew –20
Slow Spell Speed –5
Shield Spell Armor +3
Disenchantment Spell Discard target Magic Item
Feeblemind Spell Magic –5
Charm Spell Crew +10
Blessing Spell Magic +2
Dark Sendings Spell Magic -2
Confusion Spell Tactics –5
Detect Spell Tactics +4
Dispell Spell Negate Spell Card
Warp Wood Spell Hull –5
Hold Spell Speed –10
Cone of Cold Spell Speed –2 or Range +4
Repulsion Spell Ram –10
Globe of Invulnerability Spell: Magic –5
Heat Metal Spell Armor –5
Transmute Rock to Mud Spell: Hull –10
Alter Reality Spell Cause Target Dieroll to be rerolled
Banish Spell Discard target Monster
Haste Spell Speed +5 or Ram +5
Invisibility Spell Tactics +5
Illusion Spell Tactics +5
Meteor Swarm Spell Range +3D6
Web Spell Crew –5 or Speed –2
Darkness Spell Tactics –5
Control Winds Spell Speed +4
Damage Rigging Speed –3
Hull Holed Speed –1 or Ram –1 or Range –1
Broadsides Range +5
Ambush Defenders get Tactics +5
Surprise Attack Attackers get Tactics +5
Boarding Action Crew +5
Gravity Plane Shift Crew –10
Out of Range Range –2 or Crew –4 or Ram –2
Asteroid Field Terrain: Tactics +5
Skeleton Minefield Terrain: Crew +7
Nebula Terrain: Tactics +5
Ghost Ship Put ship from Void into play for this phase only
Decoy Tactics +4
Burning Pitch Range +4
Greek Fire Range +3
Out of Ammo Range –5
Helm Hit Speed –5
Out of the Sun Ram +5
EVENT CARD LIST
Card Name Notes:
Gate Spell Unjam Target Ship
Divination Spell Look at next 10 cards in deck
Saboteur Put 1D6 Jam counters on target ship
Foul Air Put 1D6 Jam counters on target ship
Lost in the Phlogestin Put 1D6 Jam counters on target ship
Solar Flare Put 1D6 Jam counters on target ship
Plague Ship Put 1D6 Jam counters on target ship
Treasure Ship Jam one of your Pirate Ships for 1D6 Gold
Wraithship Destroy Target Ship
Discovered Destroy a Jammed Scout Ship
Salvage Put target ship card in the Void into your hand
Decommission Discard 1+ of your Ships to get your Gold back
Diplomacy Ally Card
Alliance Ally Card
Confederation Ally Card
Common Enemy Ally Card
Similar Motives Ally Card
Treaty Ally Card
Dark Alliance Ally Card for Attacking Evil Player
Defense of the Realm Ally card for Defending Good Player
Aperusa Space Gypsies Opponent loses 1D6 Gold
Allura Destroy Jammed Explorer Ship
Maelstrom Destroy Jammed Explorer Ship
Piracy Opponent loses 1D6 Gold
Privateers Destroy Jammed Trader Ship
Patrols Destroy Jammed Pirate Ship
Escort Destroy Jammed Pirate Ship
Assassin Destroy target Character
Celestial Navigation Remove 1D6 Jam counters on target ship
LINKS
Ahzad Jinsai's Spelljammer Page