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









Return to Warpspawn Mainpage