SWAMP FIGHTERS






INTRODUCTION
Wet Wargame for 2 or more players.
Fantasy Swamp theme.

VICTORY
Destroy all enemy units.

DICE, CHITS, CARDS & TILES
Tiles are used to make the Map.
Chits are used to represent Units.
Each player has their own set of unit chits. 
Cards are used to represent Spells.
Six sided dice are needed to play.

TERRAIN TILE LIST
Type:		#	Cost	Notes:	
Swamp		4	1	Wet, Trees
Marsh		4	1	Wet
Slough		4	2	Wet, Trees
Bog		4	2	Wet
Mud Hole	4	2	Wet, Treacherous
Bayou		4	1	Wet, Trees, Home
Sawgrass	4	2	Dry, Treacherous
Fen		4	1	Dry
Hammock		4	1	Dry, Trees
Mangroves	4	2	Dry, Trees
Rocks		4	2	Dry
Mound		4	2	Dry, Home
Spawning Pool	4	2	Water, Home
Pond		4	1	Water
Sink Hole	4	2	Water
Root Water	4	2	Water, Trees
# = Number of Tiles in Terrain Tile Set
Cost = Cost in Move Points to enter

THE MAP
Use a Chessboard (8 x 8).
Randomly distribute the tiles to the 64 spaces.

SETUP
Players pick which race they want to control.
Each race has its own set of Chits.
Each Player starts with their Leader chit located in a Home Space.
Randomly determine who goes first.

RACES
Several races (& subspecies) live (and fight) in the swamp:
Lizard Men
Crab Men
Bullywugs
Snake Men
Turtle Men

LIZARD MEN UNIT CHIT LIST
Unit Name:		#	Force	Move	Hits	Notes:
Gecko			4	2	4	1	Shaman
Leaping Lizard		4	2	4	1	Jump
Chameleon		4	2	3	2	
Horned Lizard		4	3	2	3	Shell
Komodo Dragon		3	4	3	3	
Lizard King		1	5	3	2	
Special Ability: All Lizard units have Dry & Tree

CRAB MEN UNIT CHIT LIST
Unit Name:		#	Force	Move	Hits	Notes:
Rock Lobster		4	3	2	2	Water
Jumbo Shrimp		4	2	2	1	Water
Hermit Crab		4	2	2	2	Shaman
Stone Crab		4	4	2	3	Dry
Horseshoe Crab		3	2	4	2	
King Crab		1	5	2	3	Leader
Special Ability: All Crab units have Shell

BULLYWUGS UNIT CHIT LIST
Unit Name:		#	Force	Move	Hits	Notes:
Tree Frog		4	2	4	1	Tree
Frog Man		4	2	3	1	Water
Bull Frog		4	3	3	3	Dry, Shaman
Horny Toad		4	3	3	2	Shell
Poison Dart Frog	4	4	4	1	Poison
Frog Prince		1	5	4	2	Leader
Special Ability: All Frog units have Jump

SNAKE MEN UNIT CHIT LIST
Unit Name:		#	Force	Move	Hits	Notes:
Water Snake  		4	2	4	1	Water
Tree Snake 		4	2	3	1	Tree, Shaman
Grass Snake 		4	2	4	1	Dry
Python 			4	3	3	3	
Viper 			3	4	4	2	
King Cobra		1	5	3	2	Leader
Special Ability: All Snake units have Poison

TURTLE MEN UNIT CHIT LIST
Unit Name:		#	Force	Move	Hits	Notes:
Snapper			4	3	2	2	Wet
Sea Turtle		4	2	2	2	Water
Tortoise		4	2	2	2	Dry, Shaman
Ninja Turtle		4	4	3	2	
Galapagos		3	3	2	3	
Mock Turtle		1	5	2	2	Leader
Special Ability: All Turtle units have Shell

TURN SEQUENCE
Players take turns.
Each turn has 5 phases:
Recruit Phase
Magic Phase
Move Phase
Battle Phase
End Phase

RECRUIT PHASE
Keep your Chits in a separate pile.
Draw 1 Unit Chit from your unit pile per Home space you control.
Put the unit into play on or adjacent to the Home space.

ADJACENCY RULE
Units or spaces must share a common border to be adjacent.
Diagonal spaces and units are not adjacent.

STACKING RULE
You may stack up to 3 of your units in a single space.
Discard excess units. The stacking limit must be strictly enforced.

MAGIC PHASE
If you control any Shamans, draw 2 Spell cards.
Max hand size is 5 cards. Discard excess cards.

MOVE PHASE
Each unit has a number of Move Points (MP).
Different Terrain types have different Move costs to enter.
Wet Units pay 1/2 MP to enter Wet spaces
Dry Units pay 1/2 MP to enter Dry spaces.
Water Units pay 1/2 MP to enter Water spaces.
Tree Units pay 1/2 MP to enter Tree spaces
You cannot enter or move through a space containing enemy units.
Units with Jump can move over intervening stacks.
Units moving into Treacherous territory must end their move.

BATTLE PHASE
You may attack adjacent enemy stacks with your own stacks.
Resolve conflict between two opposing stacks, one at a time.
A turn may have multiple battles between multiple stacks.
Battles are fought in Rounds.
During each round, each unit in turn in both opposing stacks gets to attack once.
Start with the Active player (Player whose turn it is)
Pick which of your units is attacking and Roll 1D6.
If the roll is equal to or less than the attacking units Force, one Hit is inflicted.
If there is a Hit, the defender decides which of his units is hit.
Any unit reduced to zero hits is discarded.
The other player then attacks and so on. 
This repeats until one side is completely eliminated.
A Shaman instead of attacking may cast a Spell.
A Wet, Dry, Tree, or Water unit attacking into or out of the appropriate 
terrain type has its Force increased by one.

POISON
A unit hit by a poison unit must roll 1D6. On a roll of 1-2 the unit is killed.

SHELL
If a Shell unit is hit, roll 1D6. On a roll of 1-2 the hit is ignored.

END PHASE
Remove Summoned and Mesmerized Units from play.

MAGIC SPELL DECK
Spell:			#	Notes:
Summon Kin		2	Draw a Unit Chit. It joins the Battle
Noxious Vapor		4	All enemy units get Force –1 this Battle
Mist			4	End Battle Immediately
Stuck in the Mud	4	Target Unit cannot attack this Battle
Poison Gland		4	Target Unit gets Poison Ability
Thick Skinned		4	Target Unit gets Shell Ability
Desiccate		4	Force 2 Attack vs all Enemy units this round 
Hot Blooded		4	All your units get Force +1 this Battle
Regenerate		4	Put Unit just destroyed in Battle back into play
Mesmerize		2	Take control of target Non-Leader Unit
# = copies of this card in the deck.


TILE & CHIT SETS
Really cute stuff by jiminybollocks 
Check it out:  Click Here


COMMENTARY
By Jiminy Bollocks...

I use damage counters to mark which units have suffered hits, and I find that after 
the battle phase is over it is best to remove all damage counters. This speeds up the 
game and stops the playing area from getting cluttered.

If a leader is killed I just allow him to be recruited again as a unit, since there 
is no rule stating otherwise.

If all units on one side in a battle are affected by a Stuck in the Mud spell, I play 
that the affected side automatically loses, so as to speed up the game, because the 
result is inevitable due to the lack of any dispelling spells.

When I play, the summon kin and mesmerize spells allow a stack to break the usual 
stack limit. Since the affected units are discarded at the end phase, this doesn't 
upset the game too much. 

 








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