SWARM
INTRODUCTION
2-4+ player board & card wargame.
Each player controls an insect swarm.
VICTORY
There are 2 ways to Win:
1. Control all the Den spaces in play
2. Occupy the most spaces when the deck runs out.
THE BOARD
Use a Hex grid.
Each Hex (space) has a terrain type.
Randomly distribute the following terrain types:
1 – Dirt – No effects
2 – Grass – A swarm occupying this space gets Reproduction +1
3 – Mound – Stacks in this space get Defense +1
4 – Rocks – Stacks in this space get Attack +1
5 – Water – Stacks may not enter or move through this space
6 – Den – A stack in this space gets Stack +4
7 - Mud - A stack entering this space must stop
8 - Slope - A stack in this space gets Stack -1 (minimum 1)
9 - Roots - Enemy Stacks in this space may be passed through
0 - Sand - Any Stack that ends its turn here has 1 Bug killed
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PIECES
Each player starts with a set of counters of a unique color or design.
The counters are called “Insects” (or Bugs).
A stack of insects in a space is called a “Stack”.
When referring to all your Insects use the term “Swarm” (or Hive).
ATTRIBUTES
Your insects/swarm has the following seven basic attributes (traits):
Initiative, Attack, Defense, Movement, Reproduction, Stacking, Intelligence.
Each Insect has a base Attack value = 1
Each Insect has a base Defense value = 1
Each Insect has a base Movement value = 1
Your Swarm has a base Reproductive capacity = 1
Each of your Stacks of Insects has a base Stack limit = 1
Your Swarm has a base Intelligence level = 1
Your Swarm has a base Initiative level = 1
The Attack value is how much damage an insect can inflict in attack phase.
The Defense value is how much damage an insect can take before being destroyed.
The Movement value determines how many spaces an insect (or stack) may move.
The Reproduction value is the number of new insects you get each turn.
The Intelligence value is how many stacks or partial stacks you may move per turn.
The Stack value is the limit of how many insects you may have in one stack.
The Initiative level determines which stack attacks first in Attack Phase.
As you gain cards, the values of your attributes will increase.
Certain terrain types will give attribute bonuses to your swarm or occupying stacks.
THE DECK
Players share a common deck.
There are 2 Types of cards:
Evolution cards and Event cards.
Evolution cards are played in Evolution Phase only and stay in play.
Event cards are played in other Phases and are discarded when played.
The bonuses/effects of Event cards last only the current Phase.
The deck contains one of each card described in the card list.
SETUP
Each player starts with three Insect counters on one Den space.
Players should start in opposite corners (or as far apart as possible).
Each player draws 2 cards.
If a player has no Evolution cards in his draw it is a Mulligan:
He reveals the cards, discards them and draws 2 new cards.
TURN SEQUENCE
Players take turns.
A round is when all players have had a turn.
Turn order is determined at the beginning of a round in the Round Bid.
Each player's turn has 6 phases:
1. Evolution Phase
2. Reproduction Phase
3. Move Phase
4. Attack Phase
5. Stack Limit Phase
6. Event Phase
ROUND BID
In the first round, a random player goes first followed by
the other players going clockwise around the table.
In later rounds the player with the highest Initiative picks his
place in the turn order of the round.
For example: If there are 4 players, the high Init can pick to take his turn
either first, second, third, or fourth in the Round and this cannot be
overturned by another player later in the Round Bid.
This is followed by the player with the next higest initiative and so on.
If Initiative is tied the swarm with the highest Intelligence picks next.
If Intelligence is tied the highest Movement rating picks next.
If Movements are tied go in clockwise order.
Record current Turn Order so no one forgets.
EVOLUTION PHASE
Place one Evolution card from your hand face up on the table in front of you.
Your swarm immediately gets the ability or attribute bonus indicated on
the card you just played.
These evolution cards remain in play permanently.
Max hand size is 2+ your Intelligence score.
Discard excess cards.
REPRODUCTION PHASE
Gain a number of new insect counters equal to your Reproduction attribute.
Place the new insects on top of your existing stacks.
At this point in the turn, stack limits may be exceeded.
MOVE PHASE
You may move up to a number of stacks equal to your Swarm's Intelligence level.
This includes partial stacks if you are breaking up a larger stack.
A stack may be moved up to a number of spaces equal to your Swarm's Move trait.
You may move your stacks into (but not through) spaces occupied by enemy stacks.
2 or more of your stacks in the same space at the end of the
phase will automatically combine to form 1 stack; This may be higher than your
Swarm's Stack Limit.
As a Stack Moves, it may pick up or drop off Insect counters (same player's) in
the spaces it moves into/through.
On a turn, a given Insect counter may not move a total number of spaces greater
than that controlling player's move trait.
ATTACK PHASE
If two or more opposing stacks occupy the same space, they will fight.
The Stack with the highest Initiative Attacks first.
Attacks by Stacks with the same Initiative are simultaneous.
If there is more than one opposing stack present choose one to target.
Each stack inflicts damage = Swarm Attack score x # of Insects in Stack.
An insect can take as much damage as its defense value before being killed.
Excess damage not enough to kill an insect is ignored.
The phase may end with stacks from more than 1 player occupying the same space.
EXAMPLE OF COMBAT
Joe’s Swarm has a total Attack = 1 and Defense = 1
Ron’s Swarm has a total Attack = 1 and Defense = 2
Ron has a stack of 3 insects & Joe has a stack of 5 insects in the same space.
Ron inflicts 3 damage, so 3 of Joe’s insects are killed.
Joe inflicts 5 damage, so 2 of Ron’s insects are killed.
(Each of Ron’s insects can take 2 damage: it would take 6 damage to kill all 3)
STACK LIMIT PHASE
If a stack contains more insects than its stack limit, the
excess insects are discarded.
EVENT PHASE
Draw 2 cards from the deck and put them in your hand.
If no cards remain, the game ends.
USING EVOLUTION CARDS AS EVENT CARDS
You may at any time during your turn or another players turn discard an
Evolution card from your hand to give your swarm the indicated
Bonus/Ability for the remainder of the current turn (or Bid).
CARD LIST NOTATION
Attack = Owning this card gives all your insects Attack +1
Defense = Owning this card gives all your insects Defense +1
Movement = Owning this card gives all your insects Move +1
Intelligence = Owning this card gives your swarm Intelligence +1
Reproduction = Owning this card gives your swarm Reproduction +1
Stack = Owning this card gives each of your Stacks Stack +1
Initiative = Owning this card gives your swarm Initiative +1
COMMON DECK CARD LIST
Card: Type: Notes:
Swarm Evolution Stack
Congregate Evolution Stack
Hive Evolution Stack
Social Insects Evolution Stack
Caste System Evolution Stack
Colony Evolution Stack
Safety in Numbers Evolution Stack
Symbiotes Evolution Stack
Multitude Evolution Stack
Cluster Evolution Stack
Phermones Evolution Stack
Cooperation Evolution Stack
Super Organism Evolution Stack
Mass Flight Evolution Stack
Increase Density Evolution Stack
Mandibles Evolution Attack
Pincers Evolution Attack
Poison Glands Evolution Attack
Acid Spit Evolution Attack
Sting Evolution Attack
Bite Evolution Attack
Spines Evolution Attack
Digestive Secretions Evolution Attack
Barbs Evolution Attack
Venom Evolution Attack
Feeding Frenzy Event Stack gets Attack +3
Carapace Evolution Defense
Exoskeleton Evolution Defense
Segmentation Evolution Defense
Chitin Evolution Defense
Shell Evolution Defense
Regeneration Evolution Defense
Size Increase Evolution Defense
Noxious Chemicals Evolution Defense
Queen Evolution Reproduction
Drones Evolution Reproduction
Clones Evolution Reproduction
Incubation Evolution Reproduction
Eat own Parents Evolution Reproduction
Quick Gestation Evolution Reproduction
Care for Larvae Evolution Reproduction
Lay Eggs in Host Evolution Reproduction
Reproductive Cycle Event Swarm gets Reproduction +3
Breeding Pools Evolution Reproduction
Wings Evolution Movement
Jumping Evolution Movement
Articulation Evolution Movement
High Metabolism Evolution Movement
Long Legs Evolution Movement
Digging Evolution Movement
Hopping Evolution Movement
Energy Burst Event Stack gets Move +3
Migration Event Swarm gets Intelligence +3
Antennae Evolution Intelligence
Compound Eyes Evolution Intelligence
Complexity Evolution Intelligence
Signaling Evolution Intelligence
Group Think Evolution Intelligence
Instincts Evolution Intelligence
Processing Evolution Intelligence
Ganglia Evolution Intelligence
Awareness Evolution Intelligence
Ambush Evolution Initiative
Reflexes Evolution Initiative
Coordination Evolution Initiative
Nocturnal Evolution Initiative
Speed Evolution Initiative
Camoflage Evolution Initiative
Aggression Evolution Initiative
Infiltrate Evolution Initiative
Overrun Evolution Initiative
Rush Event Stack gets Initiative +3 in Attack Phase
Latency Event Swarm gets Initiative +3 in Round Bid
OPTIONAL EXTRA CARDS LIST
Card: Type: Notes:
Waterbugs Evolution Your Bugs may move through Water Spaces
Burrowing Evolution Your Bugs may move through Enemy held Spaces
Blood Suckers Evolution For every 4 enemy Bugs killed gain 1 Bug
Infestation Evolution You may disperse into enemy occupied Spaces
Revulsion Evolution Enemy stacks in same/adj hex get Stack Limit -1
Webs Evolution Enemy stacks in same/adj hex get Move -1
Mimic Evolution Copy 1 Evolution card in play (doesn't change)
Adaptation Event Draw 2 cards and discard 2 cards
Metamorphosis Event Replace an Evolution card with one from your hand
React Quickly Event Negate an Event Card just played
Cocoon Event Do not move on your turn and draw 2 cards
Co-Opt Evolution Event Steal Evolution card from opponents Hand
Devolution Event Discard target opponent's Evolution card
Molt Event Opponent's Swarm Defense = 1 this turn
Dormancy Event Opponent's Swarm Movement = 0 this turn
Rampage Event Get an extra Move and Attack Phase this turn