TRON SKIRMISH









INTRODUCTION
Board & card games for 2 players based in the virtual world of Tron.
This actually describes 6 games that use the same deck. The games include:
1. Tank Escape
2. Light Cesta
3. Tron Discs
4. Light Cycles
5. Solar Sailor Simulation
6. Mesa Battle
One player is Tron and his friends.
The other player controls the minions of Sark and the MCP (Master Control Program).

OBJECTIVE
Play each of the 6 games once.
Tron must win at all 6 games to gain ultimate victory.
The MCP only has to defeat Tron once to gain ultimate victory.
In each of the games, the Tron side is given certain built-in advantages.

DISCLAIMER
Tron is licensed, copyrighted, trademarked property.
This is merely a fan site.

THE MAP & PIECES
Use an 8X8 chessboard for all games.
Use chits or miniatures to represent units.

THE DECK
All 4 games share the same common deck:
Card Color	Value	Number in Deck
Blue		1	5
Blue		2	4
Blue		3	3
Blue		4	2
Blue		5	1
Red		1	5
Red		2	4
Red		3	3
Red		4	2
Red		5	1






GAME 1 – TANK ESCAPE

SETUP
Clu’s tank starts in one of the 4 center spaces.
The MCP has 8 Recognizers, each of which start in the sides or corners.
Each player starts with a full hand of cards.
Clu (Flynn's Search program) may go first or pass.

THE CARDS
Clu can use Blue cards to move the Tank.
Clu uses the Red card to shoot. 
The MCP uses the Blue cards to move Recognizers orthogonally.
The MCP uses the Red cards to move Recognizers diagonally.

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases:
Input Phase
Move Phase
Fire Phase

INPUT PHASE
Draw 3 cards from your deck if you are the MCP.
Draw 4 cards from your deck if you are Tron.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards for the MCP and 6 cards for Tron.
Discard excess cards.

MOVE PHASE
Play (discard) cards to move your figure(s).
The card has a number. 
This is the number of spaces the figure moves.
Clu’s Tank can use 1 or 2 blue cards per turn to move.
The MCP uses the Blue cards to move Recognizers orthogonally.
The MCP uses the Red cards to move Recognizers diagonally.
A single recognizer can use one red card & one blue card per turn.
Figures cannot move into or through each other. 
If Clu cannot move his tank during his turn, he is trapped, and a Recognizer 
lands on top of the tank and smashes it. 

FIRE PHASE
Clu may Play (discard) red cards to have a tank shoot.
Each card has a number. 
This is the range of the attack. 
The range must be exact for the shot to hit. 
Recognizers are destroyed after one shot each. 





GAME 2 - LIGHT CESTA

SETUP
Each player places 1 figure on any one square of his back 4 rows.
The figures represent Tron and his opponent (a minion of the MCP).
Also use a token or coin to represent the ball.
Each player starts with a full hand of cards.
The MCP figure starts holding the ball.
The MCP figure goes first.

THE CARDS
Blue cards are used to move figures.
Red cards are used to move the ball. 

TURN SEQUENCE
Players take turns. 
Each turn has 4 phases:
Input Phase
Catch Phase
Throw Phase
Derezz Phase

INPUT PHASE
Draw 3 cards from your deck if you are the MCP.
Draw 4 cards from your deck if you are Tron.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards for the MCP and 6 cards for Tron.
Discard excess cards.
If your opponent lost a section of platform last turn, you start the turn holding the ball.

CATCH PHASE
Play (discard) a Blue card to move your figure.
The card has a number. 
This is the number of spaces the figure moves.
Moves can be diagonal or orthogonal. 
Tron can use up to two blue cards per turn, the MCP can use only one.
A figure must stay on his side of the board.
If your figure lands on or moves through the ball, he catches it (in his Cesta). 
Unless you are already holding the ball, you must try to catch it. 

THROW PHASE
Play (discard) an Red card to have a figure throw the ball.
(Bounce it off the ceiling plate)
The card has a number. 
This is the range of the ball travels.
Throws can be diagonal or orthogonal. 
If the ball goes into the opposing figures space, he automatically catches it.
The ball must be bounced into your opponents territory, never your own. 
Note: You must be holding the ball, or have caught it in order to throw it.

DEREZZ PHASE
If you did not deflect the ball this turn you lose 1 section (ring) of your platform. 
If you lose 3 sections of platform, you are derezzed (deresolution = destroyed). 





GAME 3 - TRON DISCS

THE BOARD
The board has 5 platforms. 
A platform is 2 by 2 square box.
There is 1 center platform. 
The other 4 platforms are positioned to form a cross (not an X).
They are flush to the wall and seperated from the center by 1 space distance.

SETUP
The Tron figure starts in the center platform.
Each of his 4 opponents (MCP minions) start on the other platforms. 
Each player starts with a full hand of cards.
The MCP figure goes first.

THE CARDS
Cards of value 1 are used to move figures.
Cards of value 2-5 are used to throw (deflect) discs. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases:
Input Phase
Move Phase
Throw Phase

INPUT PHASE
Draw 3 cards from your deck if you are the MCP.
Draw 4 cards from your deck if you are Tron.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards for the MCP and 6 cards for Tron.
Discard excess cards.

MOVE PHASE
Play (discard) a card with value = 1 to move your figure to an 
adjacent space on his platform.
Moves can be diagonal or orthogonal. 
An MCP minion can move once per turn.
Tron can move also move after each attack.

THROW PHASE
Play (discard) a card to have a figure throw (or deflect) a disc.
The card has a number. 
This is the range of the disc travels.
Throws can be diagonal or orthogonal. 
An MCP minion can attack once per turn.
Tron can attack any number of times per turn.
The defending player can negate an attack by discarding a card with a 
value equal to that of the card used to attack.
MCP minions are derezzed (destroyed) if hit once.
Tron must be hit 3 times to be destroyed.





GAME 4 – LIGHT CYCLES

SETUP
Each player places 3 figures on any squares of his back  row.
Figures may not stack.
The figures represent Tron, Ram, and Flynn on Light cycles and 
Three MCP (Gold Team) minions on Light cycles.
Each player starts with a full hand of cards.
The MCP player goes first.
Use Tokens to represent light trails.

THE CARDS
All cards are used to move figures.

TURN SEQUENCE
Players take turns. 
Each turn has 2 phases:
Input Phase
Move Phase

INPUT PHASE
Draw 3 cards from your deck if you are the MCP.
Draw 4 cards from your deck if you are Tron.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards for the MCP and 6 cards for Tron.
Discard excess cards.

MOVE PHASE
Play (discard) a card to move your figure.
The card has a number. 
This is the exact number of spaces the figure moves.
Moves must be orthogonal. 
A figure can use up to two cards per turn.
Tron can use three cards per turn.
Each Figure must move a minimum of once per turn or automatically be destroyed.
Figures cannot move into or through other figures or light trails.

LIGHT TRAILS (Jet Walls)
Every time a figure moves, put a Light Token on the space it just moved out of.
By doing so, a cycle leaves a trail of light. 
A light trail can be a max of six spaces long.
Remove light trail tokens in excess of six for every figure as they are made. 
Immediately Remove all light trails of a destroyed Cycle.



GAME 5 – SOLAR SAILOR SIMULATION

SETUP
The MCP has 8 grid bugs, placed on the MCP’s back row.
The Solar Sailor starts on any square in the Tron players back row.
Each player starts with a full hand of cards.
The Solar Sailor may go first or pass.

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases:
Input Phase
Move Phase
Attack Phase

INPUT PHASE
Draw 3 cards from your deck if you are the MCP.
Draw 4 cards from your deck if you are Tron.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards for the MCP and 6 cards for Tron.
Discard excess cards.

MOVE PHASE
Play (discard) a card to move your figures(s).
The Sailor only uses Blue cards to move.
Sailor moves must be orthogonal or diagonal. 
Bugs use Blue cards to move orthogonally and red cards to move diagonally.
The card has a number. 
This is the number of spaces the figure moves.
A Bug can use 1 card per turn to move. 
The Sailor can use up to 2 Blue cards per turn to move.
Grid Bugs may move into or through other figures, they may stack. 
If a Bug lands on top of the Sailor, the Sailor takes one point of damage.
If the Sailor takes 4 points of damage, it is destroyed.

FIRE PHASE
The sailor player may play (discard) a red card to shoot.
The card has a number. 
This is the range of the attack.
Attacks can be diagonal or orthogonal. 
Bugs cannot shoot.
The Sailor can shoot up to twice per turn (and at different targets).
The range must be exact for the shot to hit. 
Bugs are destroyed after one shot each.
The Sailor must be hit three times to be destroyed. 





GAME 6 – MESA BATTLE

SETUP
Use a 7 x 7 Board
Tron has 2 units: Tron (on Foot) and Flynn (in the Command Carrier with Yori)
The MCP player has two figures: The MCP (Immobile in the center square) and 
Commander Sark. Sark starts adjacent to the MCP.
Tron & Flynn start adjacent in one corner. 
Each player starts with a full hand of cards.

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases:
Input Phase
Move Phase
Disc Phase

INPUT PHASE
Draw 2 cards from your deck if you are the MCP.
Draw 3 cards from your deck if you are Tron.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 4 cards for the MCP and 5 cards for Tron.
Discard excess cards.

MOVE PHASE
Play (discard) blue cards to move your figure(s).
The card has a number. 
This is the number of spaces the figure moves.
The MCP cannot move. 
If Flynn moves exactly into the MCP, the MCP is automatically reduced to 1 Hit.
When this happens the Flynn figure is out of the game.
If 'Gaint' Sark moves exactly onto a figure, it is destroyed. 

DISC PHASE
Play (discard) red cards to have Tron or Sark attack with their Discs.
Each card has a number. 
This is the range of the attack. 
The range must be exact for the shot to hit. 
After taking one hit, Sark is transformed into Giant Sark.
Giant Sark cannot attack with discs and cannot be destroyed by discs. 
Tron is destroyed after 3 hits with discs. 
Flynn in the carrier cannot attack or be attacked by discs.
The MCP has 8 hits (deflector shields) and can be attacked by discs. 
Tron wins if the MCP is destroyed (which destroys Giant Sark too).


LINKS
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