3.11.12


Custom Warhammer40k War-game Rules


The thing with wh40k is that I do like some of the games mechanics but I do not like fluff and certainly not all aspects of combat. So we need to change that into some thing like some hybrid of war-game and board game. Why? Well war-gaming is cool but if some people want just simple fun than I suggest this. I will put time into this because it must fulfill expectations. Why I don't like fluff? Well its way to dark for me. I mean its ok for some people to love it? But I cant. I want to have fun and game that have all rules like all galaxy is gone and there are only darkness and eternal war??? Thanks but no thanks. I like minis and thats it. Also its the same thing with D&D game line. I mean its ok to have fun in one night but to play same game over and over is kinda boring.

- Rules:


1. You must pick up one of the wh40k HQ-s of any codex.
2. Pick your evil minis of wh40k of any race type.
3. Put all that on table for dining.
4. Roll a 1D6 to see who is going to play first.
5. Than use your 2D6 to roll for enemy A.I.
Results: 1,2,3,4 – Answer to your question is: Roll Again
5,6,7,8 – Answer to your question is: NO
9,10,11,12 – Answer to your question is: YES
6. Now I suggest to take all of your HQ's abilities and play them all.
7. You can use 3 times any ability of your HQ. To determine did you done anything with that roll for
A.I.
8. Also roll for A.I. to know did you hit anything. Or done some action on game table.
9. Use charts from various codex's and rulebooks, for stats.
10. You can also guide elite squads of units instead of HQ, or combine them.
11. Note that you cannot guide units.
12. And attacks of enemy is resolved in waves. And waves are determined in beginning of a game when
you start your game your roll 1D6 and the result will be how many wave attacks in game you must
beat in order to win the game.


That is for now. Wave style of play.

11.11.11

Gears of War the Board Game Mission 2 "China shop" report :)

Ok, this is second mission from acctual game. Now is in pdf format. Sry but this is much more "normal" to make..... And note that beserker is very,very powerfull beast :) Enjoy

Second mission report download :)

29.10.11

This is pdf version of first mission in GOWTG. Emergence, Enjoy :)

21.10.11

User created rules for D&D Castle Ravenloft



Health system:

          1. Every hero has a deck of cards of his own abilities.
          2. Those cards can be used for attack,heal,or buff,debuff action.
          3. Also those same cards are used for health of hero.
          4. Hero can have healing surges, two of them.
          5. When hero has no cards in hand he can revive him self with spending one of the healing surges.
          6. When all healing surges are spend, and hero has no more cards left he is then dead thus he is out of game.
          7. Hero must draw two cards every move but he cant overextend his maximum number of cards in his hand.

Moving system:

                1. Hero can move try squares on tiles.
                2. The movement is determent on hero card. And he must roll dice to determent how much he can move.
                3. For example if card says that hero can move up to 5 tiles that means that he can move up to 5 squares. And he rolls d20 to see what he will be getting. If he rolls higher of 5 or 5 he than moves maximum range, but if he rolls 4,3,2,1 than he goes that many squares.


Attacking system:

            1. Hero can attack only with cards in his hands.
            2. Daily ability means that hero can only spend one card to attack or do some other action.
            3. At will power means that he can use all cards and leave only one in hand.(So at will cards can be used unlimited times in one move,but you must save one card to survive.)
            4. And blue cards can be used twice in one move.
            5. Hero than use cards as abilities to attack and or add bonuses for his attack and he will use number on his hero card.
            6. Then hero rolls a d20 die and see if he done the damage, if he does damage he than place damage tokens on monster card. In any case he must discard one card or more no matter the attack hits or misses.



Order of play:
              1. Hero draws his ability cards from his deck.(Two Cards per move).
              2. Than he drops d20 to see how much he moves.
              3. If in range he attacks and he discards his ability card/s.

So that is repeated for each class and hero in game. Also in beginning of every game you will shuffle all dungeon tiles and than you will draw five of them from top of dungeon pile. Than you will shuffle monster cards.You will draw five of those cards from top of monster deck. And you will spawn corresponding monsters on left corner of every tile. Than you will make(hand written or printed) A.I deck for monsters. Now i am working on that deck so be patient. :)




Important:

-There are only ten cards for each hero, so you can only have next amount of cards in hand:

                    1. Wizard 5. cards
                    2. Ranger 4. cards
                    3. Fighter 3. cards
                    4. Cleric 4. cards
                    5. Rouge 5. cards


  • You can use common attack from hero card, but you must add one card with that common attack, and then roll d20.
  • You will use health tokens only on monsters.
Thats all for now. This is just the idea for improving quality of the game. Update soon.