GEARHEAD SKIRMISH




INTRODUCTION
Board & Dice game for 2 players.
2 Armies of Wind-up toys duke it out.

DISLAIMER
Based on an old Video game. 
This is merely a fan site.

VICTORY
Players get 1 point every time a toy goes off their opponent’s
Side of the board. 
The game ends when the counter pile is empty and there are 
No toys left on the board.
(or no toy has been able to move in 5 turns)
The player with the most points wins the game.

THE BOARD
Use a chessboard (8 X 8 grid).

DICE
Six and 8 sided dice are needed.

COUNTERS
Toys are represented by counters (Chits, markers).
There are 12 different types of toys.
Each counter has 2 items of information written on it:
1. Identification of what type of toy it is.
2. An Arrow showing which way the toy is facing. 

THE COUNTER PILE
Players share a common set of counters.
Place all counters in a cup called the counter pile.
The set contains 6 copies of each Toy (72 Toys)
Note: The Small Fry Toy is separate from the main 12 Toys. 

COUNTER DISCARD
Place Toys that are destroyed into this area.

VICTORY PILES
Keep the toy counters that go off your opponent’s side of the 
Board in your own pile (as a way of keeping score)

CONTROL
Remember toys have an arrow showing facing.
You control all Toys facing your opponents side of the board. 

SETUP 
Players roll 1D8. High roll goes first.

TURN SEQUENCE
Each turn has 3 phases:
Draw Phase
Placement Phase
Action Phase

DRAW PHASE
Draw 1 random Counter from the counter pile (cup). 

PLACEMENT PHASE
Place the Toy (Counter) you just drew onto any empty 
Space on your last row (facing your opponent's side of board). 

ACTION PHASE
Each Toy you control moves once during your turn. 
The exception is toys you just gained control of this turn. 
See the rules for each individual Toy to see how it moves and what else it does. 
There can only ever be one Toy per space.
A Toy cannot move through other toys.
If a toy “BUMPS” into another toy blocking its path, it must stop. 
When a Toy moves diagonally it has a choice of moving to its left or right. 

FLYING TOYS
Some toys can fly.
They can jump (move over) other toys.

TOY LIST:

BIG AL
Appearance: Bulldozer
Move Roll:
1D6	Result:
1-2	Move straight ahead 1 Space
3-4	Move straight ahead 2 Spaces
5-6	Move straight ahead 3 Spaces
If AL Bumps into another toy, he pushes that toy back 
1 Space and continues his move.
AL can push a whole line of toys in this way.

CLUCKETTA	
Appearance: Chicken
Move Roll:
1D8	Result:
1	Move straight ahead 1 Space
2	Move straight ahead 2 Spaces
3	Move straight ahead 3 Spaces
4	Move diagonally ahead 1 Space
5	Move diagonally ahead 2 Spaces
6	Move diagonally ahead 3 Spaces
7-8	Clucketta Lays an Egg
Clucketta is a Flying Toy.
If Clucketta lays an Egg, place a “Small Fry” 
Toy counter in any empty space adjacent to her. 

SMALL FRY
Appearance: Baby Chick
Move Roll: 
1D6	Result:
1-3	Move straight ahead 1D6 spaces
4-6	Move diagonally ahead 1D6 Spaces
Note: Small Fry counters are not kept in the Counter 
Pile with the rest of the Toys.
They only appear when a Clucketta lays an egg.
Make a separate Pile of Small Fry Counters 

DEAD HEAD
Appearance: Skull
Move Roll:
1D6	Result:
1	Move straight ahead 1 Space
2	Move straight ahead 2 Spaces
3	Move straight ahead 3 Spaces
4	Move diagonally ahead 1 Space
5	Move diagonally ahead 2 Spaces
6	Move diagonally ahead 3 Spaces
If Dead Head bumps into or is bumped by any toy facing Dead head, that 
Toy immediately turns around and faces the opposite direction.

DISASTEROID
Appearance: Robot with Laser
Move Roll:
1D6	Result:
1	Move straight ahead 1 Space
2	Move straight ahead 2 Spaces
3	Move straight ahead 3 Spaces
4	Shoot straight ahead 
5	Shoot diagonally ahead to the left
6	Shoot diagonally ahead to the right
When Shooting, the first toy the shot hits is destroyed (place in discard). 
Shots have unlimited range. 

HANDY
Appearance: White Glove
Move Roll: Move straight ahead 1D6 Spaces.
When Handy stops moving he winds up one adjacent 
Toy of your choice. 
The Wound up Toy gets a Free Move, which must be taken immediately. 

KRUSH KRINGLE
Appearance: Santa Claus on Steroids
Move Roll:
1D6	Result:
1-3	Move straight ahead 1 Space
4-6	Move straight ahead 2 Spaces
At the end of his move, you may have Kringle pound the ground.
If he does this, all adjacent toys reverse their direction. 

ORBIT
Appearance: Flying Saucer
Move Roll: Move straight ahead 1D6 Spaces.
Orbit is a Flying Toy.

PRESTO
Appearance: Magician
Move Roll:
1D8	Result:
1-2	Move straight ahead 1 Space
3-4	Move straight ahead 2 Spaces
5-6	Move straight ahead 3 Spaces
7-8	Disappear 
If Presto Disappears roll 1D8 for the X & Y axes of 
The board to determine what space he reappears on.
If the space is occupied, roll again. 

KANGARUFFIAN
Appearance: Kangaroo with Boxing Gloves
Move Roll:
1D8	Result:
1-2	Move diagonally ahead 1 Space
3-4	Move diagonally ahead 2 Spaces
5-6	Move diagonally ahead 3 Spaces
7-8	Move diagonally ahead 4 Spaces
When Kanga Ruffian ends his move, he punches one 
Adjacent Toy of your choice. 
The target Toy moves 1D3 spaces directly away from Kanga. 
The Toy will move fewer spaces if blocked, and will not change facing. 

WALKING TIMEBOMB
Appearance: Bomb with legs
Move Roll: Move straight ahead 1D6 Spaces.
At the end of his move, you may have the bomb explode. 
The Bomb and all adjacent Toys go to the Discard. 

ZAP-BOT
Appearance: Robot on Unicycle
Move Roll:
1D8	Result:
1-2	Move diagonally ahead 1 Space
3-4	Move diagonally ahead 2 Spaces
5-6	Move diagonally ahead 3 Spaces
7-8	Move diagonally ahead 4 Spaces
When Zap-Bot ends his move, he zaps one adjacent toy of your choice.
A Zapped toy skips its next move/action. 

ZIGGY
Appearance: Cockroach
Move Roll: 
1D6	Result:
1-3	Move straight ahead 1D6 spaces
4-6	Move diagonally ahead 1D6 Spaces
If Ziggy Bumps or is bumped, he flips over on his back. (flip the counter)
When on his back, he cannot move.
If bumped into while on his back, he flips over onto his legs. 
If not flipped on his first move, Ziggy may immediately make a
Second move on his turn. 






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