MAD SCIENTISTS







INTRODUCTION Board game for 2+ players. Science Fiction theme. Players are Rival Mad Scientists bent on World Domination. VICTORY Destroy all Enemy Bases. THE MAP Use an 8x8 chessboard. UNITS Use chits (Counters) to represent units. Chits are mixed together in a common pool used by all players. There are 4 basic types of chits: Bases(B), Units(U), Modifiers(M), and Specials(S). UNIT & BASE ATTRIBUTES Each unit or base has 3 Attributes or Traits: *Move: the number of spaces the unit can move per turn. *Range: the maximum number of spaces distant the unit can apply damage. *Defense: the amount of damage the unit can take at one time before having to retreat. Some units have additional special abilities. SPECIAL CHITS Players hold onto Special Chits until they want to use them. Special Chits are discarded to produce an effect. UNIT SPECIAL ABILITIES SETUP Each player places one Base on one square of his back row. Determine who goes first in a non-random manner. TURN SEQUENCE Players take turns. Each turn has 4 phases: Invention Phase Deploy Phase Move Phase Attack Phase INVENTION PHASE Each player draws 2 random chits from the common pile. DEPLOY PHASE Play a unit chit onto the board into an empty space on your back row or Adjacent to any of your bases. You may play a Base adjacent to a friendly unit but not adjacent to Another of your bases or an enemy unit. Modification Chits are attached (placed under) units and bases. Modification Chits alter the Traits of the attached unit or base. MOVE PHASE You can move some, none, or all of your units in move phase. Units can move orthogonally or diagonally. Units can move up to a number of spaces equal to their Move Trait. Units cannot stack. Units cannot move through other units or bases. FIRE PHASE Each of your units can attack one target enemy unit in Fire Phase. Different units may attack different targets. Each unit has a Range Trait (number of spaces out it can attack into) A unit can only attack a target that is within its range. Units with ranges 2+ can attack over other units. An attack does 1 point of damage unless otherwise stated. As soon as a unit takes damage in a single turn equal to its Defense Trait, it must retreat. A retreating unit must move laterally or back towards its side of the board 1 space. A retreating unit unable to move is destroyed and is removed from the board. Units that retreat off the board are destroyed. A unit cannot move laterally if it will come in contact with an enemy unit. Bases cannot move, so they are destroyed if they must retreat. DOUBLE WHAMMY RULE If you can force a unit to retreat a second time in the same phase, it is automatically destroyed. CHIT LIST NOTATION Immobilization: Target Unit cannot Move or Attack for 3 turns. Interrupt: Target Opponent skips his next Invention Phase. Stealth: Unit can Move through other units. Think: Base Modifier only. For every 2 Think cards draw an extra Chit in Event Phase. A Base may have a maximum of 1 Think card attached. Note: Units can be either Troops or Guns. CHIT MASTER LIST Unit Name: Type Move Range Defense Notes Home Base B 0 1 8 Starting Base Super Agents U 3 1 3 Stealth Troops Bionic Men U 3 1 3 Troops Mutants U 2 1 3 Troops Cyborgs U 2 1 3 Troops Temporal Stasis Field S - - - Immobilization Time Machine S - - - Take another Turn Flux Capacitor M - +1 - Robots U 2 1 4 Clones U 2 1 2 Troops Androids U 2 1 3 Troops Death Ray U 1 3 2 Gun Force Field M - - +1 Teleportation Pods S - - - Move Unit Anywhere Nuclear Bombs S - - - Destroy Unit Neutron Bombs S - - - Destroy Unit Anti-Matter Bombs S - - - Destroy Unit Gamma Ray Laser U 1 3 2 Gun Power Armor M - - +1 Troops only Antigravity Pods M +2 - - Force Beams U 1 2 2 Gun Inertia Field M - - +1 Damper Field M - - +1 Dinosaurs U 3 1 3 Giant Monster U 3 1 4 Damage +1 Zombies U 1 1 3 Troops Mind Control Device S - - - Take control of Unit Plasma Cannon U 1 2 2 Gun Damage +1 Alien Technology M +3 - - Atlantean Technology M +1 +1 +1 Thinking Machine M - - - Think Shrink Ray U 1 2 2 Immobilization Super Computer M - - - Think Super Fortress B 0 - 10 Virtual Reality S - - - Immobilization Giant Drill U 4 1 3 Stealth Intelligent Dolphins U 2 1 3 Troops Smart Bombs S - - - Destroy Unit Guided Bullets M - - - Troops only Damage +1 Eureka! S - - - Draw 2 Chits Psi Beam U 1 5 2 Gun TGC U 1 4 2 Gun(Theoretical Gravity Catapult) Childs Play S - - - Draw 2 Chits OOT M +2 - - (Oscillation Overthruster) Repulsor Field M - - +1 Hallucinogenic Gas S - - - Immobilization Sleep Gas S - - - Immobilization Hypno Ray S - - - Take control of Unit Space Station B 1 - 6 Lab Accident S - - - Interrupt Computer Virus S - - - Interrupt Super Soldiers U 2 1 4 Troops Code Breaker S - - - Negate Special Card Enigma Machine S - - - Negate Special Card Planned Obsolescence S - - - Destroy Modifier Power Failure S - - - Immobilization Disembodied Brains M - - - Think Replicator Machine M - - - Think Perpetl Motn Machine M - - - Gun only Damage +1 Impossible Machine M - - - Think Better Mousetrap S - - - Destroy Unit Nanobots U 1 1 4 Stealth & Damage +1 Mechas U 3 2 4 Damage +1 Tissue Regenerator M - - +1 Temporal Anomaly S - - - Take another Turn Nova Cannon U 1 4 2 Gun Damage +1 Kung Fu Disciples U 2 1 3 Troops Underground Base B 0 - 7 Underwater Base B 0 - 7 Steal Technology S - - - Take control of Unit Time Bomb S - - - Destroy Unit Super Collider M - +1 - Gun only Fusion Reactor M - - - Gun only Damage +1 Exoskeletons M +1 - +1 Troops only Corrosion Gas S - - - Destroy Unit




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