NIGHTBREED SKIRMISH




INTRODUCTION
2 player tactical Skirmish game 
Nightbreed Theme. 
Humans (Naturals) are attacking Midian in force. 
One player is the Nightbreed. 
The other player is the Humans (Naturals). 

DISCLAIMER
Nightbreed is a copyrighted licensed property. 
This is merely a fan site.

VICTORY
The first side to lose 10 or more units will break and flee.
 
THE MAP 
Use an 8 x 8 grid. 
The Map depicts the surface and upper layers of Midian. 
Midian is a Necropolis, the home of the nightbreed. 
Underground is a series of tunnels, chambers, and caverns. 
The surface resembles a graveyard but with additional 
Statues, fountains, walls, and tomb like structures that are 
Actually dwellings and Gates to the subterranean areas.

TERRAIN
Mark Terrain Types on the Map according to your preference. 
--- Clear (Paths, Roads)
--- Graves
--- Fountain
--- Wall (and Gates)
--- Trees
--- Tomb
--- Statue
Some Terrain types will be referenced by cards. 

NIGHTBREED UNIT LIST
Name:		#	Hits	Notes
Boone		1	5	Very Strong Zombie Leader
Peloquin	1	4	Very Strong Demon Leader
Narcisse	1	3	Strong Demon Leader 
Shuna Sassi	1	3	Demon Leader
Mystic 		1	2	Zombie Leader
Demons		2	2	-
Vampires	2	2	-
Zombies		2	2	-
Berserkers	1	5	Strong
Changelings	2	1	-
Mutants		2	1	Freaks	

NATURALS UNIT LIST
Name:		#	Hits	Notes
Psycho Doctor	1	4	With Police; All his attacks become Range = 1
Police Chief	1	3	Police
Detective	1	3	Police
Drunken Priest	1	2	With Police; Cannot Attack
Militia Captain	1	4	Militia
Hick Police	4	2	Police
Good Old Boys	7	1	Militia

THE DECKS
Each player has a unique Deck. 

SETUP
Shuffle the Decks. 
Place your units in your back 3 rows. 
Naturals go first. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 Phases: 
1. Draw Phase
2. Action Phase
3. End Phase

DRAW PHASE
Draw 3 cards and place them in your hand. 
If the deck runs out, shuffle the discard and draw from it. 

ACTION PHASE
Play cards (no limit). 
Play a move card to move a unit the indicated (Range) number of spaces. 
Use an Attack card to attack a unit at the indicated distance (Range) from the Attacking Unit. 
Your opponent may use a Defense card to negate an attack card. 
An attack card that is not negated causes the target to lose 1 Hit. 
Use tokens to keep track of Damage (lost hits) sustained by units. 
Any Unit reduced to zero Hits is killed. 

END PHASE
Max hand size is 7 cards. 
Discard excess cards. 

NIGHTBREED DECK CARD LIST
Name			#	Type	Range	Notes
Claws			2	A	1	Diagonal only
Fangs			2	A	1	Orthogonal only
Drink Blood		2	A	1	-
Rip to Shreds		2	A	1	Strong Only
Unnatural Death		2	A	1-2	Mutants & Vampires
Thrown Object		2	A	2-3	Not Berserkers
Supernatural Strength	2	D	-	Strong Only
Regenerate		2	D	-	Zombies & Vampires
Darkness		1	D	-	-
Homeground		2	D	-	Not in Clear
Swiftness		1	D	-	Vampires & Changlings
Ambush			1	A	1	-
Underground Movement	2	M	K	Must start at Tomb
Crawl			2	M	1	-
Creep			2	M	2	-
Scramble		2	M	3	-
Rush			2	M	4	-
Charge			2	M	5	-
Fly			2	M	4-6	Vampires Only
Mist Form		1	M	1	Or Use for Defense. Vampire Only
Blessing of Baphomet	1	X	-	Draw 3 cards
Chaos			1	X	-	Opponent discards 2 random Cards 
Terrify			1	X	-	Opponent discards 2 random Cards 
Special Attack		1	A	1-2	Use by Leader Only


NATURAL DECK CARD LIST
Name			#	Type	Range	Notes
Pistols			2	A	1-2	-
Shotguns		2	A	2-3	-
Rifles			2	A	4-5	-
Assault Rifles		2	A	3-4	-
Flame Throwers		2	A	1-2	Militia Only
Explosives		1	A	K	Militia Only
Walk			2	M	1	-
Hurry			2	M	2	-
Run			2	M	3	-
Pick-Up Truck		2	M	4	Militia Only. Start in Clear
Police Car		2	M	4	Police Only. Start in clear
Motorcycle		1	M	K	-
Run Away		1	D	-	-
Cower			1	D	-	Not in Clear
Take Cover		1	D	-	Not in Clear
Organized		1	X	-	Draw 3 cards
Cause Panic		1	X	-	Opponent discards 2 random Cards
Raise Dead		1	D	-	Use on Unit adjacent to Priest








LINKS
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