THOR SKIRMISH







INTRODUCTION
Board & card game for 2 players.
Battle between Asgardians and either Frost Giants or Dark Elves. 
Abstract Skirmish level combat.

VICTORY
Unique for each Scenario. 
After 15 turns, if there is no victory, one side 
retreats and the Battle is a draw. 

THE MAP
Use an 8x8 chessboard.

TERRAIN
Mark several spaces to be impassable.
This can represent pits, walls, and other obstacles. 

THE UNITS
Use chits or figures or miniatures to represent units.
Units can also be referred to as Characters. 

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ASGARDIAN UNIT TABLE
Name:			Hits	Notes:
Thor			8	Leader	
Loki			6	-
Sif			5	-
Volstagg		4	-
Hogun			3	-
Fandral			3	-
Odin			9	Leader
Heimdall		7	-
Valkyries		2	Group
Asgardian Warriors	2	Group
Vanaheim Warriors	1	Group
Earthlings		1	Group

THOR
God of Thunder. Wields the Magic Hammer Mjolnir. 
Thor can use all Ranged and HTH attacks. 
Special Card: Mjolnir: R = 5 Hits all Units in a Line
Special Card: Hammer Flight: M = 4 or 5
Special Card: Mighty Swing: H with +1 Damage
Super Card: Lightning Blast: R = 2 into All Spaces within Range
Super Card: Hammer Block: D  
Super Card: Ground Pound: All Adjacent Units are Knocked Back 1 Space
Class Card: Whirling Hammer: H into All adjacent Spaces
Class Card: Lightning Strike: R = K
Class Card: Smash: H with Knockback = 3

LOKI
God of Deception. 
Loki can use all HTH attacks and Ranged Attacks under 3
Special Card: Deception: D and M = 1 and H 
Super Card: Illusion: D and M = K
Class Card: Throw Knives: Two Attacks of Range = 2

SIF
Shield Maiden of Thor
Sif does not have ranged attacks.
Special Card: Shield: D for Self
Super Card: Defender: D for Adjacent Unit
Class Card: Sword: H 

VOLSTAGG
One of the Warriors Three. 
Volstagg does not have ranged Attacks. 
Special Card: Great Girth: Negate Move card of adjacent foe
Super Card: Great Strength: Add +1 Damage to one of his attacks. 
Class Card: Super Healing: Heal 1 Damage to Self

HOGUN
One of the Warriors Three. 
Hogun can use all HTH attacks and Ranged attacks under 3
Special Card: Spiked Mace: H with Damage +1
Super Card: Combat Skill: D or H 
Class Card: Elixir of Recovery: Heal self or adjacent Unit 1 Hit

FANDRAL
One of the Warriors Three. 
Fandral does not have ranged attacks. 
Special Card: Master Swordsman: D and H 
Super Card: Swashbuckling: D or M = 1
Class Card: Cut and Thrust: Two HTH attacks

ODIN
Father of the Gods. 
Odin has all HTH and Ranged Attacks
Special Card: King: Summon 1 Asgardian Warrior Unit to his side
Super Card: Odinforce Burst: A = 1-5 
Super Card: Highly Resistant: D
Super Card: Teleport: M = 1-8
Class Card: Wisdom: Look at next 5 cards in Deck
Class Card: Spear Gungnir: R = 4

HEIMDALL
Guardian of the Bifrost. 
Heimdall does not have ranged Attacks. 
Special Card: Super Vision: Look at next 7 cards in Deck
Super Card: Super Hearing: Look at Opponent’s Hand 
Class Card: Two Handed Sword: H with Damage +1

VALKYRIES
Valkyries have all HTH and Ranged Attacks
Special Card: Flying Steeds: M = 4 or K
Super Card: Bows and Arrows: R = 4 or K
Class Card: Saviors: D for Adjacent unit

ASGARDIAN WARRIORS
Warriors do not have Ranged Attacks
Special Card: Reinforcements: Summon 1 Asgardian Warrior Unit adjacent
Super Card: Shields: D
Class Card: Swords: H 

EARTHLINGS
Earthlings do not have any attacks
Special Card: Science: D or A = 1 or Opponent discards a random card
Super Card: Distraction: Negate target Attack
Class Card: Run or Hide: D or M = 2

VANAHEIM WARRIORS
Warriors do not have Ranged Attacks
Special Card: Sword Attack: H
Super Card: Sword Block: D vs HTH Attack
Class Card: Rush: M = 2


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FROST GIANT UNIT TABLE
Type			Hits	Notes:
Laufey			5	Leader
Frost Beast		8	Beast
Frost Giant Captain	4	Leader
Frost Giant Brute	3	-
Frost Giants		2	Group

LAUFEY
King of Jotunheim
Does not use Regular Ranged Attacks
Special Card: King: Summon 1 Frost Giant Unit to his side 
Super Card: Taunt: Target Enemy moves 2 spaces towards Laufey
Class Card: Command: Draw 2 Cards

FROST BEAST
Special Card: Crush: H 
Super Card: Claws: R = 2
Class Card: Speed: M = 3

FROST GIANT CAPTAIN
Does not use Regular Ranged Attacks
Special Card: Orders: Unit within 2 gets M = 2 or H
Super Card: Jutting Ice Spikes: R = 4
Class Card: Flying Ice Shards: R = 3

FROST GIANT BRUTE
Does not use Regular Ranged Attacks
Special Card: Fast Charge: M = 3 and H 
Super Card: Jutting Ice Block: R = 2 and Knockback = 1
Class Card: Shake it Off: Heal Self 1 Damage

FROST GIANTS
Does not use Regular Ranged Attacks
Special Card: Legion: D
Super Card: Ice Blades: H Orthogonal
Class Card: Freezing Touch: H Diagonal

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DARK ELF UNIT TABLE
Type			Hits	Notes:
Malekith		7	Leader
Algrim			6	Leader
Kursed			5	-
Dark Elves		2	Group

MALEKITH
Ruler of Svartalfheim
Malekith does not use regular Ranged Attacks
Special Card:  Ruler: Summon 1 Dark Elves Unit to his Side
Super Card: Aether Strike: H with Knockback = 2
Class Card: Dark Energy Attack: R = 3 or 4

ALGRIM
Kursed Lieutennant
Algrim does not use regular Ranged Attacks
Special Card:  Great Blow: H with +1 Damage
Super Card: Throw Boulder: R = 3
Class Card: Knock Away: D
Class Card: Void Grenade: R = K with Damage +1

KURSED
Enhanced Warriors
Kursed do not have regular Ranged Attacks
Special Card:  Bull Rush: M = 2 and H
Super Card: Lava Attack: R = 2
Class Card: Unstoppable: D

DARK ELVES
Dark Elves have all HTH and ranged Attacks
Special Card:  Laser Guns: R = 2
Super Card: Void Grenades: R = K with Damage +1
Class Card: Superior Firepower: R = 3

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MARAUDER UNIT TABLE
Type			Hits	Notes:
Marauder Captain	4	Leader
Rock Giant		6	-
Marauder Lieutenant	3	Leader
Marauder Warriors	2	Group
Marauder Skirmishers	2	Group

MARAUDER CAPTAIN
Does not have regular Ranged Attacks
Special Card:  Horde: Summon 1 Warrior Unit to his Side
Super Card: Big Guy: H
Class Card: Heavy Armor: D

ROCK GIANT
Does not have regular Ranged Attacks
Special Card:  Brute Strength: H with +1 Damage
Super Card: Long Reach: R = 2
Class Card: Stone Hide: D
 
MARAUDER LIEUTENANT
Uses all HTH and Ranged Attacks
Special Card:  Orders: Unit within 2 gets M = 2 or H
Super Card: Big Gun: R = 3
Class Card: Big Sword: H or D

MARAUDER WARRIORS
Does not have regular Ranged Attacks
Special Card:  Melee Weapons: H
Super Card: Rush: M = 1
Class Card: Armor: D

MARAUDER SKIRMISHERS
Uses all HTH and Ranged Attacks
Special Card:  Motley Ranged Weapons: R = K
Super Card: Skirmish: M = K
Class Card: Armor: D

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SETUP
Each player places one unit on each square of his back two rows.
Units may not stack. 

THE CARDS
Players share a common deck. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases:
1. Fate Phase
2. Move Phase
3. Fight Phase

FATE PHASE
Draw 3 cards. 
Max hand size = 5 cards.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.

MOVE PHASE
Play (discard) a Move card to move one of your Units.
The move card has a number. 
This is the number of spaces the unit moves.
Moves can be diagonal or orthogonal. 
“Knight” type move cards allow a unit to move like a knight in chess.
Instead of moving just one unit in any direction, you have the 
option of moving 2 or 3 units forward the indicated number of 
spaces using a single move card.
Units cannot move through other units.

FIRE PHASE
Play (discard) an Attack card to have a unit attack.
The attack card has a number. 
This is the range of the attack.
Attacks can be diagonal or orthogonal. 
“Knight” type attack cards produce an attack with a 
range like a knight in chess.
Every attack does a base of 1 Damage (Target loses 1 Hit). 
Use Chits or coins to record damage.
A unit reduced to 0 Hits is killed or incapacitated and 
removed from the board.
Your opponent may play Defense cards to negate your attack.
Units cannot attack through other units.

KNOCK BACK
A unit is knocked back in the direction of the attack. 
If a unit is blocked by another unit the other 
unit is also Knocked back (like a row of dominoes). 
If a unit is knocked into an impassable space or off the 
Board it is destroyed. 

CARD LIST NOTATION
M = Movement
R = Ranged Attack
H = Hand to Hand Attack
D = Defense
C = Combo
W = Wild
T = Trick
K = as a Knight would move in Chess
Type = Purpose of card

CARD LIST
Card Name:	#	Range	Type	Notes:
Creep		4	1	M	-
March		4	2	M	-
Run		3	3	M	-
Sprint		2	4	M	-
Maneuver	2	K	M	-
Far		1	5	R	-
Indirect	1	K	R	-
Long		1	4	R	-
Medium		1	3	R	-
Short		2	2	R	-
Strike		2	1	H	-
Swipe		2	1	H	Diagonal
Smash		2	1	H	Orthogonal
Slam		2	1	H	Foe Knock Back 1 Space
Head Butt	2	1	H	Not by or vs Groups
Lunge		2	1	C	M = 1 then H = 1
Charge		2	1	C	M = 2 then H = 1
Smite		2	1	H	Attack does +1 Damage
Block		2	-	D	-
Parry		2	-	D	Only vs HTH attacks
Dodge		2	-	C	D then M = 1
Cover		2	-	D	Only vs Ranged attacks
Special		2	-	W	Unique for each Unit 
Super		2	-	W	Unique for each Unit
Class		2	-	W	Unique for each Unit 
Tactics		2	-	T	Draw 2 cards

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JOTUNHEIM SCENARIO
Asgardians: Thor, The Warriors Three, Sif, Loki
Frost Giants: Lafey, Frost Beast, Captain, 
2 Brutes, 4 Frost Giants
Terrain: Lots of Impassables
Victory: Lafey Defeated or any Asgardian

VANAHEIM SCENARIO
Asgardians: Thor, The Warriors Three, Sif, 
3 Asgardian Warriors, 3 Vanaheim Warriors
Marauders: Captain, Lieutenant, Rock Giant, 
4 Marauder Warriors, 2 Marauder Skirmishers
Terrain: No Impassables
Victory: Defeat enemy Leaders

ASGARD THRONE ROOM SCENARIO
Asgardians: Thor, Odin, 6 Asgardian Warriors
Dark Elves: Malekith, Algrim, 2 Kursed, 6 Dark Elves
Terrain: A Few Impassables
Victory: Defeat Malekith or Odin

GREENWICH SCENARIO
Asgardians: Thor, Earthlings
Dark Elves: Malekith, 2 Dark Elves
Terrain: No Impassables
Victory: Defeat Malekith or Thor
Special: Every turn 1 random unit teleports to one 
Random space on the Board 

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