VICTORIAN VILLAINS




INTRODUCTION
2 player Card game.
Victorian Fantasy/ Sci-Fi theme.
CCG type Format.

GOOD & EVIL
There are 2 sides: The Heroes and the Villains.

VICTORY
You win if at any time after the fifth turn, your 
Opponent has no major characters in play.

DICE
Six sided dice are needed.

THE DECKS
Each player has a unique deck.
The two decks are:
1. The Heroes
2. The Villains 

CARD TYPES
C = Characters
L = Locations
E = Events
W = Weapons
V = Vehicles

TOKENS
Tokens are used to represent lesser minions.
Tokens and Characters are collectively referred to as Units.
Tokens & Minor Characters are collectively referred to as Minions.

WOUND COUNTERS
When a Character is wounded put a Wound counter on it.
Wound Counters give the attached unit Force –1.
A Unit with zero or less Force is killed. 

CARD TRAITS
Characters (and other card types) may have one or more of the following traits:
Many of these traits allow attachment of or use of certain other cards. 
Trait:			Notes:
Minor			Character
Major			Character
Mastermind 		Major Villain
Brawler 		Descriptor
Marksman		Descriptor
Swordsman		Descriptor
Brute			Descriptor
Detective		Descriptor
Hunter			Descriptor
Scholar			Descriptor
Traveler		Descriptor
Inventor		See Invention Phase
Scientist  		See Invention Phase
Vehicle			These can be Units or Objects attached to Units
Genius			See Genius Phase 
Spy			See Spy Phase
Immortal		See Healing Phase
Holy			Fight +1 vs Immortals
Doctor			See Healing Phase
Underling		Discard this Hero instead of another in Assassin Phase
Facilitator		Gives one Hero +1 to any one roll once per turn
Captain			Captain Nemo can take the Nautilus from anywhere and 
put into play, attached to himself in recruit phase. The same goes for
Captain Mors & his Airship. You may discard the vessel to draw its respective
Captain from the deck.

SETUP
Each player draws 7 cards from his deck.
Mulligan: Discard & redraw if your hand has no Characters.


TURN SEQUENCE
Each turn has 13 phases:
New Day Phase
Genius Phase
Healing Phase
Minion Phase
Invention Phase
Recruit Phase
Plot Phase
Spy Phase
Assassin Phase
Plot Phase
Intercept Phase
Track Phase
Attack Phase

NEW DAY PHASE
Draw 1 card from your deck.

GENIUS PHASE
For each Character with Genius on your side roll once on the Plot Table:
1D6	Result:
1	Analysis: Opponent must discard 1 card
2	Predictions: Look at next 7 cards in either deck
3	Deduction: Look at opponents Hand
4	Lure: Gain Control of target Character
5	Recruit: Put any character in your deck into your hand	
6	Contingencies: Draw 1 Card

HEALING PHASE
For each Wound counter roll 1D6. Remove the counter on a roll of 5+.
This is called the Healing Roll.
An Immortal gets Heal +3 to self.
A Doctor can give Heal +2 to any one roll per turn. 

MINION PHASE
Most Masterminds (and some other card types) can Generate one 
Minion Token per turn in this phase.
All Minion Tokens are Units with Fight = 1.

INVENTION PHASE
For each Character with Invention or Scientist skill on your side roll once on 
The Invention Table:
1D6	Result:
1	Research: Look at the next 7 cards in your deck
2	Build: Put an Invention Marker on a Target Unit
3	Eureka: Draw one card
4	Blueprints: Search your deck for a Vehicle or Weapon & put it into play
5	Failed Project: Nothing
6	Lab Explosion: Inventor receives a Wound Marker
Invention Markers give the attached unit Fight +1
If the Inventor is a Location (Not a Character) and there is an explosion, the 
Location cannot roll on the Invention table for 2 turns.

RECRUIT PHASE
Put non-event card into play.
Cards in play are placed face up in front of you.
Vehicles and Weapons must be attached to Units.
Locations in the Villain deck must be attached to a specific Mastermind.
Minor Villains must be attached to a specific Mastermind.

PLOT PHASE
The Villain player may attach plot cards to his Masterminds.
Put a Plot Counter on each plot card already in play.
There are Minor and Major Plot cards.
If a Minor Plot accumulates 3 plot counters, the 
Villain player discards it and Draws 1D6 cards.
If a Major Plot card accumulates 4 plot counters, the
Villain player automatically wins the game.

MARTIAN RULES
Special Rules for the Martian "Villain". 
All Plots undertaken by the Martians become 
Major Plots of the Title "World Conquest"
The Martians cannot attach Minor Characters or Vehicles.
Marian Tripod Tokens are each Fight = 2.

SPY PHASE
For each Spy on your side roll 1D6: on a roll of 
1	Spy caught: Discard Spy 
2-4	Nothing
5+ 	Discovery: Look at Opponent’s hand.

ASSASSIN PHASE 
Each Major Villain may send some of his Minions to attack the Heroes.
These are suicide Missions, The Minions are always killed.
Roll 2D6 for each Minion sent.
Add the Fight of the Minion. Subtract the Fight of the target Hero.
Event cards may be used to modify Force ratings.
Modified Roll:	Notes:
2 or less	Minion Interrogated: Get +1 to next Track Roll
3-5		Minion cannot find Heroes: Return Minion to Mastermind 
6-7		Nothing
8-10		Hero Wounded (or discard an attached weapon or vehicle)
11+		Hero Killed
This is called the Assassin Roll.

INTERCEPT PHASE
Heroes may attempt to thwart the Villain’s Nefarious Schemes.
Each Hero picks a target Mastermind Villain and rolls 2D6:
This is called the Track Roll.
Add the Track Bonuses of the Hero.
Event cards may be used to give additional Bonuses or Penalties.
This is called the Sleuth Roll.
Modified Roll:	Notes:
5 or less	On the Wrong Track: All Heroes get a Track –1 this turn.
6-9		Dead End: Nothing Found
10		Foiled: Discard one target Plot card 
11+		Villain is Thwarted.
If the Villain is Thwarted, discard all Plot cards of that Villain in play.
Every Mastermind not Thwarted this phase allows the Villain player to roll once on 
The Villain Table:
1D6	Result:
1	Neutralize: Opponent must discard 1 card
2	Machinations: Look at next 7 cards in either deck
3	Spies: Look at opponents Hand
4	Manipulations: Gain Control of target Character
5	Hirelings: Gain 2 Minion Tokens 
6	Wheels in Motion: Draw 1 Card or put 1 Plot Counter on 1 Plot card in play

ATTACK PHASE
The Heroes may attack any Mastermind Villain that was Thwarted this turn.
Each Hero attacks seperately.
(Hero's that attempted to Thwart a different Villain cannot attack)
The Hero must target a Minion of the Villain.
Roll 1D6 and add the Fight of the Hero. Subtract the Fight of the target Minion.
This is called the Combat Roll.
The Minion is always killed. 
Modified Roll:	Notes:
1 or less	Hero Killed
2-3		Hero Wounded (or discard an attached weapon or vehicle)
4-6		Hero Unscathed but must stop attacking
7+		Hero gets to make another attack with Fight –1 
Roll 1D6. This is called the Showdown roll. (It is modified like a Combat roll)
Modified Roll:	Notes:
1 or less	Hero Killed
2-3		Hero Wounded (or discard an attached weapon or vehicle)
4		Destroy Base (Discard Location Cards attached to Villain)
5		Villain Wounded (or discard an attached weapon or vehicle)
6+		Villain Killed	
A Hero only gets to make one Showdown roll per turn. 


CARD TYPE NOTATION
E = Events 
C = Character
M = Mastermind
V = Vehicle
W = Weapon
L = Location
P = Plot

HEROES CARD LIST
Card Name:			Type	Notes:	
Allan Quatermain		C	Fight +2 Track +3 Brawler, Hunter, Marksman
Dr Jekyll Mr Hyde		C	Fight +4 Track +1 Brute, Brawler, Scientist
Sherlock Holmes			C	Fight +1 Track +4 Detective, Scholar, Swordsman
James T. West			C	Fight +2 Track +1 Brawler, Marksman, Spy
Artemus Gordon			C	Fight +1 Track +2 Inventor, Marksman, Spy
Dorian Grey			C	Fight +2 Track +1 Immortal, Swordsman
Van Helsing			C	Fight +2 Track +2 Brawler, Scholar, Holy, Hunter
Mina Harker			C	Fight +3 Track +3 Immortal, Vampire, Detective
Chevalier Dupin			C	Fight +1 Track +2 Detective
Olaf Svenson			C	Fight +3 Track +1 Swordsman, Marksman
Tarzan				C	Fight +2 Track +2 Brawler, Hunter
Invisible Man			C	Fight +3 Track +3 Spy
Campion Bond			C	Facilitator (He may not track or attack)
Philieas Fog			C	Track +1 Traveler, Inventor
Mycroft Holmes			C	Genius, Facilitator (He may not track or attack)
Samson the Coachman		C	Fight +1 Traveler, Brawler, Underling
Captain Nemo			C	Fight +2 Track +2 Captain, Swordsman, Inventor
Air Pirate Captain Mors		C	Fight +2 Track +1 Captain, Marksman
Mor's Airship			V	Fight +2 Track +2 Vehicle
The Nautilus			V	Fight +2 Track +1 Vehicle
Train				E	Hero gets Track +2	
Auto-mobile			V	Fight +1 Track +1 Vehicle
Museum of London		L	Scholar Heroes get Track +1 
Catholic Church			L	Facilitator
Elephant Gun			W	Marksman gets Fight +1
Winchester Rifle		W	Marksman gets Fight +1	
Saber				W	Swordsman gets Fight +1
Sword Cane			W	Swordsman gets Fight +1
Service Revolvers		W	Hero gets Fight +1
Regeneration			E	Immortal gets Fight +2
Double Agent			E	Gain control of target Character
Feign Death			E	Put Hero in discard into your hand
The Army			E	Put 4 Soldier Tokens into play
Gentleman’s Club		E	One Hero gets Force +2 in Assassin Phase
Unseen Attack			E	Spy gets Fight +2
Rip to Pieces			E	Brute or Vampire gets Fight +2
Deduction			E	Detective gets Track +2
Experience			E	Hero gets Track +2
Morris Code			E	All your Heroes get Track +1 this turn
Hunting Instincts		E	Hunter gets Track +2
Harpoon Gun			E	Inventors and Captains get Fight +2
British Secret Service		E	Draw 2 Cards
Dangerous Company		E	Put any Hero in your deck into your hand
Inquiries			E	Look at Opponent’s Hand
Pugilist			E	Brawler gets Fight +2
Compendious Knowledge		E	Scholar or Scientist gets Track +2
Contacts			E	Hero gains Track +2
Bravery				E	Hero gets Fight +2
Investigation			E	Detective gets Track +2
Reconnaissance			E	Look at Opponents Hand 
Disguises			E	Detective or Spy gains Track +2
Chainmail shirt			W	Hero gets Fight +1
Diversion			E	Hero gets Fight +2
Balloon 			V	Hero gets Track +1
Grapple				E	Brawler gets Fight +2
Machete				W	Hero gets Fight +1
Agents of the Crown		E	Put any Hero in your deck into your hand
Artillery			E	Unit gets Fight +2
Arrive in Time			E	Traveler or Vehicle gets Track +2


VILLAINS CARD LIST
Card Name:			Type	Notes:	
Professor Moriarty		M	Fight +1 Genius Scholar
Dr Fu-Man-Chu			M	Fight +2 Doctor Generate Chinese Horde Tokens
Dr Moreau			M	Fight +1 Doctor Generate Hybrid Tokens 
Martian Invasion		M	Fight +4 Generate Tripod Tokens 
Count Dracula			M	Fight +4 Immortal Generate Vampire Tokens 
Robur, Master of the Air	M	Fight +2 Generate Pirate Airship Tokens
Dr Frankenstein			M	Fight +1 Doctor Generate Monster Tokens 
Arliss Loveless			M	Fight +1 Inventor Generate Contraption Tokens 
Jack the Ripper			C	Fight +2 Additional Fight +2 in Assassin Phase
7 Deadly Brothers of Tabasco	C	Fight +3 Swordsmen
Werewolf			C	Fight +4 Immortal, Brute
Rasputin			C	Fight +1 Immortal, Spy
Guards				E	Put 4 Guard Tokens into play
Thugs				E	Put 4 Thug Tokens into play
Occidental Assassins		C	Fight +1 Additional Fight +1 in Assassin Phase
Oriental Assassins		C	Fight +1 Additional Fight +1 in Assassin Phase
Thugee Assassins		C	Fight +1 Additional Fight +1 in Assassin Phase
African Assassins		C	Fight +1 Additional Fight +1 in Assassin Phase
Trusted Lieutenant		C	Fight +2 
Flamethrower			W	Unit gets Fight +1
Tank (Landship)			C	Fight +3 Vehicle
Giant Mechanical Spider 	V	Fight +3 Vehicle
Armored Train			V	Fight +1 Vehicle
Ironclad Gunboat		V	Fight +2 Vehicle
Machine Guns			W	Unit gets Fight +1
Body Armor			W	Unit gets Fight +1
Armored Suit			W	Unit gets Fight +1
Sabotage			E	Opponent must discard 2 random cards from hand
Foulest Treachery		E	Take control of target Hero
Blackmail			E	Take control of target Hero
Hypnotism			E	Take control of target Hero
Svengali			E	Take control of target Hero
Invisibility Formula		E	Unit gets Fight +2
Vampire Blood Elixir		E	Unit gets Fight +2
Dr Jekyll’s Formula		E	Unit gets Fight +2
Submarine			V	Fight +1 Vehicle
Zeppelin			V	Fight +2 Vehicle
Mechanic Tentacles		W	Fight +1 (Attach to Vehicle) 
Museum Robbery			P	Minor Plot
Steal Cavorite			P	Minor Plot
Bank Heist			P	Minor Plot
Nihilist Conspiracy		P	Minor Plot
Weapons Merchant		P	Minor Plot
Vile Scheme			P	Minor Plot
Start War			P	Major Plot
Blow up City			P	Major Plot
Assassinate Leader		P	Major Plot
Laboratories			L	Inventor
Factories			L	Inventor
Industrial Complex		L	Inventor
Castle Stronghold		L	Comes with 3 Guard Tokens
Opulent Palace			L	Comes with 2 Guard Tokens
Island Hideaway			L	Comes with 1 Guard Token
Criminal Empire			L	Genius
Underworld			L	Spy
Secret Society			L	Generate Fanatic Tokens
Opium Addiction			E	Put Wound Counter on Hero
Nemesis				E	Mastermind gets Fight +2
Giant Cannon			W	Unit gets Fight +1
Rockets				E	Unit gets Fight +2
Heat Rays			W	Unit gets Fight +1
Mohammedan Rabble		E	3 Tokens attack in Assassin Phase
Angry Mob			E	2 Tokens attack in Assassin Phase
Cutthroats			E	1 Token attacks in Assassin Phase
Scandal				E	Put Hero back into owner’s hand
Escape Pod 			E	Negate a Showdown Roll
Narrow Escape			E	Negate a Showdown Roll
Shadows & Substance		E	Hero gets Track –2
Shadow Boxing			E	Hero gets Track –2
Espionage			E	Look at Opponent’s Hand


LINKS
Steampunk Chronology 
Fantastic, Mysterious, and Adventurous Victoriana
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