DR WHO








INTRODUCTION
Players take the role of Renegade Time Lords working for the 
Celestial Intervention Agency. 
Players must work cooperatively to foil the plots of Temporal Marauders. 
The goals of Temporal Marauders are the destruction or conquest of 
Gallifrey, Nexus point Earth, or the Universe.

TIME LORDS
Each player is a Gallifreyan Time Lord (Like Dr Who).
Time Lords are also referred to as Field Agents.
Each Time Lord has 9 lives, a particularity of Gallifreyan biology.
If a Time Lord loses all 9 of his lives, he is out of the game.

THE DECKS
There are two decks in the game:
The Time Lord Deck, and the Temporal Marauder Deck.
All players share both decks.

TEMPORAL MARAUDER DECK
There are two types of cards in the Temporal Marauder Deck:  
Marauders, and Plot Twists. 
Plot Twists add to the Power of a Marauder card placed on top of them.

DICE & COUNTERS
Ten sided dice are required.
Counters are used as ‘plot tokens’ and to keep track of lives.

WINNING THE GAME
If the players go completely through the Temporal Marauder Deck and defeat 
all the Marauders, they share a combined win.
The player with the most lives + cards in his Victory pile is the first place winner.
The next is the second place winner, and so on.

LOSING THE GAME
If any Marauder Card ever gets 4 plot tokens on it, the time line is 
irreversibly disrupted, resulting in universal disaster.  Time and Space unravel.  
All players lose.  Game over.

TURN SEQUENCE
Each turn has 4 phases:
1. Aid Phase
2. Marauder Phase
3. Mission Phase
4. Plot Phase

AID PHASE
Each player draws 3 cards from the Time Lord Deck.
If the deck runs out, shuffle the discard pile and draw from it.
A player may discard 2 cards to draw 1 card.
Players may trade cards.
Max hand size = 9. Discard excess cards.

MARAUDER PHASE
Draw one card from the Temporal Marauder Deck for each Time Lord.
Place these cards face up in the center of the Table.
If any of the cards are Plot Twist Cards, draw another Temporal Marauder 
card and place it on top.
Continue until all Plot Twists are covered by a Marauder card.
All of these cards are considered to be in play.

MISSION PHASE
Each player gets one Action Segment in Mission Phase.
Players roll high on 1D10 to determine Segment order.
A player may use his action segment to draw 3 cards.
A player may use his action segment to attempt to defeat any one 
Marauder in play (A Mission).
Resolve the attempt as follows:
The Time Lord and the Marauder must determine and compare their respective Power Totals.
To get a Power Total, each side rolls 1D10. These are the Power Rolls.
The Time Lord may discard cards from his hand to add their Power to his Power Total.
If the Time Lord rolled a 10, he may add another 1D10 to his Total.
The Marauder adds its inherent power to the roll.
The Marauder adds the power of all its Plot Twists to its Total.
Compare the Power Totals. Higher Total wins.
If the Marauder won, the Time Lord loses one life, and the Marauder remains in play.
If the Time Lord wins, he lives, and puts the Marauder card and its Plot 
Twists into his Victory Pile.
If it is a tie, the Time Lord is not killed, and the Marauder remains in play.
If the Time Lord won, he gets an extra action segment that can be used this 
phase only to attempt to defeat another Marauder in play.
A Time lord can only get one extra action segment per turn this way.

COOPERATIVE MISSIONS
Players may cooperate and go on a mission jointly.
Each Time Lord that goes uses up an action segment.
Additional Time Lords may use cards and add 1D10 each to the Power Total of the First.
If they succeed no one gets any extra action segments. 
Roll high on 1D10 to see which Time Lord gets to put the cards into his Victory pile.
If they fail, they all lose a life.

PLOT PHASE
Place one Plot Token on each Marauder card in play.


TEMPORAL MARAUDER DECK CARD LIST 
Card Name:		Type	Power	Notes:
The Master		M	+10	Insane Renegade Time Lord
Darvos			M	+7	Creator of the Daleks
Daleks			M	+10	Exterminate! Exterminate!
Cybermen		M	+10	Ruthless descendants of Earths Sister Planet
Sontarans		M	+10	Can Create 1 million Clones per Minute
Ice Warriors		M	+4	Martian Underground Cities
Movellans		M	+7	Robotic Servitor Race
Silurians		M	+6	The first Intelligent Life on Earth
Sea Devils		M	+5	Aquatic Species of Silurians
Rutans			M	+8	Amoeboid Race at war with the Sontarans
Entropy			M	+10	Heat Death of the Universe
Great Vampires		M	+7	Huge Humanoids: Enslave Worlds	
Draconians		M	+3	Hostile Aliens	
Cessair of Diplos	M	+2	Druidic Goddess Imposter
Daemons			M	+8	Powerful Alien Race
The Hand of Eldrad	M	+2	Silicon Based Life Form
The Last Fendhal	M	+1	Ghoulish creature
The Great Intelligence	M	+4	Purely Mental Cosmic Being
Krynoid Germination	M	+3	Giant Sapient Plant Pods
Mandragora Helix	M	+2	Time Vortex Energy Life Form
Nestene Consciousness	M	+3	Spacefaring Sapient Radiation
Omega			M	+5	Time Lord trapped in Antimatter Universe
Scaroth			M	+4	Last of his race. Stranded on Earth
Terileptils		M	+1	Reptilian race: unleashed the Black Plague
Vardans			M	+1	Energy beings. Pawns of the Sontarans
Warlords		M	+1	Alien Kidnapers. Building an Army of Humans
Zygons			M	+1	Homeless Alien Shapeshifters
Robotic Yeti		M	+1	Servants of the Great Intelligence
Failed Experiment	P	+6	
Earth Invasion		P	+2	
Black Guardian of Time	P	+6	Goal of Universal Chaos
The Time Destructor	P	+6	
Doomsday Weapon		P	+6	
Nova Bomb		P	+4	Space Combat: Ignite Nebulas
Cybermat		P	+2	Robot Insects	
Preserved in Ice	P	+2	Suspended Animation
Misjump			P	+2
Autons			P	+2	Servants of the Nestene Consciousness
Drain theEye of Harmony	P	+6	Power Source of all TARDIS
Ogrons			P	+2	Stone creatures that feed on blood
Interstellar Plague	P	+4	
Nexus Point		P	+2	Shallow areas in the Timestream
Mind Control		P	+4
Non-Intervention	P	+2	Gallifreyan Doctrine 
Psionic Powers		P	+2


TIME LORDS DECK CARD LIST
Card Name:			Power	Notes:
The Key to Time			+10	Complete Control of time
White Guardian of Time		+10	
Elixir of Karn			--	Gain 1 Life
U.N.I.T.			+3	United Nations Intelligence Taskforce
Violate the 1st law of Time	+1D10	Lose an extra life if the Mission Fails
Rassilon			+10	First & Greatest of Time Lords	
Pacification Gun		+4	The target becomes friendly
Fast Regeneration		--	Gain 1 Action segment (after failing a mission)
Mathematicians of Logopolis	+3	
Block Transfer Computation	+5	Used to shape or recreate reality
Charged Vacuum Emboitements	+2	+10 vs Entropy
Chronic Hysteresis		+7	Forced Time Loop
The Doctor			+10
Earth Empire			+3	Future Conglomeration of Corporate Megaliths
The Federation			+4	Future: Loose Planetary Alliance including Aliens
Gravitron			+4	Future Device: Controls Earths weather
The Sisterhood			+3	Keepers of the Sacred Flame
Hyperspace Travel		--	Gain one Action Segment
Megara				+9	Alien Machines that dispense perfect justice
Perceptual Induction		+3	Illusions of Wish Fulfillment
Temporal Stasis			+3	Isolate an area from time travel
Terminus			+5	Giant Spacecraft at the center of the Universe	
Fluidity of Time		--	Discard to remove 1 Plot Token from all Marauders
Alternate Time Line		--	Discard to shuffle target Marauder into Marauder Deck
Timestream			--	Discard to remove all Plot Tokens from 1 Marauder
Pharos Project Computer		+2	
Pocket Universe			+3	
Gallifreyan Absolute Time	+4	Maintained by the Transduction Barrier
Microjumps			+3	Used for commando style raids
Spatial Overlap			+2	TARDIS tactic. Materialize over physical objects
The Human Factor		+3	
Amplified Panatropic Compiler	+2	APC NET: All Gallifreyan knowledge
Solar Heat Gun			+2	
Chameleon Circuit		+3	TARDIS technology. Camouflage
Temporal Invulnerability	+3	TARDIS technology. Physically indestructible
Temporal Vortex			--	Gain 1 Action Segment. Center of all Time & Space
Gallifreyan Monitors		+3	Detect events that endanger time & space
Cell Regeneration Vault		--	Gain 1 Life
Demat Gun			+4	Dematerialization Weapon
Transmat System			--	Gain one Action Segment. Instantaneous Travel
Field Agent Equipment		+2	Universal Detector,Neutron Ram,Sonic Screwdriver,etc.
TARDIS Systems			+3	Homing Beacon, Safety devices, Computer, etc.
Energy Weapons			+3	Stunners, Lasers, Disruptors, Particle Beams, etc.
K-9 Unit			+5	Versatile Field Robot Companion
Leela				+4	Amazonian Human Female Companion
Gallifreyan Companion		+3	Lady Romanadvoratrelundar, Susan Campbell, etc.	
Human Companion			+3	Jo Grant, Ian Chesterton, Peri Brown, etc.
Alien Companion			+3	Nyssa, Vislor Turlough, etc.
Companions can be reused by a Time Lord in the same Mission phase.

DISCLAIMER
'Dr Who' is a copyrighted/trademarked property.
This is just a Fan site.











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