DOCTOR WHO EMPIRES







INTRODUCTION Dr Who Theme. Module for the Warp Empires system. You must use the Warp Empires system to play this game. Various races fight for control of the Galaxy MAP Map of the Galaxy divided into Spaces (aka Quadrants, Sectors, Zones) Each Sector is 100,000 Light Years across. (The Galaxy is roughly 2 Million LY across) When creating a random Map roll on the Zone Type Table: ZONE TYPE TABLE 1D6 Type Notes 1 Hazard Zone Black Holes, Quasars, Super Novas 2 Void Zone Deep Space, Empty, Poor Energy 3 Poor Zone Energy Revenue = 1 Energy Points (EP) 4 Average Zone Energy Revenue = 2 EP 5 Rich Zone Energy Revenue = 3 EP 6 Nexus Point Earth & Other Important Locations Note: Units may not Enter Hazard Zones. Temporal Nexus Points have Energy Revenue = 3 EP. VICTORY You win if you control all the Nexus Points on the Map RACES Each player picks a race: Race: Notes: Special Ability: Earth Empire Humans Draw 1 extra card per turn Cybermen Cyborgs All Units get Force +2 when Attacking Daleks Cyborgs All Units get Force +1 Movellans Androids All Units get Speed +1 Sontarans Clones Draw 3 extra Units per turn Rutans Amoeboid All units cost 1 EP less Ice Warriors Reptilians All Units get Force +2 when Defending Gallifreyans Time Lords Hand Size = 10 Great Vampires Vampires Stacks get Force +5 Vardans Energy Beings Can Enter Hazard Zones COMMON UNIT LIST Unit Name # Cost Force Speed Notes Scouts 6 1 1 F Patrols 6 2 2 M +2 if Defending Auxiliary Fleet 5 1 2 M Raiding Force 5 3 2 F +2 if Attacking Monitors 5 3 4 S +2 if Defending Punitive Force 5 4 4 M +2 if Attacking Expeditionary Fleet 5 5 4 F War Fleet 5 5 6 M Invasion Force 5 7 6 M +4 if Attacking Defense Force 5 6 6 S +4 if Defending Battle Fleet 4 7 8 M Armada 4 8 10 S SETUP Each player starts in a Rich Zone with 5 random units and a hand of 5 cards. Earthlings start in control of Earth of Course. UNITS & ACTION DECK Players share a common Action deck and Unit chit pile. DRAW PHASE First discard any cards you don't want. Each player draws 3 action cards. Max hand size = 7. Discard excess cards. If the deck runs out, shuffle the discard and draw from it. MOVE PHASE Use Action cards to move stacks or units in stacks. A Fast unit can move 1-3 spaces. A Medium speed unit can move 1-2 spaces. A Slow unit can move 1 space. Units can move into but not through opposing stacks. ACTION DECK CARD LIST Card Name # Notes Space Travel 15 Move 1 Stack Galactic Invasion 6 Move 2 or 3 Stacks Surrounded 2 Battle: Each Unit gets Force +1 Surprise Attack 2 Battle: Gain Force +10 Intrigue 2 Take 1 random card from opponent Sabotage 2 Opponent must discard 2 Cards Destroy Planet 2 Opponent must discard 4 Cards Raiding 2 Opponent generates 5 less EP this turn Energy Drain 2 Steal 3 EP from opponent Minor Race Allies 2 Draw 2 Units Biological Warfare 2 Destroy Target Stack Spies 2 Look at opponents hand Graviton Weapon 2 Battle: Destroy Target Unit Mind Control 2 Battle: Take Control of Target Unit Time Lord Meddling 4 Negate card just played Temporal Microjump 2 Reroll Target Die roll Expedition 2 Move Scout Unit up to 6 Spaces Antimatter Bomb 2 Battle: Destroy Target Unit Insidious Plot 2 Move Enemy Stack Scouts 2 Look at target stack Time Travel 2 Look at next 7 cards in deck Peace Treaty 2 Opponent cannot attack you this turn Time Loop 2 Negate Target Move Increase Production 2 Gain 5 extra EP this turn Regeneration 2 Put Destroyed Unit back into play Research Experiments 2 Draw 2 cards Great Leader 2 Draw 4 cards Revolt 2 Target Sector generates no EP for 1D6 turns Intercept 2 Move 1 Stack any time during opponents Move Phase Retreat 2 Battle: Neither side takes any casualties Temporal Disruption 2 All players discard their hands & draw 5 cards Exterminate 2 Battle: Losing side completely destroyed Doomsday Weapon 2 Target adjacent space* becomes a Hazard Zone * Adjacent to one of your stacks --------------------------------------------------------------------------------- WARP EMPIRES RULESET INTRODUCTION Generic ruleset for a series of empire building/conquest games. MAP The map depicts an irregular, interlocked set of territories. CONTROL MARKERS Use chits to represent control markers. UNITS Use chits to represent units. Units include Leaders & non-leader units. DECK Players share an action deck. In some games, each player will have their own action deck. The action deck cards allow you to move your units. SETUP Most Leader units will be in play. Others will be mixed into the unit chit pile. Each player will start with several non-leader units in play. Starting points of units will be determined by the scenario. TURN SEQUENCE Players take turns. Each turn has 7 phases: Draw Phase Move Phase Battle Phase Revenue Phase Recruit Phase Upkeep Phase Control Phase DRAW PHASE First discard any cards you don't want. Each player draws 5 action cards. Max hand size = 7. Discard excess cards. If the deck runs out, shuffle the discard and draw from it. MOVE PHASE Use Action cards to move stacks or units in stacks. A Fast unit can move 1-3 spaces. A Medium speed unit can move 1-2 spaces. A Slow unit can move 1 space. Units can move into but not through opposing stacks. Fortifications cannot move (Move = 0). Your opponent can only look at the top unit of your stacks BATTLE PHASE When two opposing stacks occupy the same territory there will be a battle. Each unit has a force value. Add up the total Force values for each side. Players may play action cards to increase their force value. If one stack has a Leader and the other does not, the stack with the leader gets an additional 5 Force. The side with the highest force value wins. The losing stack must retreat one space. The losing stack loses half of its units. The winner picks the first unit lost, the loser picks the remainder. Fortification units in the losing stack are destroyed automatically. The winning stack loses units with a force equal to at least half the force total lost by the losing stack. The winner decides which units are lost. Destroyed units are returned to their chit pile. Captured leaders are set aside and not returned to the chit pile. After a battle both sides replenish their hands to 7 cards. REVENUE PHASE Gain revenue points for every revenue generating territory you control. RECRUIT PHASE Draw 5 random units from the unit chit pile. Purchase units. A units cost is equal to its Force value. If you purchased all the drawn units, draw another 1D6 random units. Revenue may be saved from turn to turn. Discard unpurchased units back to your unit chit pile. Units start in any revenue generating territory you control. UPKEEP PHASE Number of Units that automatically receive upkeep = 5 x total Revenue. Discard excess units. Example: You generate 10 revenue points per turn... You may have up to 50 units. CONTROL PHASE Place a control marker on every revenue generating territory occupied by one of your units. Only one control marker per space. UNIT DECK ABBREVIATIONS S = Slow M = Medium speed F = Fast F = Force F = Fortification # = Number of that unit in the chit pile.




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