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
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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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