FANTASY FIGHT CLUB







INTRODUCTION 2 Player game. Combat between 2 opposing fantasy warbands. Game progresses in 2 stages: Recruit Stage Battle Stage THE DECKS There are 5 Decks: Warrior Deck Weapon Deck Armor Deck Spell Deck Fight Deck DAMAGE Use tokens to keep track of hits, ammo, and spell effects. Six sided dice are needed. RECRUIT STAGE Players create their Warband: Each player is dealt 10 Warriors. Each player is dealt half of the Weapon deck. Each player is dealt half of the Armor deck. Lay out your warriors on the table in front of you face up in 2 rows. The Rows are the front row and the back row. There must be at least as many or more warriors in the first row as the second. Assign weapon and armor cards to your warriors. Assigned equipment cards are placed face up partially under the warrior. A warrior can have one shield and one helmet. A warrior can have a Full suit of armor or one or more Partial armor cards. A warrior can carry several weapons but can only use one per turn. Each unit that has spells draws that number of spell cards from the spell deck. Spell cards are placed under the warrior face down. Warriors using 2 handed weapons may carry shields but do not benefit from them. BATTLE STAGE The opposing warbands fight. Each turn has 3 phases: Draw Phase Tactics Phase Attack Phase DRAW PHASE Discard some or all unused Fight cards from last turn. Each player fills their hand to 7 cards from the Fight Deck. If the deck runs out shuffle the discard and draw from it. TACTICS PHASE Make sure the warriors in your front row equal or outnumber your back row. Warriors can freely be moved from one row to the other this phase. Designate which of his weapons each of your warriors is using this turn. The weapon of choice is placed on top of his stack of equipment. Some spells are used in this phase. ATTACK PHASE Warriors with ranged weapons attack first. Warriors with ranged weapons with higher range scores attack before ones with lower scores. Warriors with ranged weapons can attack from the front or back row. Warriors may either attack warriors in the opponents front row or roll 1D6: 1-3 Attack target in front row 4-5 Hesitate: Do not attack 6 Attack target in back row For each ranged attack roll 1D6. On a roll of 4-6 the attack hits. Add the attackers skill and subtract the targets dodge roll. Subtract 1 if the attacker is attacking from the back rating. If the defender is hit but has a shield roll 1D6. If the roll is within the shields blocking range the attack is blocked. Thrown weapons do not have to be used in ranged attacks, they may be used for HTH instead. Note that thrown weapons have limited ammo if they are used in ranged combat. Many Spells have ranges and so are played at the same time as ranged attacks. A spell is discarded after it is played. A spellcaster can only cast one spell per turn. Next warriors in the front row with HTH (Hand-to-hand) weapons may attack targets in the opponents front row. Warriors that have the Backstab ability may roll 1D6: 1-4 Do not attack this turn 5-6 Attack a target in the opponents back row Opposing Warriors pair up. The warrior with the highest speed rating picks his opponent first and so on until all Warriors in the front rows have picked, or have been picked. If one side has more warriors they may double up on enemy warriors. For each pairing roll 1D6: 1-3 The warrior with the greater speed attacks first 4-6 The warrior with the weapon with longer reach attacks first For each HTH attack roll 1D6. On a roll of 4-6 the attack hits. Add the attackers skill and subtract the targets dodge rating and weapon parry value. If the defender is hit but has a shield roll 1D6. If the roll is within the shields blocking range the attack is blocked. If an attack hits roll 1D6. Add the warriors damage bonuses and subtract the opponents armor bonuses. If the result is positive, the target warrior loses that many hits. If a warrior is reduced to 0 or less hits it is killed. WARRIOR DECK CARD LIST Name Race Dam Speed Skill Dodge Hits Spells Notes Ogre H +4 -2 - -2 10 0 Reach +2 Goblin H -1 +1 - +2 4 0 Reach -1 Orc H - - - - 5 0 Hobgoblin H +1 - +1 - 7 0 Kobold H -1 +1 - +2 3 0 Reach -1 Warrior M +1 +1 +2 +1 6 0 May use 2 HTH wpns Knight M +1 - +1 - 6 0 Barbarian M +2 +1 +1 +1 8 0 Assassin M - +1 +1 +1 5 0 Back-Stab Half-Orc H - - - - 6 0 Rogue M - +2 +1 +1 4 0 Back-Stab Bandit M - +1 - - 5 0 Back-Stab Dwarf H +2 -1 - +1 7 0 Reach -1 Elf H -1 +2 +2 +2 4 1 Damage +2 with Bow Wizard M -2 -2 - -1 2 5 Sorcerer M -1 -1 - - 3 4 Warlock M - - - - 4 3 Shaman H - - - - 5 2 Bugbear H +3 +1 +1 +1 9 0 Reach +1 Centaur H +2 +1 +1 -1 8 0 Damage +1 with Bow H = Humanoid M = Human Backstabbers and Spellcasters cannot wear armor, shields, or helms WEAPON CARDS Name: Dam Range Speed Reach Parry Dagger (1) - 1T +2 1 1 Katar - H +2 1 1 Dirk +1 H +1 2 1 Short Sword +1 H +1 2 1 Long Sword +2 H - 3 1 Scimitar +2 H - 3 1 Tulwar +2 H - 3 1 Broad Sword +2 H -1 3 1 Bastard Sword +2 H -1 4 1 Great Sword (2-H) +3 H -2 5 1 Knives (4) -1 1T +2 1 1 Javelins (3) +1 3T +1 - - Short Bow(2-H) - 4 - - - Long Bow(2-H) +1 6 - - - Light Crossbow (2-H) - 5 - - - Heavy Crossbow (2-H) +3 8 - - - Compound Bow (2-H) +2 7 - - - Whip - H +1 8 - Maul +1 H - 4 1 Club - H +1 2 1 Spiked Mace +2 H +1 3 1 Flail +1 H - 4 - Battle Axe (2-H) +4 H -1 3 1 War Hammer (2-H) +3 H -1 4 1 Spear (1) +2 2T +1 7 1 Halberd (2-H) +3 H -1 6 1 Staff (2-H) - H +1 5 2 Hand Axe (2) +1 1T +1 2 1 H = HTH T = Thrown 2-H = Two-Handed Weapon Unarmed warriors are HTH only and get Damage –2, Speed +3, Reach = 0, and no parry ARMOR CARDS Name Type Armor Block Speed Notes Great Helm H 1 - - Pot Helm H 1 - - Kettle Helm H 1 - - Greek Helm H 1 - - Viking Helmet H 1 - - Conical Helm H 1 - - Pointed Helm H 1 - - Plate Mail F 4 - -2 Dodge -1 Full Plate F 4 - -2 Dodge -1 Chain Mail F 3 - -2 Leather F 1 - - Padded F 1 - - Studded F 2 - -1 Banded F 3 - -2 Ring Mail F 2 - -1 Scale Mail F 3 - -2 Splint Mail F 3 - -2 Bear Skins P 1 - - Hauberk P 1 - - Greaves P 1 - - Armbands P 1 - - Breast Plate P 1 - - Target Shield S 0 1-2 - Buckler S 0 1-2 - Round Shield S 0 1-3 -1 Kite Shield S 0 1-4 -1 Dodge -1 Large Shield S 0 1-4 -1 Dodge -1 Medium Shield S 0 1-3 -1 Small Shield S 0 1-2 - S = Shield P = Partial Armor F = Full Suit of Armor H = Helmet SPELL DECK CARD LIST Spell Name Range Effect Bloodlust T All your warriors get +2 damage and +1 skill this turn Freeze 10 Target warrior neutralized this and next turn Fireball 12 Target warrior suffers 2D6 points of damage Lightning Bolt 12 Target warrior suffers 2D6 points of damage Magic Missiles 6 Distribute 1D6 points of damage amongst enemy warriors Control 2 Control opposing warrior this turn (he moves to your front rank) Shield T Negate all ranged attacks vs your warriors this turn Charm 2 Target warrior made helpless this turn Raise Dead T Gain back killed Warrior Heal T Heal 2D6 lost Hits among your warriors Counter C Negate spell just cast by an opponent Avoid Fate C Negate Fight card just played by an opponent Invulnerability T Target warrior gains 5 armor this and next turn Invisibility T Target warrior gains Dodge +4 and HTH skill +3 Illusions C Negate attack made by target warrior Haste T All your warriors get +2 Speed and +1 dodge this turn Shatter 9 Destroy target weapon or shield. Bearer takes 1D3 damage. Curse 4 Target Warrior gets –3 to all rolls for 1D6 turns Petrification 3 Target warrior neutralized for 1D6 turns Paralyzation 4 Target warrior made helpless this turn Neutralized warriors cannot attack or be attacked Helpless warriors cannot attack, but may be attacked T = Cast in Tactics Phase C = Counter spell. Cast when appropriate FIGHT DECK CARD LIST Card Name Effect Backstab Target warrior may attack warrior on opponents back row Height Adv. Target warrior in your back row may attack warrior on opponents back row Shield Wall Negate target attack Martyr Change target of attack to one of your other warriors Sword Breaker Destroy target weapon, helm, or shield involved in HTH. Flurry Warrior in HTH gets an extra attack Rain of Arrows Warrior gets an extra ranged attack Wild Magic Spell caster gets to draw an extra spell card Mighty Blow HTH attack does extra 1D6 damage Magic Resist Negate spell cast by opponent Poisoned edge Damaged enemy loses 1 hit every Tactics phase Painful Wound Damaged enemy is skill –1, dodge –1, damage –1, and speed -1 Fly True Ranged attack does extra 1D6 damage Stunned Damaged enemy made helpless this turn The Fight deck has 2 of each card listed ZAKS FFC VARIANT. The main changes are: Warband are built wih 1 Champion and 5 warriors Players can split the warband in two groups Terrain cards are played on the groups to advantage them or to create some difficulties Groups can collaborate in attack or defence Click here to see Champion FFC




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