Long Ago in the Land of Faerie there was a war between the Sprites and the Pixies. 
Board & card wargame for 2 players.
One player is the Pixies and the other is the Sprites. 
Each figure represents a single faerie (unit). 

You win if you kill the opposing King.

Use a chessboard or grid. 

#	Type			Notes:
1	Clearing       		A Unit in this space may not use Defense cards
2	Thorns			A Unit entering this Space takes 1 Damage
3	Water			A Unit cannot End its move on this Space
4	Great Oak		A Unit cannot attack Through this Space
5	Thick Growth		A Unit must stop upon entering this Space
6	Magic Circle		A Unit in this space is Immune to Spells & Enchantments
7	Aerial Roots		A Unit in this space is Immune to Non-Magic Ranged Attacks
8	Forest			No Effects
Use chits or miniatures to represent faeries.
Each side has 3 types of units: 
King, Knight, and Warriors. 

#	Type 		Hits	Magic	Melee	Ranged	Poison	
1 	King	 	4	Y	Y	N	N	
4	Mage		1	Y	N	N	Y	
3 	Hero		3	N	Y	Y	N	
8 	Warrior		2	N	Y	Y	Y	
# = Number of that type of unit you start the game with.
Hits = Number of Hits that type of unit has.
Magic = Can the Unit use Magic, Spell, Enchantment, and Healing cards
Melee = Can the Unit use Melee and Armor cards
Ranged = Can the Unit use non-magic Ranged Attack cards
Poison = Can the Unit use Poison Attack cardss

Each player places one unit on each square of his back two rows.
Units may not stack. 

Players share a common deck. 

Players take turns. 
Each turn has 4 phases:
1. Fate Phase
2. Move Phase
3. Fight Phase
4. End Phase

Draw 3 cards. 
If the deck runs out, shuffle the discard and draw from it.

Play (discard) a Move card to move one of your units.
The move card has a number. 
This is the number of spaces the unit moves.
Moves can be diagonal or orthogonal. 
“Knight” type move cards allow a unit to move like a knight in chess.

Play (discard) an Attack card to have a unit attack.
The attack card has a number. 
This is the range of the attack.
Attacks can be diagonal or orthogonal. 
“Knight” type attack cards produce an attack with a range like a knight in chess.
A unit reduced to zero Hits is killed and removed from the board.
Your opponent may play Defense cards to negate your attack.

Play Heal cards in this Phase. 
Max hand size = 5 cards.
Discard excess cards.

Spells are treated like attacks except that they do no damage. 
Instead the Target is Immobilized for indicated length of time. 
An Immobilized Unit cannot Move, Attack, or Defend.

Spells are treated like attacks except that they do no damage. 
Instead you take control of the Target Unit for the indicated length of time.
Kings are Immune to Enchantments. 

Play a Heal card to Heal 1 point of Damage to a target unit in End Phase and 
Remove a poisoned wound. 

A Poison Attack does an extra point of Damage on your next Attack Phase. 

M = Movement
A = Attack
D = Defense
H = Heal
S = Spell
E = Enchantment
X = Special
K = as a Knight would move in Chess
Type = Purpose of card

Card Name:		Range	Type	Notes 
Wicked Knife		1	A	Melee (Mages may Use)
Venomous Dagger		1	A	Melee Poison (Mages may Use)
Sharp Swords		1	A	Melee
Cudgels			1	A	Melee
Eldritch Blade		1	A	Melee
Nets			1	A	Melee No Damage: Immobilized 3 Turns
Lassos			2	A	Melee No Damage: Immobilized 2 Turns
Bolas			3	A	Melee No Damage: Immobilized 2 Turns
Thrown Rocks		2	A	Ranged
Thrown Spear		2	A	Ranged
Thrown Dart		2	A	Ranged 
Blow Dart		2	A	Ranged Poison
Poison Arrow		3	A	Ranged Poison
Archery			3	A	Ranged (King may Use)
Sylvan Bow		3	A	Ranged (King May Use)
Sling Shot		K	A	Ranged
Sling Stone		K	A	Ranged
Well-Aimed Shot		4	A	Ranged
Pixie Dust		1	S	Lasts 3 Turns
Curse			2	S	Lasts 4 Turns
Illusion       		2	S	Lasts 2 Turns
Control Plants		2	S	Lasts 2 Turns plus 1 Damage
Hex			3	S	Lasts 2 Turns
Transformation		3	S	Lasts until Healed
Sorcery			4	S	Does 1 Damage: Does not Immobilize
Mesmerized		1	E	Lasts 4 Turns
Be-spelled		2	E	Lasts 3 Turns
Command			3	E	Lasts 2 Turns
Forest Walk		K	M	3 Copies in Deck
Fly			4	M	4 Copies in Deck
Flitter			3	M	4 Copies in Deck
Skitter			2	M	5 Copies in Deck
Twitter			1	M	5 Copies in Deck
Dodge 			-	D	Negate Attack of range 2+
Parry			-	D	Negate Attack of range 1
Shield			-	D	Negate Attack (Armor) 
Helmet			-	D	Negate Attack (Armor)
Hide			-	D	Negate Attack 
Invisibility		-	D	Negate Attack (Magic) 
Vanish			-	D	Negate Attack and Move 3 spaces
Amulet			-	D	Negate Spell any Time (Magic)
Mist			-	D	Negate Move
Healing Powers		1	H	
Healing Arts		1	H	
Healing Herbs		1	H	
Dispell			1	X	Negate Spell any Time (Magic)
Disenchant		1	X	Negate Enchantment any Time (Magic)
Faerie Magic		-	X	Draw 2 cards
Trickery       		-	X	Opponent must discard 2 cards

Click Here  Thanks Ron!

Return to Warpspawn Mainpage