Doomtrooper Game Varients: LIMITED RESOURCES: # OF PLAYERS: 2+ SEATING ARANGEMENT: regular ADDITIONAL BANNED CARDS: any cards that give extra actions RULES: -Each player starts the game with 5 destiny 0 Promo and 30 markers. -You are alowd to perform any number of actions per turn. -Each player may only exicute one combat between each of his draw phases. -Each time a player performs an action he removes one of his markers. -If a card is played that makes a player loose an action during his next turn then he removes a number of markers during his next draw phase equal to the number of actions lost. -The game ends when all players have removed all markers or a player reaches 40 Promo. BEAT DOWN: # OF PLAYERS: 3 SEATING ARANGEMENT: C A table B ADDITIONAL BANNED CARDS: Player C cannot have any warriors as a part of his collection. Any card that can wound/discard/annihilate more than one warrior at a time. (Wave, Annihilation, etc.) RULES: -Player C sits in the middle of players A and B. -Player C has no warriors in his sideboard or deck. -Player C starts out the game with 40V of warriors in play. -All discarded cards are instead annihilated (there are no discard piles) -Player be may never annouce attacks againts player B or vise versa. -Player C attacks players A and B freely -Player C may not win the game via promo. -Player C wins if he makes players A and B run out of cards in their draw piles and he still has at least one warrior in play. -The game also ends if players C's last warrior is removed from play. Then players A and B compare promo. The higher promo of A and B is the winner. FRONT LINES: # OF PLAYERS: 4 SEATING ARANGEMENT: B A table D C ADDITIONAL BANNED CARDS: none RULES: -Players A and B are team 1 -Players C and D are team 2 -Players A and D are called "Generals" -Players B and C are called "Seargents" -Generals may never declare attacks -The Generals' warriors may never participate in combat if the seargent has any warriors in play that can participate in combat. If the seargent has no warriors in play that can participate in combat then the generals' warriors may be attacked. -The Generals' warriors may never cast combat spells if the seargent has a warrior that can participate in combat in play. -Seargents may never be attacked directly (only generals) -As one action a warrior may be transfered from a general to seargent and vise versa. This action forces the warrior into cover. Warriors in cover may not be transfered. HOME TURF ADVANTAGE (bases and battlefields): # OF PLAYERS: 2+ SEATING ARANGEMENT: regular ADDITIONAL BANNED CARDS: all fortifications and warzones RULES: -Each player selects 3 different fortifications to start out the game with(they may NEVER be removed from play.) -Each player then selects three different warzones to place directly in front of each fortification they selected (These also may never be removed from play.) -Each player then attaches one warrior card of base V 3 or less to each of their fortifications. (the three warriors must each be different) -The 3 fortifications are called "Bases" -The 3 warzones are called "battlefields" -Each base has a seporate Destiny pool and promotion point total. -Each base starts out with 5 D. -Each base and its' battlefied are considered seporate squads/kohorts -Each base only conveys its benefeits to its player and/or the warriors that are attached to it, or its battlefield. (bases may NEVER convey bonuses to other bases warriors) -If a warrior conveys bonuses to warriors in its squad/kohort then it only affects the warriors in the same base/battlefield. If a warrior affects all warriors IN PLAY then it affects ALL bases/battlefields. -Bases may hold any number of warriors but only ONE affiliation at a time. (NOTE: affiliation of a base may change if it has no warriors in it or its battlefield) -Warriors may only be added to play in bases. -You may only attach cards to warriors you control while they are in their base -Warriors in bases can only participate in SHOOT combats and gain +3 to A -Warriors in bases may only SHOOT at warriors in the battlefields -Warriors in the battlefields may only attack other warriors in the battlefields, or SHOOT at warriors in bases. -If a warrior in a base kills another warrior in a shoot combat then the killed warrior is only worth 1/2 his modified V. -When promo is earned it is placed on the warrior who earned it. -All warriors may only hold up to 5 promo at a time, any excess gained is lost. -If a warrior carrying promo is killed then the player responcable for the kill immediatly gains that promo as DESTINY. Then the warrior who made the kill carries his promo from the warrior he killed. -Promotion point must be carried to an affiliated base and transfered into that base (1 action= 1 promo) -When a base holds 15 promo flip it face down and annihilate all of its affiliated cards (everything attached to the base and the battlefield directly in front of it) You no longer gain the benefeit of that fortification -When all three of your bases are face down you win (they each hold 15 promo) -As one action you may transfer a warrior from its base to the battlefield directly in front of it, and vise versa. (a warzone may attach any number of warriors) -Warriors may not transfer from base to base, or from battlefield to battlefield -When a warrior in a battlefield is attacked it automatically defends from its battlefield. -If a base and it's battlefield in front of it contain no warriors then an opponent may, as one action, invide that battlefield with a warrior in one of his battlefields. Place the invading warrior in the opponent's battlefield. (it costs one action to return a warrior from invading) -An invading warrior may, as one action, attack a battlefield's base in a FIGHT or SHOOT in order to steal 1/2 his modified V in promo from the base (max of 5!). Only one enemy warrior may be invading a battlefield at a time. -An invading warrior may, as one action, attack a battlefield's base in a FIGHT or SHOOT in order to steal 1/2 his modified V in DESTINY from the base (no max!). The destiny stolen is instantly transfered to the warrior's base. -Warriors may still be added to a base when its battlefield is invaded. -Warriors may not be transfered to a battlefield that is invaded. The invading warrior must first be shot out. THE VORTEX: # OF PLAYERS: 2+ SEATING ARRANGEMENT: regular ADDITIONAL BANNED CARDS: none RULES: -PHASE 1: All players start out by drawing 12 cards to hand. -PHASE 2: Randomly determine who goes first. -PHASE 3:Starting with the first player each player places one base card or attachement into play atO ACTION or D cost. This continues until all players have played/attached ALL CARDS POSSIBLE, even if it means attaching cards to legal opposing warriors. -PHASE 4: Starting with the first player each player performs 3 actions then it is the next players turn. No draw or discard phases. -PHASE 5: After all players have completed their turns all players reveal their hands to all players. Any player who did not play a base/ attachment card that could have been played during the 3rd phase loose all destiny and 1/2 their promo (punishment for cheating) -PHASE 6: All players take their hands and all cards in play and shuffle then back into their draw piles. Return to PHASE 1. -Repeat the 6 PHASES until one player exceeds 40 promo to win -Players may attack on the first turn of the game. COLONIZATION: # OF PLAYERS: 2-4 SEATING ARRANGEMENT: regular ADDITIONAL BANNED CARDS: all warzones. -Place one of each warzone in the game into a "+" formation in this planet formation: MARS -- -- MERCURY------ASTEROIDS-------VENUS -- -- DARK EDEN -These are the warzones that go on each planet: ASTEROIDS: Asteroid settlement Infested asteroid No-man's land Victoria MARS: Cyberopolis Great rust desert McCraig line Phobos & deimos VENUS: Sacred outpost Graveton archipelago Helstrom mountains Venusian jungle MERCURY: Citodel Sanctum (NOTE: considered "+6" to V, not "x2" Crater of anatholia Mercurian Diamond caverns Shinrikyo underworld DARK EDEN: Ceentral europe Eastern europe Northwestern europe Southern europe -Each player starts the game with 0 victory points, 0 promo, 5 destiny, and control over one randomly determined warzone in the ASTEROIDS (NOTE: this control can change) -Each player then randomly selects one of the warzones in the OUTPOST to be in permenant control of until end of game. This warzone can never hold enemy warriors, they may never transfer to it to seize control. -Base/attachment cards can only be added to a warzone you currently control (Unless attached to opposing cards) -Warriors may only declare attacks on other warriors on the same planet -As one action a warrior may transfer to another warzone on the same planet that is uncontroled, or controled by it's player. -As one action a warrior may tranfer from the planet they are on to another warzone in the ASTEROIDS, or from a warzone in the ASTEROIDS to another planet. The warzone the warrior is going to must be uncontroled or controled by it's player (example: a warrior can go from MERCURY to the ASTEROIDS, but a warrior cannot go from MERCURY to VENUS...he has to first enter the ASTEROIDS!) -If a warrior has a vehicle it costs one extra action to transfer him. -A player controls a warzone if he has a warrior on it. -Any number of warriors controled by the same player may occupy the same warzone. -If a player transfers or looses his last warrior on a warzone it is now considered an uncontroled warzone. -Each warzone on the same planet is considered a seporate squad/kohort -Each planet is considered a seporate "in play" -You may only play cards that affect all of something "in play" on a planet where you control at least one warrior (example: I have a clansmen on MERCURY. So I can now play "EARTHQUAKE" on MERCURY causing all cities, citodels, and cathedrals ON MERCURY to be discarded) -NO WARZONE MAY EVER BE REMOVED FROM PLAY!!! -When a warrior is attacked it automatically defends from the warzone it occupies. -Warriors can gain the benefeit of fortifications that are attached to the same warzone they occupy -Doomtroopers may never occupy the Citodel Sanctum on MERCURY (NOTE: citodel sanctum provides "+6" to V, not "x2" in this game -Dark Legion warriors may never occupy the Sacred Outpost on Venus -Cards used on one planet can only affect cards on the same planet (an Unholy Caronade on VENUS cannot blast a fortification on MERCURY!!!) -When a player runs out of cards he immediatly shuffles his discard pile back into his draw pile. -Players do not win the game via promo, but still keep count though. -At the beginning of each player's turn count the total "+X"s on warzones he controls. If the total "+X"s is 26 or greater then that player wins.