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Phantom Capsule Rulebook 1.2

Phantom Capsule Rulebook 1.2

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Published by Matt Pierce
Rulebook for my game I made.
Rulebook for my game I made.

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Published by: Matt Pierce on Jan 29, 2012
Copyright:Attribution Non-commercial

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05/24/2012

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littleroller.blogspot.com
GAME RULEBOOK 1.2
INTRO
Hey! thanks for checking out my game! This is a tabletop strategy game for one or moreplayers. So you can play it by yourself if you don’t have friends!I try to keep the rules simple and easy because that’s how I roll, but if anything doesn’tmake sense (or you have a better idea that won’t overcomplicate things) be sure to letme know! Positive feedback is literally the only thing that keeps this project alive.
CONTENTS
 
p2- Getting Started!
p2-setup
p2-gameplayp3- DETAILS
p3-
The control Panelp3- Player turnsp4- NPC turnsp4- Taking Damagep5- Additional & Optional rulesp6- Fluff.p7- SOLO MISSION EXAMPLEp8- CO-OP EXAMPLEp9- VS EXAMPLE
Changes for 1.2
 
The core rules themselves haven’tchanged, so I wouldn’t worry too muchabout re-reading everything.Heres what did get added on.-modules can only be used once per turn innormal mode. No stacking.-Some details about how enemies shouldact.-Some new stuff on additional/optionalrules. (destructible buildings!)-some example mission setups.
 
SUPPLY LIST;
 
- models for units, monsters, & the monster mark.- Pip markers to keep track of player's P as well as enemy HP and any other P- Module & NPC cards- order markers, Order Line & shields- a coffee table or other nice flat surface.-1d6, and one method of random direction selection
(try drawing arrows on the sides of another D6! I use triangles cut out of duct tape)
- A simple measurement tool (inches)
(Mark inches on a thin strip of your leftover scrap paper! works great!)
SIMPLE GAMEPLAY RUN-THROUGH
 
setup- 
 
!
•Each Cradle unit gets
20P
worth of
P
which they place in their
BATTERY
.
!!
(typically (6)
1P
markers and (7)
2P
markers, or (1)
5P
,(5)
2P
,(5)
1P
)
!
•place all game pieces in appropriate starting positions
!
• make sure each active dude on the board has a corresponding order marker.
turn phase- 
 
!
1. all players decide what modules they will activate by moving the indicated
!
amount of
P
into the modules they plan on using this phase, making sure to
!
leave at least
1P
in
BATTERY
.
P
cannot be redistributed until the beginning of
!
the next phase.
!
2. place all order markers on the order line in order from fastest to slowest speed,
!
in the event of a tie, roll to solve any disputes.
!!
3. All players and NPCs complete their turns in the order indicated.
!!
4. place all
P
back in
BATTERY
, and start a new turn phase.repeat until goal is met or everyone is dead.
Getting started!
 
Battery
The battery is the default location for each unit's
P
.When a unit takes damage, this is where the damage issubtracted from. If there are no
P
in the battery, the unitis KO'ed and must be turned on it's side or something
.
DETAILS!
1) THe control Panel
Each Cradle unit has a corresponding control panel.The basic control panel has 5 main modules on it.
Each module may only be used once per turn.
SPEED
Directly influences the unit's turn order. If you put 5
P
inthere you'd be faster than a monster with a speed of 4.You may put as many
P
in this module as you like.
MOVE
You can move the indicated distance if you've payed theindicated cost! :DRemember, you can only move
once per turn
.
Shield
Shields block your unit from I attack. Pay the indicated cost, andput a shield on your order marker before the phase starts. If youtake a hit remove the shield and pray you don't get hit again.
PUNCH
If you activated it, you can punch! 
Note; If a player has more than one attack activated, they count as separate attacks, so it's perfectly acceptable to shoot an enemies shield off, then punch him for full damage.Keep in mind that each attack/ weapon can only be used once per phase even if you put twice as many P on it. (unless stated otherwise)
2) Player turns
On their turn, players can use whatever modules theyactivated, in any order. Don't worry so much!
(EXAMPLE: unit 01 has the right amount of P in move, and punch. That player could punch an adjacent enemy and then run away, or run up to a farther enemy and punch him!)
using ranged weapons
Most weapons your dude is holdingwill extend a ways in front of theunit, so if you
ʼ
re a stickler for rulesyou
could 
measure range startingfrom your unit
ʼ
s eyes, but mostpeople would probably just measurefrom the gun. Either way make surethere
ʼ
s a clear Line of Sight!

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