By Jeff Moore

The Miniatures Card Game of Superhero Battles!

The Miniatures Card Game of Superhero Battles!

By Jeff Moore

Tulsa, OK

.

All material contained herein is copyright © 2005 by Jeff Moore.Superhero Miniatures Card Game By Jeff Moore UBLISHING Tulsa. . OK BIG CAPE PUBLISHING Is the publishing imprint of Jeff Moore.

Occasionally. HEAD CARD – Any adjacent card that sits above or below the length of the Active Card is said to be at the head of that card.Sky Ace The Miniatures Card Game of Super Powered Battles Copyright © 2005 by Jeff Moore 1. When drawing for High Card. HIGH CARD – When comparing two or more cards to each other. DIGIT CARD – Any diagonal card that sits adjacent to a digit corner of the Active Card is said to be a Digit Card. If miniatures are not used the 6 sided die can play double duty as both a LIFE counter and a pawn. 9. The Active Card is the card that the Active Player's pawn is resting on. 8. Cards played to the playmat must follow this same pattern. CLEAR CORNER and DIGIT CORNER – Every card has four corners. one 6 sided die to use as a LIFE counter. Two of these corners have a number or letter displaying the card’s value. 8. and 10 are Even cards. ALMOST NEVER – this represents an attack that the hero is vulnerable to. EVENS – Cards that display an Even number. Queen. EVERY CHANCE – this frequency represents the Attack that the hero performs the most often. The eight cards around a given card are all adjacent to that card. 4. 2. DISTANCE ATTACK – An attempt to strike an adjacent target pawn resting on a Digit Card. CHECKERBOARD – traditionally checkerboards are comprised of rows and columns that alternate in color between red and black squares. On the playmat.0 BASIC GAME Description: Sky Ace is the miniatures card game of super powered battles. These are referred to as digit corners.) Aces display an A in the corner of the card. 4. BLACK CARD – Any card of a black suit (Clubs or Spades. Aces are high and 2's are low.1 GLOSSARY OF TERMS ACES AND JOKERS – The highest valued cards in the deck (see High Card. a CHARGE ATTACK is required if the target pawn is resting on a diagonal card that sits adjacent to a clear corner of the Active Card. the more often the attack is used and the more effective it is. Cards follow the following order from highest to lowest in value: Joker. Jokers display the word Joker in the corner of the card. The Attack would be related to the hero's strongest power. 7. This attack relates back to the hero's weakest power. 2. 6. attacks across the height of a card require a HAND-TO-HAND ATTACK. The hero should try to avoid this attack when-ever possible. 5. ACTIVE CARD – The player who is playing cards at the moment is the Active Player. Each Player Requires: One deck of playing cards (Bridge or Poker deck of 13 cards x 4 suits + 2 Jokers = 54 cards total). FREQUENCY – Frequency represents how often a particular form of attack is favored by a hero. 1. the term HEAD is used to represent both the top and bottom edge of every card. CLEAR CARD – Any diagonal card that rests adjacent to a clear corner of the Active Card is said to be a Clear Card. ADJACENT – each card can have a maximum of 8 cards around it in a grid pattern of neat columns and rows. or Jack) have a head that appears at both the top and the bottom of their cards. Ace. HAND-TO-HAND ATTACK – An attempt to strike an adjacent target pawn resting on a Head Card. and Almost Never.) CHARGE ATTACK – An attempt to strike an adjacent target pawn on resting on a Clear Card. Queen. LIFE CARD – Each player begins play with 5 LIFE. On the playmat. 10. a DISTANCE ATTACK is required if the target pawn is resting on a diagonal card that sits adjacent to a digit corner of the Active Card. The four levels of Frequency from highest to lowest are: Every Chance. and one pawn or miniature to represent their hero. King. The two other corners are blank containing no digits or symbols these are referred to as clear corners. not only Royals. . 3. Although only Royals (King. the card with the greatest value is said to be the High Card. Rarely. 6. On a player's Draw Phase they always draw up their hand to a number of cards equal to their current LIFE total. On the playmat. The higher the Frequency. but then players should use dice of different colors. Jack.

RANK refers to the card's position in the sequence. A hulking behemoth? Then Hand-to-Hand Attack needs to be given priority. Queens. attacks across the width of a card require a STEALTH ATTACK. It relates back to a power of average strength. 1.1 POWERS The super powers that form a hero in Sky Ace add flavor and color to the game. Abbreviations next to the Powers show which Attack the power is related to. On the playmat. Royals. and its Frequency. and Side Card 1. Pay attention to these Abbreviations. Or maybe the hero is a sneaky sleuth who strikes from the shadows. give Stealth Attack the hero's highest frequency. and Jacks are Royal cards. This is called the LIFE Counter. they show Playmat Position. ODDS – Cards that display an Odd number. POWER – Superheroes have Powers that represent spectacular abilities beyond those of normal people. More importantly. . each player should assign a Power and a Frequency to each of the four Attack Actions.2 ABBREVIATIONS Single letter abbreviations show how terms are related. and Rarely S – Stealth Attack. Is the hero a super speedster? Then Charge Attack should be prominent. Defining the nature of a hero's powers will also help guide the player in defining Attack Frequencies. and Occasionally R – Royals. In this case. You can easily remember that a Hand-to-Hand Attack must be made against a High Card because both terms start with the letter H. and Aces are values. SIDE CARD – Any adjacent card that sits along the side of the Active Card is said to be a Side Card. 3. They serve as a pneumonic to help players remember how to play the game. and Every Chance H – Hand-to-Hand Attack. and Head Card O – Odds. STEALTH ATTACK – An attempt to strike an adjacent target pawn resting on a Side Card. Kings.3 HERO CREATION To create a Hero. 5. RANK – When playing High Card. Joker is the highest ranked card in a deck and the 2 is the lowest ranked card in a deck. and Almost Never C – Charge Attack. 1. Defining the powers that a hero possesses relevant to the 4 attack forms will help when assigning frequencies to those attacks. VALUE – Evens. and Attack and Position are related terms. RARELY – this frequency represents an attack that the hero has some difficulty performing.) ROYALS – Cards that display a member of Royalty. 7.LIFE COUNTER – A six-sided die can be placed on a player’s hero sheet to represent the amount of LIFE currently possessed by their hero. and Clear Card D – Distance Attack.3. PLAYMAT – The playmat is built during play and is comprised of rows and columns of playing cards laid out in a grid style pattern. A – Aces and Jokers.) Super Strength (HE) (This is a Hand-to-Hand Attack that succeeds on Evens) Flight (CO) (This is a Charge Attack that succeeds on Odds) Super Speed (SR) (This is a Surprise Attack that succeeds on Royals) Laser Vision (DA) (This is a Distance Attack that succeeds on Aces and Jokers. It relates back to a power of low strength. OCCASIONALLY – this frequency represents an Attack that the hero does sometimes. Sky Ace (Note how the Powers have the abbreviated notation after them. and Digit Card E – Evens. When playing a card from their hand if the value of a card matches with the frequency of an attack being attempted this is counted as one success. and Card Value.) Sky Ace has four super powers. RED CARD – Any card of a red suit (Diamonds or Hearts. Odds. Value and Frequency. and 9 are Odd cards.

1 PREPARATION Each Player places their 6 sided dice on the table with the 5 side facing up. If the target is on a DIGIT card. The card played can occupy any position that is adjacent to both an opponent's pawn and the active player's pawn. Cards can be (and frequently are) played on top of other cards. If the target is on a SIDE card. If the target is on a CLEAR card. the Joker is automatically considered to be of a Red Suit. Each Player draws a hand of cards equal to the value showing on their LIFE counter. Each Player shuffles their deck. the attack type is a CHARGE ATTACK.2.2. The cards must be placed adjacent to each other and follow a RED / BLACK alternating checkerboard style pattern. The attack type being attempted is determined by comparing the attacker pawn's position relative to the position of the target pawn. an attacker does not have to play any cards at all. Cards played that do not match the Frequency of the Attack are simply discarded. The card played must follow a RED / BLACK alternating checkerboard style pattern on the playmat Jokers are special because they have no specific suit. 1.4 FIGHTING THE DUEL 1. they are knocked back to the Side card one step away. If the target is on a Side card.2 SEQUENCE OF PLAY 1. If this is done.4. the attack type is a HAND-TO-HAND ATTACK.1 ATTACK Determine what type of attack is being attempted.1. The player who is first in the turn order gets to arrange the position of the cards on the table. but moves their opponent's pawn instead of their own.1. If the target is on a Digit card they are knocked back to the Digit card one step away.2. The attacker can play from their hand any number of cards. Each player draws the top card from their deck and places it face up on the table. the attack type is a STEALTH ATTACK.4.2. Attacker compares the FREQUENCY of the attack type to the VALUES of cards in their hand. If played on a Red diagonal. . etc. This becomes the playmat.4. Each player places their pawn on top of the card just played.1. the attack type is a DISTANCE ATTACK. 1.4.1 MANEUVER The player whose turn it is plays a card from their hand to the playmat and moves their pawn onto it.4. a player can optionally play their maneuver card directly behind their opponent's pawn in a straight line relative to their own position. It is assumed that the force of the attack knocked the opponent backward.2 KNOCK-BACK As an alternative to the standard Maneuver. the player does not move their own pawn onto this card. The pawn whose card has the highest RANK is listed First in Turn Order. Resolve the attack normally using the new active cards based on the target's new position. 1. Card play is meant to resolve the damage resulting from the impact of the knock-back. If played on a Black diagonal the Joker is automatically considered to be of a Black Suit. The pawn whose card has the lowest RANK is listed Last in Turn Order. Every card played in this fashion that has a VALUE that matches the FREQUENCY of the attack type being attempted results in one success. They can be played anywhere. Also. If the target is on a HEAD card. This is their LIFE counter.

We see that Sky Ace's (S)tealth Attack Power is Super Speed and that it has a frequency of (R)arely. In addition. Sky Ace's target pawn rests on a King. 1. the defense type is a STEALTH ATTACK. the defense type is a CHARGE ATTACK. AND If the card that the attacker's pawn rests on matches the FREQUENCY of the defense.2. This is another Royal card and counts as 1 more success. AND If the card that the target's pawn rests on matches the FREQUENCY of the attack. The attack type being resisted is determined by comparing the defender pawn's position relative to the position of the attacking pawn. The defender plays from their hand every card with a VALUE that matches the FREQUENCY of the defense type being attempted. . the defense type is a DISTANCE ATTACK. This gives Sky Ace a total of 3 successes for the attack. Flight (CO). count one success for that card.2. count one success for that card. If the attacker is on a CLEAR card. Defender compares the FREQUENCY of that defense type to the VALUES of cards in their hand.4. Every card played in this fashion is worth 1 success. This gives the player 2 successes.ADDITIONALLY If the card that the attacker's pawn rests on matches the FREQUENCY of the attack. Super Speed (SR).1 DEFENSE Determine what type of attack is being resisted. count one success for that card.4. If the attacker is on a DIGIT card. Laser Vision (DA) Attacks a villain on a (S)ide Card. 1.2. If the attacker is on a SIDE card. count one success for that card. Sky Ace's player has 2 (R)oyal cards (a Jack and a Queen) in hand and plays them both. An attack power that a hero uses (R)arely requires that the attacker plays a (R)oyal card from their hand for success.2 ATTACKER REDRAW Attacker places the card(s) just played from their hand on their discard pile and redraws new cards into their hand until the number of cards in their hand is equal to the value showing on their LIFE counter. ADDITIONALLY If the card that the defender's pawn rests on matches the FREQUENCY of the defense. FOR EXAMPLE: Sky Ace Super Strength (HE). the defense type is a HAND-TO-HAND ATTACK.3. If the attacker is on a HEAD card.

so long as the card placement follows the previously established Red / Black checkerboard pattern.2. shuffle in your discards and start a new draw pile. 1. The Active Player can choose to play a card on top of another card. this card will be counted as a success when the attack is resolved. then the Attack was successfully resisted and both Attacker and Defender are unharmed. Defender should reduce the value showing on their LIFE counter to the new value based upon the amount of LIFE lost. Difference between Attack and Defense successes: -1 or lesser = No Damage 0 or 1 = No Damage 2 or 3 = 1 LIFE lost 4 or 5 = 2 LIFE lost 6 or 7 = 3 LIFE lost 8 or 9 = 4 LIFE lost Etc.3. Damage equals the difference between successes divided by 2 (round down / drop fractions). If the Attacker produced more successes than the Defender.4.4. The card that the opponent's pawn is standing on is counted as part of card play..3. 1.2.2.2 RETURN TO SEQUENCE OF PLAY.. 1. If your draw pile runs out of cards. then the defender must reduce the value of their LIFE Counter. The Active Player must play a card to the playmat and move a pawn onto the played card each turn without exception.4. the defender must select and discard cards from their hand until the amount remaining is equal to the value shown on their LIFE counter.4. . 1.1.3 THINGS TO CONSIDER When choosing which card to play to the playmat and where to move a pawn consider. If a value is played during maneuvering that matches the Frequency of the subsequent type of attack. If LIFE is ever reduced to zero (or less) the Defender has lost the duel.4.3 DEFENDER REDRAW / DISCARD Defender places the card(s) just played from their hand on their discard pile and redraws new cards into their hand until the number of cards in their hand is equal to the value showing on their LIFE counter.2. If the number of cards in the defender's hand is greater than the number showing on their LIFE counter. Consider this when positioning for attack.2 DAMAGE Damage is based on number of Attacker successes remaining after Defense.1 END TURN The Attacker passes their turn to the next player in the Turn Order.4. If the Defender produced more successes than the Attacker.4.

then ALL Attacks are Preferred Attacks during the turn. On a mission PC's work together to defeat villains controlled by the GM. Duels are called Missions. Sky Ace is intended to be played Campaign Style where the same players bring a hero that they have created to the table time and time again. If the suit is D)iamonds then the Preferred Attack for this player on this turn is D)istance.1. If the player performs the Preferred Attack for their turn. All Players shuffle their decks. The other players are all heroes and members of Sky City's premier super team. The setting of the mission might be a large abandoned warehouse and the heroes and villains may begin the conflict on opposite sides of the table. their hero will become more and more powerful and will face greater and greater challenges.1 ESTABLISH PREFERRED ATTACK The player whose turn it is turns the top card of their draw pile over and presents it face up. If the suit is S)pades then the Preferred Attack for this player on this turn is S)tealth. General Mayhem is a power hungry super powerful villain bent on world domination. In the advanced game PC and GM cards do not need to begin play adjacent to each other. The GM will arrange the starting positions of the cards according to the requirements of the mission.2. In the campaign version of the game.1. In the campaign game the player who are members of the Power Corps are all referred to as the PC's. the Player will inflict +1 point of bonus damage on their target. The GM always holds a hand of 4 cards. Each PC draws the top card from their deck and places it face up on the table. the Power Corps. These heroes will battle to defeat General Mayhem and his evil minions. The suit of this card determines the PREFERRED ATTACK for this player's turn. If the suit is C)lubs then the Preferred Attack for this player on this turn is C)harge. If it is drawn when Establishing Preferred Attack. for example. .1 ADVANCED PREPARATION Each PC places their 6 sided dice on the table with the 5 side facing up. 2. In the campaign game the player who plays General Mayhem is referred to as the GM. The GM draws a card for every villain and places a villain pawn on the top of each one. Each PC draws a hand of cards equal to the value showing on their LIFE counter. Note: Because the Joker has no Suit. 2. As the campaign progresses. The pawn whose card has the lowest RANK is listed Last in Turn Order. Each PC places their pawn on top of the card just played.0 ADVANCED GAME It is strongly suggested that players attempt the game in the form presented above and familiarize themselves with the Basic Game Play before proceeding to the ADVANCED GAME. This does not change as the villains take damage.1 ADVANCED DUELS In the Advanced Game. The pawn whose card has the highest RANK is listed First in Turn Order.2. If the suit is H)earts then the Preferred Attack for this player on this turn is H)and-to-Hand. it is considered a wild card.2 ADVANCED SEQUENCE OF PLAY 2. The GM decides when to connect different playmats together. This is their LIFE counter. 2. one player takes the role of General Mayhem.1.

They can be played anywhere.2. If the target is on a SIDE card. Resolve the attack normally using the new active cards based on the target's new position. etc. The card played must follow a RED / BLACK alternating checkerboard style pattern on the playmat Jokers are special because they have no specific suit. If played on a Black diagonal the Joker is automatically considered to be of a Black Suit. count one success for that card. they are knocked back to the Side card one step away. Every card played in this fashion that has a VALUE that matches the FREQUENCY of the attack type being attempted results in one success.1. If the target is on a CLEAR card.2. 2. but moves their opponent's pawn instead of their own.3. If played on a Red diagonal. Also.2 ADVANCED KNOCK-BACK If a player begins their Maneuver Phase adjacent to an enemy pawn the player may choose to Knock-Back the enemy instead of moving their own pawn. The attack type being attempted is determined by comparing the attacker pawn's position relative to the position of the target pawn.1 ADVANCED MANEUVER The player whose turn it is plays a card from their hand to the playmat and moves their pawn onto it. If the target is on a Digit card they are knocked back to the Digit card one step away.2.) . ADDITIONALLY If the card that the attacker's pawn rests on matches the FREQUENCY of the attack. The attacker can play from their hand any number of cards. Cards played that do not match the Frequency of the Attack are simply discarded.1 ADVANCED ATTACK Determine what type of attack is being attempted. the attack type is a CHARGE ATTACK.1. To Knock-Back an enemy. 2. the Joker is automatically considered to be of a Red Suit. an attacker does not have to play any cards at all. If the target is on a DIGIT card. Card play is meant to resolve the damage resulting from the impact of the Knock-Back. Attacker compares the FREQUENCY of that attack type to the VALUES of cards in their hand.2.2. the attack type is a STEALTH ATTACK. count one success for that card. It is assumed that the force of their attack knocked their opponent backward. If the player's pawn is brought adjacent to an enemy pawn. Cards can be (and frequently are) played on top of other cards. The card played can occupy any position that is adjacent to that player's pawn. AND If the card that the target's pawn rests on matches the FREQUENCY of the attack. the player does not move their own pawn onto this card. the attack type is a HAND-TO-HAND ATTACK. the player may attack.1.2. the attack type is a DISTANCE ATTACK. If this is done. the player plays their maneuver card directly behind their opponent's pawn in a straight line relative to their own position. If the target is on a Side card. If the target is on a HEAD card. AND Count one success for each LEVEL of a related ATTRIBUTE (see ATTRIBUTES.

In addition. We see that Sky Ace's (S)tealth Attack Power is Super Speed and that it has a frequency of (R)arely and a (S)ense Attribute Level of 1. Laser Vision (DA+1) Attacks a villain on a (S)ide Card. the defense type is a STEALTH ATTACK. An attack power that a hero uses (R)arely requires that the attacker plays a (R)oyal card from their hand for success. ADDITIONALLY If the card that the defender's pawn rests on matches the FREQUENCY of the defense. Flight (CO+2).) .1 ADVANCED DEFENSE Determine what type of attack is being resisted.4. Sky Ace's player has 2 (R)oyal cards (a Jack and a Queen) in hand and plays them both. 2. Every card played in this fashion is worth 1 success.2 ATTACKER REDRAW Attacker places the card(s) just played from their hand on their discard pile and redraws new cards into their hand until the number of cards in their hand is equal to the value showing on their LIFE counter. the defense type is a CHARGE ATTACK.2. the defense type is a HAND-TO-HAND ATTACK. If the attacker is on a DIGIT card. AND If the card that the attacker's pawn rests on matches the FREQUENCY of the defense. If the attacker is on a HEAD card. This is another Royal card and counts as 1 more success.2. Super Speed (SR+1). Add 1 Success for Sense Attribute Level of 1 and this gives Sky Ace a total of 4 successes for the attack. The attack type being resisted is determined by comparing the defender pawn's position relative to the position of the attacking pawn. If the attacker is on a CLEAR card. This gives the player 2 successes.1. count one success for that card. 2.3. Sky Ace's target pawn rests on a King. count one success for that card. Defender compares the FREQUENCY of that defense type to the VALUES of cards in their hand.1.FOR EXAMPLE: Sky Ace Super Strength (HE+1). If the attacker is on a SIDE card. AND Count one success for each LEVEL of a related ATTRIBUTE (see ATTRIBUTES. The defender plays from their hand every card with a VALUE that matches the FREQUENCY of the defense type being attempted. the defense type is a DISTANCE ATTACK.

Its level influences Stealth Attacks. The player can improve any Attribute of their choice. Courage is a representation of a Hero's boldness.2.2. but a Level 10 attribute could greatly change a battle's outcome. and strength. the defender must select and discard cards from their hand until the amount remaining is equal to the value shown on their LIFE counter.5. endurance. If LIFE is ever reduced to zero (or less) the Defender has lost the duel. Its level influences Hand-to-Hand Attacks. 2. New Heroes start play with a Level 1 in all 4 Attributes.1. If the number of cards in the defender's hand is greater than the number showing on their LIFE counter. and +1 BONUS DAMAGE if attacker performed a PREFERRED ATTACK 6 or 7 = 3 LIFE lost. Its level influences Distance Attacks. then the Attack was successfully resisted. Health is a representation of a Hero's physical fitness.2 ATTRIBUTES In the campaign game it is important to evaluate heroes and villains of differing levels of experience or skill. Sense is a representation of a Hero's perception. For this reason a new variable component is added. and intelligence.1.2. If the Attacker produced more successes than the Defender. A Level 0 attribute would not affect combat at all. grace. If the Defender produced more successes than the Attacker. 2. The four ATTRIBUTES are: HEALTH SENSE DEFTNESS and COURAGE These Attributes have levels that reflect how much they influence combat. and +1 BONUS DAMAGE if attacker performed a PREFERRED ATTACK 4 or 5 = 2 LIFE lost.1 HERO ADVANCEMENT After every play session. Deftness is a representation of a Hero's physical coordination. and +1 BONUS DAMAGE if attacker performed a PREFERRED ATTACK Etc. 2. a hero player can improve one of their Attributes by +1. Every Hero and every Villain now has 4 new stats called ATTRIBUTES.2.1. then the defender must reduce the value of their LIFE Counter.2 RETURN TO ADV SEQUENCE OF PLAY 2. 2. Damage equals the difference between successes divided by 2 (round down / drop fractions).2. but +1 BONUS DAMAGE is still applied for a PREFERRED ATTACK 2 or 3 = 1 LIFE lost. These Attributes relate directly back to Attack Types based upon their Abbreviation. . alertness.3 DEFENDER REDRAW / DISCARD Defender places the card(s) just played from their hand on their discard pile and redraws new cards into their hand until the number of cards in their hand is equal to the value showing on their LIFE counter. bravery and general sense of heroics. Defender should reduce the value showing on their LIFE counter to the new value based upon the amount of LIFE lost.4.1 END TURN The Attacker passes their turn to the next player in the Turn Order. Difference between Attack and Defense successes: -1 or lesser = No Damage and NO BONUS DAMAGE 0 or 1 = No base Damage. and precision. Its level influences Charge Attacks.1.5.4.2. and +1 BONUS DAMAGE if attacker performed a PREFERRED ATTACK 8 or 9 = 4 LIFE lost.2 ADVANCED DAMAGE Damage is based on number of Attacker successes remaining after Defense.

All New System July 22. Chris Vogel 3. QUICK The Hero moves at super speeds.4.Advanced Rules August 5. LUCKY The Hero leads a charmed life.4 CAMPAIGN PLAY AND ROLE PLAY On going Sky Ace Campaigns can form the basis of an RPG.3 SPECIAL ABILITIES A Hero has a number of Special Abilities equal to the average Level of their 4 Attributes (round down / drop all fractions. 3.2 . . On the Hero's Maneuver phase.0 PLAY TESTERS Roger Allen. This Hero has one more LIFE than other Heroes. This will tell the Card Value needed to succeed at the task. Start this Hero's LIFE counter at 6 and draw a hand of 6 cards. 2005 (SA is 1 month old) Sky Ace 0.5 .Added example Mission: The Mugging September 11. 2005 (1st play) Sky Ace 0. The Hero gets +1 success when attacking.Slight update for Conestoga July 15. Winford Sterling. POWERFUL The Hero's attacks are more powerful than others.7 . The Hero gets +1 success when defending. Larry Straining.) UNBREAKABLE The Hero is better able to resist damage.24 Hour RPG June 22.8 . the hero gains another Special Ability. etc.7) REGENERATIVE During the ESTABLISH PREFERRED ATTACK portion of your hero's turn. origins and civilian identities. and once the sum of Attribute Levels for a character reaches: 8. this hero's player can play 2 cards to the playmat and move their hero's pawn twice before making an attack. Refer to the Frequency recorded for the Attack Type related to this Attribute.1 ATTRIBUTES AND TASKS When trying to do something outside of combat decide which Attribute the action will be based upon.2. Draw a number of cards equal to the Attribute’s Level.1 REVISION HISTORY Sky Ace 0. 2.) So starting heroes have 1 Special Ability. Greg Turner. 2.1 . 2005 (created in 24 hours) Sky Ace 0. if the card revealed is a ROYAL your hero gains +1 LIFE (to a MAXIMUM of 5 LIFE total. 2005 (after 2nd play) Sky Ace 0. if one of these cards matches the Attribute’s Frequency then the task was completed successfully. PC's should flesh out their heroes with histories. 2005 (clean up of 0.

Florida LMPjr007@aol. Back stab (SR+0). do not play cards for defense. Oklahoma bigcape@gmail. Design All Rights Reserved Used under license Louis Porter. The victim loses 1 LIFE every time the Thug that is hiding behind the victim is attacked by any means other than a Stealth Attack. Flight (CO+1). Special: The Victim (3 LIFE) Place one figure on a card with a thug as the mugging victim. If an attack that is not a stealth attack. Laser Eyes (DA+1) Special Ability: Unbreakable (+1 on Defense) Twilight Martial Arts (HO+1). This thug is using the victim as a shield. Jr. Body Slam (CA+0). Two card spaces separate the heroes from the villains. Swing Line (CA+1). The victim has 3 LIFE. Super Speed (SR+1). Throwing Stars (DR+1) Special Ability: Lucky (Life 6) Or 2 or more heroes created by the players.4. Cover design by Jeff Moore Cover Art and all interior Artwork from Devil’s Workshop Image Portfolio Anthology Volume 2 © 2005 by Louis Porter. Villains: Thugs (3 LIFE) Lucky Punch (HO+0). (Let the PC’s see this).com . Tell the players that the thug used the victim as a shield and reduce the victim's LIFE counter by one. Shadow Strike (SE+1). SPECIAL RULES. GM ONLY! DO NOT TELL PC’S! The Thug who is holding the hostage can only be affected by Stealth Attacks.) Set up: Heroes start on one side of the table and villains the other.com Sky Ace RPG and Sky Ace Card Game System © 2005 by Jeff Moore All Rights Reserved Big Cape Publishing Tulsa.0 EXAMPLE MISSION “The Mugging” On a routine patrol of Sky City the Heros come across an innocent citizen being accosted by ruthless ruffians! Heroes: Sky Ace Super Strength (HE+1). The GM can adjudicate the joining of playmat sections. Design Plantation. If the victim loses all LIFE before the Thugs are defeated then all the Thugs run away and the Heroes loose the scenario. Jr. Gun (DE+1) There are 4 Thugs (or 2x the number of thugs as there are heroes.

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HERO NAME : ______________________________________ (H) ATTACK POWER AND (FREQUENCY) : ________________ Hand-to-Hand Attacks target the Head Card (S) ATTACK POWER AND (FREQUENCY) : ________________ Stealth Attacks target the Side Card (D) ATTACK POWER AND (FREQUENCY) : ________________ Distance Attacks target the Digit Card (C) ATTACK POWER AND (FREQUENCY) : ________________ Charge Attacks target the Clear Card HERO ORIGIN : ____________________________________________ ______________________________________________________________ ______________________________________________________________ Attribute Levels : (H) ____ (S) ____ (D) ____ (C) ____ Health Levels add to Hand-to-Hand Successes Sense Levels add to Stealth Attack Successes Deftness Levels add to Distance Attack Success Courage Levels add to Charge Attack Successes ________________________________ ________________________________ ________________________________ ____________________ SPECIAL ABILITIES on lines above .

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