Pwinch
Wars
Rules
1.0
Game Components:
Here is a list of all of the components needed (some supplied by us and some that you will have to find) to play this game:
-counter sheets
(characters, weapons 1, weapons 2, defensive and miscellaneous, team markers)*
-card sheets
(3 of them)*
-forest map
(6 parts to join together)
-city map
(6 parts to join together)
-team tray
(3 of them: light blue, yellow and pink)
-terrain
effect chart
-turn chart
Note: components
listed above wich are marked with an asterisk (*) need to be glued
on cardboard.
Characters
Here is an explanation of the character counters supplied to play Pwinch Wars. Character names were inspired by some of our friend's and their ability may or may not represent their true skills! Anyway, once you will know about the skills shown on each character counter, you will be able to design your own. If you don't want to, just take the ones supplied with this game: those characters are well balanced (some good, some not) and have been playtested.
On the counters are several numbers and symbols representing skills (fire, moral and sneak) and abilities (movement points and special abilities). All those numbers are never below 1 and never higher than 9. Skill numbers (ex:fire) represent the number to obtain on a 10-sided dice to succesfully perform an action (ex: firing at an enemy). In this game, a result of 1 on the dice is always a success (no matter what modifiers are applied) and a result of 10 is always a failure.
-Fire Skill: this represent the ability to aim and fire or aim and throw any objects towards a selected target. The objects in question in this games are various weapons (like a sling shot armed with beans, rotten fruits, water balls, etc.) used by pwinchers to wage war on an opposing team. Each time a character wants to fire on an enemy, he just play this skill to know if he hits his target.
-Moral Skill: this represent the ability for a given character to actually resist the tempation to abandon the game after being hit or after suffering a special event through event cards. This is a very important skill as it is the main goal of the game for a team to force the enemy's team mate out of the game. Moral is handled the following way: a blue character succeeding his moral check stays blue and continues to play. If he fails, he becomes red (counter flipped). A red character succeeding his moral check continues to play. If he fails, he is removed from the game.
-Sneak Skill: this represent the ability to sneak or hide in a given place. If a character is hidden, he cannot be seen by other pwinchers so he cannot be fired upon too.
-Movements Points: this is the total number of movement points a character has for the whole turn. He can spend them moving (each type of terrain cost a different number of points: see terrain chart) or doing special actions (see terrain chart). Any remaining points at the end of a turn are lost and cannot be saved for another turn.
-Special Ability: some characters
have special abilities that they can use or will be obtligated to use at
different moments of the game. Here is a list of those abilities.
-B (bedtime worried):
when the game last until those turns marked with the word "bed" on the
turn chart, bedtime worried characters
must make a moral check for each turn (at the beginning of a turn) to know
if they continue the game. A blue bedtime worried character failing his
moral check becomes red. A red one leaves the game and go to bed. A character
eliminated in this manner does not count in victory points calculation
at the end of the game.
-S (sniper):
those characters really know how to throw things or handle a sling shot.
If a sniper character has not moved in his turn, he gain an additionnal
+1 to fire (this is in addition to any other modifiers). In fact, a non-sniper
character already has a +1 fire if he has not moved so it means that a
sniper will get +2. Add or substract terrain effect, add or substract special
bonuses or penalties as listed on terrain chart.
-F (frustration):
those character always seems to be frustrated by the game, whatever they
are winning or losing. So they will always have that additionnal dose of
"dark energy" in their muscles when the time comes to throw something at
an enemy. An enemy receiving a successful shot by a frustrated character
must make his moral check with a -1 penalty. Other penalties due to equipment,
etc. also apply.
-X (fighting):
fighting character will always find an excuse to start a squirmish. So
when two fighting characters of opposing teams are within 2 hexes of each
other, they will start a fight and will not be able to do anything more
(exept moving) on that turn or any other turn until they move away from
each other. Each fighting character must make a moral check for each turn
of engagement. A red character failing his moral is eliminated and will
not count in victory points calculation at the end of the game.
-T (taunt):
those characters always have a joke or a funny gesture to deconcentrate
enemies. When fired upon, taunting characters give a -1 fire penalty to
their enemy.
-Counter color: each character counter
has two sided, one blue and one red. Each character starts on the blue
side, meaning that their moral is at its highest. When a character receive
a hit and fail his moral check, the counter is flipped to red. If he failed
again on another hit, he is eliminated from the game. Some event cards
may also force a character to make a moral check. The same rule apply.
Equipment
At Pwinch Wars, the characters
can be equiped with different items to help them get through different
kind of situations. There are weapons to attack enemy and support/protective
gear to give some characters more chance to stay in the game. Here is a
list of all the items a character can own. It is important to remember
that any given character cannot carry more than one item (counter) of each
type (ex.: 1 shield, 1 heavy sling, 1 helmet, etc.)
Normal sling shot: you wont
find any counters in the game for this item because it is included in the
basic equipment of a character. So a character, even if he has no equipment
counters, still possess his normal sling. A normal sling has a range of
4 and has no other bonus or penalty. It is usually made of a metal coat
hanger bent in a "Y" shape with some rubber bands. Pwinchers
usually
use beans as ammo.
Heavy sling shot: this is
a weapon of choice. Bought in hardware store where they sell hunting stuff,
those slings are feared by enemies. This weapon has a range of 5. It gives
its user a +1 to his fire skill and the target, if hit, suffer a -1 penalty
to his moral due to the great velocity of ammos thrown with this sling.
Fruits: anything that nature
can produce will be used by Pwinchers as weapons: pine cones, rotten
apples, cherries, etc. Fruits can be thrown to a distance of 3 hexes with
a penaly of -1 to fire skill. An enemy hit by a fruit make his moral check
with a -2 penalty. A character owning a fruit counter can use it 3 times.
(the little numbers in blue squares represent the amount of uses left for
any weapon with limited uses). Just place the counter in your equipment
rack with the 3 in blue square face up. If one shot is used, then turn
the counter so the 2 will face up and so on. When the 3 shots are used,
remove the counter from the equipment rack. A character on a fruit tree
hex (a fruit logo on the map) can pick some fruits if he has not any left
in his equipment. He must spend 2 movement points to do so.
Water balls: a funny weapon
to use. Water balls have a short range of 2 hexes, give a -2 penalty to
fire skill of user but the target must make a moral check with -3 penalty.
A character having a water ball counter in his equipment can use it 2 times
(see fruits just above). If he has none in his equipment or used all he
had, he can fill some at any water outlet (city map) or river hex (forest
map, city map). It takes 2 movement points to do so.
Fireworks: this may be the
equal to a shoulder rocket launcher in modern warfare but for Pwinchers.
This is a dreaded weapon. Character using it suffers a -1 to his fire skill
(due to the time required to light the thing) but a target hit suffers
a penalty of -4 to his moral check. It has a range of 8 so it can really
mess an enemy before he has time to fire back. Fireworks can be used 2
times (see fruits) and cannot be replaced by any means.
Hose: to use the hose, a
character must first place it on a water outlet ("w" sign on city map).
It requires 2 movement points to do so. Once screwed on the outlet, the
hose becomes a terrifying weapon with a range of 3 hexes. It give a +1
bonus to the fire skill of the user and -3 penalty to moral of any target
hit. The only negative point is that the user may not get farther than
1 hex from the water outlet (this represent the lenght of the hose).
Helmet: football or hockey
helmet. Not a very efficient protective item in the Pwinch Wars
context but still, it gives a +1 bonus to any moral check for a character
wearing one.
Shield: a good old trash
can cover makes a perfect protection. Characters equiped with a shield
have a +1 bonus to their moral checks and enemy firing on them will have
a -1 penalty to their firing skill.
Camo: any dark or green
colored clothes will do the trick. Characters wearing camouflage will have
a +1 bonus to their sneak check.
Walkie Talkie: a special
piece of equipment that can be very useful to Pwinchers. On a team,
when at least 2 characters own a Walkie Talkie, those two can perform a
crossfire. This is a special task that requires coordination but it is
very deadly. When a character owning a Walkie attack an enemy, nothing
happens. But when a second character owning a Walkie attack the same target
on the same turn, he gets a +1 to his fire skill and the target, if hit,
will make its moral check with a penalty of -2 in addition of course with
any weapon modifiers. This reprensent the fact that teammates are talking
to each other to locate an enemy and can position themselves adequatly
to perform a deadly fire. The negative side of this is that any character
carrying a Walkie Talkie suffers a -1 penalty to sneak due to squelching
sounds.
Cards
In the Pwinch
Wars game, event cards are involved and can play an important role
depending on the situation. Each player starts the game with 3 cards. A
player cannot have more than 3 cards in his hands. At the end of each turn,
all players get the opportunity to pick a new card if he spent some during
a turn. If a player has three card in his hand and still want to pick one,
he must discard one he already own before doing so.
Some cards
have a heading with blue letters and some with red letters. Blue cards
are bonus that you can use for you own characters. Red cards are penalties
to give to an enemy. Any number of cards can be played at any moment. They
can even be played when its not your turn. For example, an enemy annouce
that he wants to fire on you. You may play a card on that attacking enemy
character to give him a -1 fire penalty or a card to give a +1 moral bonus
to your character. The only rigid rule concerning cards is that you cannot
play more than one card that give a bonus or penalty to a specific ability
at the same time. In other words, you cannot combine cards to have more
that one bonus or penalty but you can make combinations that give bonuses
or penalties to different abilities. Ex: a player has in its hand a card
that give his character +1 to fire, another one with +1 fire and the last
one with +1 sneak. He may not play at the same time his two +1 fire cards
but can play a +1 fire with a +1 sneak. The other +1 fire will be kept
for another situation.
Some cards
have an eye symbol on them. This symbol means that when an enemy character
receive this card, he is revealed automatically if hidden. Other cards
have a big grey dot on them. Those cards are only used when playing on
the city map and can be removed from deck if you intend to use the forest
map.
Maps
There are
two maps supplied with this game. Feel free to design your own if you are
not satisfied with these or if you want to try something new. The first
map sets the action in a park, the Duberger Park in Quebec city. This is
a wooded area with some clearings so the characters playing on this map
will find it more easy to sneak on preys. There is an "apple" sign on this
map: it is a fruit tree that can be used to resupply your characters in
fruits and is used in some scenarios as an objective to capture and protect.
The other
map is a "city map" or "suburb map" if you want. This one represent Pepin
Street where most of the pwinchers presented in this game live.
If you play on this map, prepare yourself for tough combat situations as
there are not much good places to hide and many clear line of sight. There
is again a fruit tree on this map and there are grey rectangles representing
houses and appartment buildings. These building and houses hexes can be
entered by pwinchers but it does not mean that the character actually
enters the building. It just mean that he walks near the walls, outside
of it. Actually, a character must enter one of these building hex, marked
with a "w" sign, if he wants to install a water hose (takes 2 movement
points). The city map also has a big boulevard, the Pere-Lelievre Boulevard
with much circulation. A character can of course step on a Boulevard hex
but must not stop his movement on it. On the south side of the map is the
St-Charles River. A character can enter the river, as it is not very deep,
but must make a river moral check. Hexes filled more than half with water
are considered river hexes. Hex filled less than half are forest or grass
hexes, according to the other color in the hex. A group of hexes, in the
middle of the map, is surrounded by a red line. This is a restricted property.
Any pwincher entering those hexes must make a moral check. This
is property of an old grumpy woman who does not tolerate anybody.
Setuping the game
First, the players decide what kind of
scenario they want to play. Some scenario are for 2 players, some for 3,
some on the forest map and some other on the city map. Choose one or just
design one from scratch. It does not really matter as long as all players
agree on map choice, equipment and victory condition. When the scenario
is chosen, each player select a team color with respective team components
(team tray and team markers numbered from 1 to 10, plus HQ and flag counters
that can be useful depending on the scenario).
Choosing characters: there
are three ways of doing this. Sometimes, a given scenario will specify
wich characters are in wich team. If not, you may choose at random: place
all character counters in a bowl and allow each player (let the dice decide
who begins) to pick one, then another one, until the specified number of
character in the scenario is reached. The third way is to align all characters
on the map and let the players (let the dice decide who begins) pick them
one after the other, depending on their strenght and weaknesses.
Preparing a team: use your
team tray to prepare your team for combat. There are 10 numbered boxes
on a tray. Place your character counters on any box. The number you choose
for any character is the number he will have for the rest of the game.
The numbered hidden marker (?) corresponding to the number you have chosen
for a character will be used in the game to represent that character when
he is hiding. Depending on the number of characters in each team, some
boxes will not be used. The hidden markers corresponding to those boxes
can be used as dummies (scenario will specify if dummies are present) to
lure the enemy.
Once this has been done, take all the
equipment your team has (depending on the scenario) and dispatch those
items to your pwinchers. Just place the item counter in the box of a character
to show he owns it. A character cannot own more than 1 item of each kind
(ex: just 1 heavy sling and not 2). This step is really a question of what
strategy you intend to adopt in the game: are you using the equipment to
protect characters that are not very good or to boost good characters to
transform them into killing machines. That is up to you.
Place counters on the map: on the first
turn, all counters on the map are hidden markers (?): the one representing
characters and maybe some dummies. As the game evolve, there will be some
hidden markers on the map and some character counters. When a character
is revealed, stack his hidden marker under him just to remember what was
his number. If a character is hidden, only place the hidden marker on the
map and place the character counter back on its box on the team tray.
As a last step before beginning
play, all players pick 3 cards that he can use later in the game.
Now, you are ready to play!
Turn Sequence
The following paragraphs will describe how to play a typical turn of Pwinch Wars. Each sequences must be made in the order listed below.
Steps:
1-Check moral of bedtime worried characters
2-Determine initiative
3-Player that won initiative plays a character
a-character moves or
use movement points for special actions
b-character fires
c-character makes a
sneak check
d-counter turned 90
degrees to know it has been played
4-Second player plays a character
5-Third player (if scenario permits a
third player) plays a character
6-Repeat step 3-4-5 until all characters
on the map have played
7-Turn back counters in their original
position
8-All player may discard one event card
and take a new one
9-Turn marker moved one slot
1-Check moral of bedtime worried characters: this step has already been explained in the "bedtime worried" section of the Character counter explanations. Remove failing bedtime worried characters from game.
2-Determine initiative: each player rolls a 10-sided dice to know who will play first. The player that obtain the higher score plays first. Then the second highest score plays and finally, the lowest score plays. If a player has eliminated a character by firing upon him on the previous turn, he will have a bonus of +1 to his initiative rolls. This represent momentum obtained in combat.
3-Player that won initiative plays a
character: in each character impulse, there are 4 steps to follow.
Those steps must be played in order for the game to work properly.
a-character moves or use
movement points for special actions: a character check his movement
points on his counter and move and/or use points for special actions. Of
course, he must never spend more points than he has. Remaining points at
the end of a turn are lost and cannot be saved for another turn. Moves
are made according to terrain type listed on the Terrain Effect Chart.
Some hexes cost 1 pt but other hexes will cost 2 pts or just a 1/2
pt. If a character has not enough movement points to do all he wants to
do in a single turn, he must wait another turn to make a task. A character
cannot begin a task on one turn and continue it on the other. Ex: a character
with 2 mov. pts move on a grass hex (1 pt spent) and wants to place a hose
on a water outlet (costing 2 pts). As he has already spent 1 of his 2 pts
(1 remaining), he has not enough points to place the hose so he must wait
another turn to do it. If the same things had been made by a character
with 3 movements points, it would have worked (movement of 1 hex plus placing
hose on outlet). Note that if a character moves or use any of its movement
points, he cannot get the +1 fire bonus listed on the Terrain Effect Chart
or cannot use his special sniper ability.
A character can also do some scouting
during this phase. It costs 2 mov pts. If he can move adjacent or his already
adjacent to a hidden character, scouting can be made. This represent that
the character will spend some time searching around for a hidden enemy.
The hidden character is forced to make a sneak check with a -4 penalty.
If it fails, the hidden character is revealed automatically and can be
fired upon. As the scouting player may have been surprised by this discovery,
he will get a -2 penalty to fire for this round.
b-character fires:
if a the playing character is within range (depending on his choice of
weapon) of a revealed enemy character, he can fires on him. Count
the hex between firing character and his target, including the target
hex. If it is within range, fire occurs. The target must also be revealed
(not in a hidding (?) state). A firing character, if hidden, is automatically
revealed and will have to play his sneak skill to hide again at the end
of is impulse. The target must also be in the line of sight of the firing
character. To determine this, take a ruler, align the center of the firing
character's hex and the center of the target's hex. If this line intercept
a forest hex or a hex containing a building, the line of sight is cut and
firing cannot take place. If the line is clear, you may fire. To fire upon
an enemy character target, take the firing skill of the firing character,
calculate all possible positive or negative modifiers. Target player must
annouce if he has some equipment that would give penalties to firing character
(ex: shield gives -1 to enemy fire). Then, when the modified fire skill
is known, 1d10 is rolled and if the result is equal or lower, the target
is hit, keeping in mind that a 1 on the dice is always a success and a
10 always a miss (not matter what modifiers are applied). Ex.: Jack wants
to fire on Bud. Jack's firing skill is 6 and he has a heavy sling
(+1 fire). Jack has not moved this turn (+1 fire). Target Bud is adjacent
(gives +1 fire to Jack) and in a forest hex (gives -1 fire to Jack).
Bud also has a shield in his equipment (gives -1 fire to Jack). Every pluses
and minuses are calculated for a result of +1. Jack's firing skill of 6
becomes 7. Jack rolls 5 on the dice. Bud is hit!
A hit on an enemy means that this
particular enemy will have to make a moral check to know if he stays in
the game. Take the moral skill of the targeted player, add all positive
modifiers due to equipment, substract all negative modifiers due to weapon
used or special ability. Roll 1d10 to know if moral fails. If not, nothing
happens. If it fails, a blue character becomes red and a red character
is eliminated from the game. His elimination then count has victory points
(depending on scenario) for the attacking player. Any eliminated character
places all the items he owned on the hex on wich he was eliminated. Other
character will have the opportunity to pick some items on impulses to come.
Ex: Bud was hit by Jack! Bud has a moral of 3 when on the blue side. Jack
was using a heavy sling (-1 to target's moral). Bud has a shield (+1 moral)
and a helmet (+1 moral). So his moral skill is now 4 (3-1+1+1=4). Bud rolls
5 so he fails. Bud's counter is then flipped on the red side. Another hit
combined with a failed moral would eliminate him from play.
c-character makes a sneak
check: After a character has done all he has to do, he can make
a sneak check to hide back (if first revealed) or remain hidden. A character
that is not in any line of sight does not have to make a sneak check and
just place his hidden (?) marker on the map where is character was. If
he his in 1 or more line of sight (if enemies can see him), he must make
his check. Take the sneak skill of the character, add or subtract bonuses
or penalties due to actions taken that round, to terrain type or to equipment
carried. Roll 1d10. If the result is equal or lower than the modified sneak
skill, character remain hidden or return to a hidden state. If he fails,
he remains revealed and can be fired upon when enemy plays his characters.
Ex.: Jack has fired on Bud and want to hide back. Jack's sneak skill is
6. He has camo (+1 sneak) in his equipment. He his on a grass hex (-1 sneak).
He has not moved this turn (-3 sneak). So his skill is now 4 (6+1-3=4).
He rolls 3 so he can hide. Just place is hidden marker (?) on the hex he
his.
d-counter turned 90 degrees
to know it has been played: turn it left or right, it does not
matter. It is just a way to remember that this particular character has
played in this turn and will only play again in the following turn if he
his not eliminated till then.
4-Second player plays a character: repeat steps a, b, c, d.
5-Third player (if scenario permits a third player) plays a character: repeat steps a, b, c, d.
6-Repeat step 3-4-5 until all characters on the map have played: All characters on the map must be played in some way. A player may decide, in an impulse, to do nothing (no moves or fire) with a specific character (or dummy). He just announce it, check for line of sight to know if he his seen and turn the counter 90 degrees. Then its the next player's turn.
7-Turn back counters in their original position: When all characters (or dummies) are played, the counters are turned 90 degrees back to their original position. This is to ready the game for the next turn.
8-All player may discard one event card and take a new one: This step is done at the end of the turn. A player may never have more than 3 cards in his hand. He cannot pick more than1 card at each turn. If a player choose not to discard, then he may not pick a new card.
9-Turn marker moved one slot: This
is the last step of the turn. A new turn can bring some new events so check
it. For example, bedtime worried character may have to play their moral
at the beginning of the next turn. Or if it becomes dark (night turn),
then all characters get +1 to their sneak skill but -1 to their fire skill.