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Subject: Custom Rules for Wolf Pack rss

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Wolf Pack new rules.

A player uses one type of vessel: either submarines (U-boat) or ships (Transport).
**********************************************************************
I include 2D6 dice in this game.
Collision value is default 8 initially.
There is now a discard pile.
Cancelled means that the game text of the applicable card is now entirely ignored,
unless the cancelling card is cancelled.
**********************************************************************

DRAW PHASE: Draw up to the maximum hand size of 5. New cards may contribute to this maximum as former hand cards are played.

ACTION PHASE: One new card play per turn, all permissible firing actions may be initiated per side per turn.

DISCARD PHASE: At the very end of one's turn, one MUST discard one card of choice from one's hand.

VICTORY CONDITION: When the opponent has discarded a particular pre-nominated number of vessels due to sinking, say 10 or 12.

In order to target an opponent's boat or submarine, one is required to place one's own Submarine or Boat on one's side of the table. One places Periscopes, Torpedoes, Sonar, Depth Charges on one's particular side of the table. These cards are persistent, and remain on the table until stated otherwise. Water cards are all interrupts, and immediately go to the discard pile after being played. Naturally there is a stack system for interrupts; all but the latest played interrupt have their game text paused, and are dealt with in recurring order.

You can only shoot your opposition target if you have one of your own vessels on the table and your opponent has placed one of their vessels on the table. Cards are deployed in a staggered spread. A submarine has a periscope and multiple torpedoes on top of it. A Transport has a sonar and multiple depth charges on top of it. One may target only one opposition vessel per your vessels, and not per charges or torpedoes, and vice versa.

Firing works as follows:
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a) Submarine, Periscope, Torpedo, against Transports (target sunk & discarded)
Torpedoes fired this turn are discarded at sunk target.
Sunk if 2D6 >= collision value
Each additional submarine reduces the opponent collision value by 1.
Each additional torpedo is an additional attempt to sink during one Action phase.
When the Transport is sunk, it with all its cards are discarded.
Each applicable Periscope is discarded at the end of that turn.

b) Transport, Sonar, Depth Charges, against Submarine (target sunk & discarded)
Depth Charges fired this turn are discarded at sunk target.
Sunk if 2D6 >= collision value.
Each additional transport reduces the opponent collision value by 1.
Each additional Depth Charges is an additional attempt to sink during one Action phase.
When the Submarine is sunk, it with all its cards are discarded.
Each applicable Sonar is cancelled at the end of that turn.
***********************************************************************

Watery Grave. If one has finished all firing attempts for this turn and sunk nothing, the opponent must choose of one of their vessels to be sunk (discarded) with cards with it. This card is then discarded.

Oil Slick: An opponent's completed firing action is altered such that they are now considered to be targeting their original firing vessel, where that is now played out. This card is then discarded.

Storm: All firings from one vessel of choice, possibly including your own, are cancelled this turn. One Oil Slick applicable to that vessel is also cancelled and discarded. This card is then discarded.

Flotsam/Jetsam: May cause the opponent to discard and cancel one Sonar or Periscope of your choice.

Near Miss: Roll 1D6 and discard that number from one firing attempt total (even against yourself, during Oil Slick). This card is then discarded.

Cat & Mouse: After the initiation of one firing even from either player, the firing action is paused and added to the stack like one interrupt object. Both players nominate one value between 1 and 12 inclusive, each rolling 1D6. The firing action now recommences progress. The player with the higher value value roll either adds that to their firing action roll total or subtracts that from the opposing firing action roll total. This card is then discarded.
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