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|To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)|
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What does this deck do?
This deck is an attempt to work with miniatures (of course you could just use cards representing the models with the top of the card acting as the front of the model for action selection purposes - on the cards below). For each miniature, print out a Fire and Move card so that the dimensions of the card form a square, this is done so that the orientation of the card is a mystery when the tiles are placed face down under the miniature. The side to the front of the miniature is the selected action. One tile is for Move - this stays with the model until the end of the turn because of hit bonuses/penalties (all revealed simultaneously and conducted simultaneously before any Fire tiles are revealed), the other tile is for Fire (Revealed in order of the Priority level - as printed on the card), when priority levels are the same, the firing is simultaneous. Once all Fire tiles have been removed (thru being used once or when a model is killed) Melee occurs.
1D6 is used in all instances. 1 target per model is used in all instances (yes grenade too - and this has a range of 2 increments). Line of sight is required in all instances. There is no range limit except in the case of the Melee model and when using a grenade. A hit will kill a model (removed from play) unless it is an Armored model which has a saving throw of 4+ which will cancel the hit if successful. Partially obscuring cover grants a -1 to hit the target. An increment range is adaptable to suit the model sizes, a suggested size for 28mm is 15cm or 6 inches per increment. A model's facing is unimportant for Move, Line of sight, Fire and melee. Model facing is used purely to mark the hidden tile selection.
Special Rules & Melee
If you wish to play with assorted miniature types, their bonus and limitations in melee are listed here. The number listed after the model type is what is required when in Melee to hit a target model in base/card contact (1 target max as with Fire action). Keep rolling until one or both die; roll for melee simultaneously with both models involved. Note: Models still get to fire before Melee takes place even if a model has moved into contact with it.
Melee/Pistol Model , 3+ Melee , 3 increment range limit to Fire.
Normal Model , 4+ Melee , no limitation.
Heavy/Special/Sniper Model , 5+ Melee , May re-roll Fire die once , limited to either Move OR Fire, never both in the same turn.
Armored Model , Melee roll as above and also gains the applicable limitation (depending on how the armored model is equipped) , Saving throw 4+ , Worth 2 models (your opponent can field two unarmored models for every one armored model you start with).
What's on the cards?
The N.E.S.W. are for the orientation of the card. North being the top of the card, East: the right side, South: the bottom, West: the left. The front of the model designates which 2 selections have been made. At the start of each turn, any combination of the two tiles are placed face down under each model.
It is recommended to have mission objectives, such as capture the flag to add interest to the games. 5 models a side is recommended and if you print out this list you will have enough for 10 models.