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By Jeff Moore

The
Miniatures Card Game
of
Superhero Battles!

The
Miniatures Card Game
of
Superhero Battles!

By Jeff Moore

Tulsa, OK
Superhero Miniatures Card Game
By Jeff Moore

UBLISHING
Tulsa, OK

BIG CAPE PUBLISHING Is the publishing imprint of Jeff Moore.


All material contained herein is copyright © 2005 by Jeff Moore.
Sky Ace CLEAR CORNER and DIGIT CORNER – Every card
The Miniatures Card Game of Super Powered Battles has four corners. Two of these corners have a number
Copyright © 2005 by Jeff Moore or letter displaying the card’s value. These are referred
to as digit corners. The two other corners are blank
1.0 BASIC GAME containing no digits or symbols these are referred to as
clear corners.
Description: Sky Ace is the miniatures card game of
super powered battles. DIGIT CARD – Any diagonal card that sits adjacent to
a digit corner of the Active Card is said to be a Digit
Each Player Requires: One deck of playing cards Card.
(Bridge or Poker deck of 13 cards x 4 suits + 2 Jokers
= 54 cards total), one 6 sided die to use as a LIFE DISTANCE ATTACK – An attempt to strike an
counter, and one pawn or miniature to represent their adjacent target pawn resting on a Digit Card. On the
hero. If miniatures are not used the 6 sided die can play playmat, a DISTANCE ATTACK is required if the target
double duty as both a LIFE counter and a pawn, but pawn is resting on a diagonal card that sits adjacent to
then players should use dice of different colors. a digit corner of the Active Card.

1.1 GLOSSARY OF TERMS EVENS – Cards that display an Even number. 2, 4, 6,


8, and 10 are Even cards.
ACES AND JOKERS – The highest valued cards in the
deck (see High Card.) Aces display an A in the corner EVERY CHANCE – this frequency represents the
of the card. Jokers display the word Joker in the corner Attack that the hero performs the most often. The
of the card. Attack would be related to the hero's strongest power.

ACTIVE CARD – The player who is playing cards at FREQUENCY – Frequency represents how often a
the moment is the Active Player. The Active Card is the particular form of attack is favored by a hero. The
card that the Active Player's pawn is resting on. higher the Frequency, the more often the attack is
used and the more effective it is. The four levels of
ADJACENT – each card can have a maximum of 8 Frequency from highest to lowest are: Every Chance,
cards around it in a grid pattern of neat columns and Occasionally, Rarely, and Almost Never.
rows. The eight cards around a given card are all
adjacent to that card. HAND-TO-HAND ATTACK – An attempt to strike an
adjacent target pawn resting on a Head Card. On the
ALMOST NEVER – this represents an attack that the playmat, attacks across the height of a card require a
hero is vulnerable to. The hero should try to avoid this HAND-TO-HAND ATTACK.
attack when-ever possible. This attack relates back to
the hero's weakest power. HEAD CARD – Any adjacent card that sits above or
below the length of the Active Card is said to be at the
BLACK CARD – Any card of a black suit (Clubs or head of that card. Although only Royals (King, Queen,
Spades.) or Jack) have a head that appears at both the top and
the bottom of their cards, the term HEAD is used to
CHARGE ATTACK – An attempt to strike an adjacent represent both the top and bottom edge of every card,
target pawn on resting on a Clear Card. On the not only Royals.
playmat, a CHARGE ATTACK is required if the target
pawn is resting on a diagonal card that sits adjacent to HIGH CARD – When comparing two or more cards to
a clear corner of the Active Card. each other, the card with the greatest value is said to
be the High Card. When drawing for High Card, Aces
CHECKERBOARD – traditionally checkerboards are are high and 2's are low. Cards follow the following
comprised of rows and columns that alternate in color order from highest to lowest in value: Joker, Ace, King,
between red and black squares. Cards played to the Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2.
playmat must follow this same pattern.
LIFE CARD – Each player begins play with 5 LIFE. On
CLEAR CARD – Any diagonal card that rests adjacent a player's Draw Phase they always draw up their hand
to a clear corner of the Active Card is said to be a Clear to a number of cards equal to their current LIFE total.
Card.
LIFE COUNTER – A six-sided die can be placed on a 1.2 ABBREVIATIONS
player’s hero sheet to represent the amount of LIFE
currently possessed by their hero. This is called the Single letter abbreviations show how terms are related.
LIFE Counter. Value and Frequency, and Attack and Position are
related terms. Pay attention to these Abbreviations.
OCCASIONALLY – this frequency represents an They serve as a pneumonic to help players remember
Attack that the hero does sometimes. It relates back to how to play the game. You can easily remember that
a power of average strength. a Hand-to-Hand Attack must be made against a High
Card because both terms start with the letter H.
ODDS – Cards that display an Odd number. 3, 5, 7,
and 9 are Odd cards. A – Aces and Jokers, and Almost Never
C – Charge Attack, and Clear Card
PLAYMAT – The playmat is built during play and is D – Distance Attack, and Digit Card
comprised of rows and columns of playing cards laid E – Evens, and Every Chance
out in a grid style pattern. H – Hand-to-Hand Attack, and Head Card
O – Odds, and Occasionally
POWER – Superheroes have Powers that represent R – Royals, and Rarely
spectacular abilities beyond those of normal people. S – Stealth Attack, and Side Card
Defining the powers that a hero possesses relevant to
the 4 attack forms will help when assigning frequencies 1.3 HERO CREATION
to those attacks.
To create a Hero, each player should assign a Power
RANK – When playing High Card, RANK refers to the and a Frequency to each of the four Attack Actions.
card's position in the sequence. Joker is the highest
ranked card in a deck and the 2 is the lowest ranked 1.3.1 POWERS
card in a deck.
The super powers that form a hero in Sky Ace add
RARELY – this frequency represents an attack that the flavor and color to the game. Defining the nature of a
hero has some difficulty performing. It relates back to hero's powers will also help guide the player in defining
a power of low strength. Attack Frequencies. Is the hero a super speedster?
Then Charge Attack should be prominent. A hulking
RED CARD – Any card of a red suit (Diamonds or behemoth? Then Hand-to-Hand Attack needs to be
Hearts.) given priority. Or maybe the hero is a sneaky sleuth
who strikes from the shadows. In this case, give
ROYALS – Cards that display a member of Royalty. Stealth Attack the hero's highest frequency.
Kings, Queens, and Jacks are Royal cards.
Sky Ace
SIDE CARD – Any adjacent card that sits along the (Note how the Powers have the abbreviated notation after them.)
side of the Active Card is said to be a Side Card.
Super Strength (HE)
STEALTH ATTACK – An attempt to strike an adjacent (This is a Hand-to-Hand Attack that succeeds on Evens)
target pawn resting on a Side Card. On the playmat,
attacks across the width of a card require a STEALTH Flight (CO)
ATTACK. (This is a Charge Attack that succeeds on Odds)

VALUE – Evens, Odds, Royals, and Aces are values. Super Speed (SR)
When playing a card from their hand if the value of a (This is a Surprise Attack that succeeds on Royals)
card matches with the frequency of an attack being
attempted this is counted as one success. Laser Vision (DA)
(This is a Distance Attack that succeeds on Aces and Jokers.)

Sky Ace has four super powers. Abbreviations next to


the Powers show which Attack the power is related to,
and its Frequency. More importantly, they show
Playmat Position, and Card Value.
1.4 FIGHTING THE DUEL 1.4.2.1.2 KNOCK-BACK

1.4.1 PREPARATION As an alternative to the standard Maneuver, a player


can optionally play their maneuver card directly behind
Each Player places their 6 sided dice on the table with their opponent's pawn in a straight line relative to their
the 5 side facing up. This is their LIFE counter. own position.

Each Player shuffles their deck. If the target is on a Side card, they are knocked back
to the Side card one step away. If the target is on a
Each player draws the top card from their deck and Digit card they are knocked back to the Digit card one
places it face up on the table. step away; etc.

Each player places their pawn on top of the card just If this is done, the player does not move their own
played. pawn onto this card, but moves their opponent's pawn
instead of their own.
The pawn whose card has the highest RANK is listed
First in Turn Order. It is assumed that the force of the attack knocked the
opponent backward.
The pawn whose card has the lowest RANK is listed
Last in Turn Order. Card play is meant to resolve the damage resulting
The player who is first in the turn order gets to arrange from the impact of the knock-back.
the position of the cards on the table.
Resolve the attack normally using the new active cards
The cards must be placed adjacent to each other and based on the target's new position.
follow a RED / BLACK alternating checkerboard style
pattern. This becomes the playmat. 1.4.2.2.1 ATTACK

Each Player draws a hand of cards equal to the value Determine what type of attack is being attempted.
showing on their LIFE counter.
The attack type being attempted is determined by
1.4.2 SEQUENCE OF PLAY comparing the attacker pawn's position relative to the
position of the target pawn.
1.4.2.1.1 MANEUVER
If the target is on a HEAD card,
The player whose turn it is plays a card from their hand the attack type is a HAND-TO-HAND ATTACK.
to the playmat and moves their pawn onto it.
If the target is on a SIDE card,
The card played can occupy any position that is the attack type is a STEALTH ATTACK.
adjacent to both an opponent's pawn and the active
player's pawn. If the target is on a CLEAR card,
the attack type is a CHARGE ATTACK.
The card played must follow a RED / BLACK
alternating checkerboard style pattern on the playmat If the target is on a DIGIT card,
the attack type is a DISTANCE ATTACK.
Jokers are special because they have no specific suit.
They can be played anywhere. Attacker compares the FREQUENCY of the attack type
to the VALUES of cards in their hand.
If played on a Red diagonal, the Joker is automatically
considered to be of a Red Suit. The attacker can play from their hand any number of
cards. Every card played in this fashion that has a
If played on a Black diagonal the Joker is automatically VALUE that matches the FREQUENCY of the attack
considered to be of a Black Suit. type being attempted results in one success.

Cards can be (and frequently are) played on top of Cards played that do not match the Frequency of the
other cards. Attack are simply discarded. Also, an attacker does not
have to play any cards at all.
ADDITIONALLY 1.4.2.3.1 DEFENSE

If the card that the attacker's pawn rests on matches Determine what type of attack is being resisted.
the FREQUENCY of the attack, count one success for
that card. The attack type being resisted is determined by
comparing the defender pawn's position relative to the
AND position of the attacking pawn.

If the card that the target's pawn rests on matches the If the attacker is on a HEAD card,
FREQUENCY of the attack, count one success for that the defense type is a HAND-TO-HAND ATTACK.
card.
If the attacker is on a SIDE card,
FOR EXAMPLE: the defense type is a STEALTH ATTACK.

Sky Ace If the attacker is on a CLEAR card,


Super Strength (HE), Flight (CO), the defense type is a CHARGE ATTACK.
Super Speed (SR), Laser Vision (DA)
If the attacker is on a DIGIT card,
Attacks a villain on a (S)ide Card. the defense type is a DISTANCE ATTACK.

We see that Sky Ace's (S)tealth Attack Power is Super Defender compares the FREQUENCY of that defense
Speed and that it has a frequency of (R)arely. type to the VALUES of cards in their hand.

An attack power that a hero uses (R)arely requires that The defender plays from their hand every card with a
the attacker plays a (R)oyal card from their hand for VALUE that matches the FREQUENCY of the defense
success. type being attempted.

Sky Ace's player has 2 (R)oyal cards (a Jack and a Every card played in this fashion is worth 1 success.
Queen) in hand and plays them both.
ADDITIONALLY
This gives the player 2 successes.
If the card that the defender's pawn rests on matches
In addition, Sky Ace's target pawn rests on a King. This the FREQUENCY of the defense, count one success
is another Royal card and counts as 1 more success. for that card.

This gives Sky Ace a total of 3 successes for the AND


attack.
If the card that the attacker's pawn rests on matches
1.4.2.2.2 ATTACKER REDRAW the FREQUENCY of the defense, count one success
for that card.
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.
1.4.2.3.2 DAMAGE 1.4.3 THINGS TO CONSIDER

Damage is based on number of Attacker successes When choosing which card to play to the playmat and
remaining after Defense. where to move a pawn consider...

If the Attacker produced more successes than the The card that the opponent's pawn is standing on is
Defender, then the defender must reduce the value of counted as part of card play. Consider this when
their LIFE Counter. positioning for attack.

If the Defender produced more successes than the If a value is played during maneuvering that matches
Attacker, then the Attack was successfully resisted and the Frequency of the subsequent type of attack, this
both Attacker and Defender are unharmed. card will be counted as a success when the attack is
resolved.
Damage equals the difference between successes
divided by 2 (round down / drop fractions). The Active Player must play a card to the playmat and
Difference between Attack and Defense successes: move a pawn onto the played card each turn without
exception.
-1 or lesser = No Damage
The Active Player can choose to play a card on top of
0 or 1 = No Damage another card, so long as the card placement follows
the previously established Red / Black checkerboard
2 or 3 = 1 LIFE lost pattern.

4 or 5 = 2 LIFE lost If your draw pile runs out of cards, shuffle in your
discards and start a new draw pile.
6 or 7 = 3 LIFE lost

8 or 9 = 4 LIFE lost

Etc.

Defender should reduce the value showing on their


LIFE counter to the new value based upon the amount
of LIFE lost.

If LIFE is ever reduced to zero (or less) the Defender


has lost the duel.

1.4.2.3.3 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.

If the number of cards in the defender's hand is greater


than the number showing on their LIFE counter, the
defender must select and discard cards from their hand
until the amount remaining is equal to the value shown
on their LIFE counter.

1.4.2.4.1 END TURN

The Attacker passes their turn to the next player in the


Turn Order.

1.4.2.4.2 RETURN TO SEQUENCE OF PLAY.


2.0 ADVANCED GAME The GM always holds a hand of 4 cards. This does not
change as the villains take damage.
It is strongly suggested that players attempt the game
in the form presented above and familiarize themselves The GM will arrange the starting positions of the cards
with the Basic Game Play before proceeding to the according to the requirements of the mission.
ADVANCED GAME.
In the advanced game PC and GM cards do not need
Sky Ace is intended to be played Campaign Style to begin play adjacent to each other. The setting of the
where the same players bring a hero that they have mission might be a large abandoned warehouse and
created to the table time and time again. As the the heroes and villains may begin the conflict on
campaign progresses, their hero will become more and opposite sides of the table, for example.
more powerful and will face greater and greater
challenges. The GM decides when to connect different playmats
together.
In the campaign version of the game, one player takes
the role of General Mayhem. General Mayhem is a 2.1.2 ADVANCED SEQUENCE OF PLAY
power hungry super powerful villain bent on world
domination. In the campaign game the player who 2.1.2.1 ESTABLISH PREFERRED ATTACK
plays General Mayhem is referred to as the GM.
The player whose turn it is turns the top card of their
The other players are all heroes and members of Sky draw pile over and presents it face up.
City's premier super team, the Power Corps. These
heroes will battle to defeat General Mayhem and his The suit of this card determines the PREFERRED
evil minions. In the campaign game the player who are ATTACK for this player's turn.
members of the Power Corps are all referred to as the
PC's. If the suit is H)earts then the Preferred Attack for this
player on this turn is H)and-to-Hand.
2.1 ADVANCED DUELS
If the suit is S)pades then the Preferred Attack for this
In the Advanced Game, Duels are called Missions. On player on this turn is S)tealth.
a mission PC's work together to defeat villains
controlled by the GM. If the suit is D)iamonds then the Preferred Attack for
this player on this turn is D)istance.
2.1.1 ADVANCED PREPARATION
If the suit is C)lubs then the Preferred Attack for this
Each PC places their 6 sided dice on the table with the player on this turn is C)harge.
5 side facing up. This is their LIFE counter.
If the player performs the Preferred Attack for their
All Players shuffle their decks. turn, the Player will inflict +1 point of bonus damage on
their target.
Each PC draws the top card from their deck and places
it face up on the table. Note: Because the Joker has no Suit, it is considered
a wild card. If it is drawn when Establishing Preferred
Each PC places their pawn on top of the card just Attack, then ALL Attacks are Preferred Attacks during
played. the turn.

The GM draws a card for every villain and places a


villain pawn on the top of each one.

The pawn whose card has the highest RANK is listed


First in Turn Order.

The pawn whose card has the lowest RANK is listed


Last in Turn Order.

Each PC draws a hand of cards equal to the value


showing on their LIFE counter.
2.1.2.2.1 ADVANCED MANEUVER 2.1.2.3.1 ADVANCED ATTACK

The player whose turn it is plays a card from their hand Determine what type of attack is being attempted.
to the playmat and moves their pawn onto it.
The attack type being attempted is determined by
The card played can occupy any position that is comparing the attacker pawn's position relative to the
adjacent to that player's pawn. position of the target pawn.

The card played must follow a RED / BLACK If the target is on a HEAD card,
alternating checkerboard style pattern on the playmat the attack type is a HAND-TO-HAND ATTACK.

Jokers are special because they have no specific suit. If the target is on a SIDE card,
They can be played anywhere. the attack type is a STEALTH ATTACK.

If played on a Red diagonal, the Joker is automatically If the target is on a CLEAR card,
considered to be of a Red Suit. the attack type is a CHARGE ATTACK.

If played on a Black diagonal the Joker is automatically If the target is on a DIGIT card,
considered to be of a Black Suit. the attack type is a DISTANCE ATTACK.

Cards can be (and frequently are) played on top of Attacker compares the FREQUENCY of that attack
other cards. type to the VALUES of cards in their hand.

If the player's pawn is brought adjacent to an enemy The attacker can play from their hand any number of
pawn, the player may attack. cards. Every card played in this fashion that has a
VALUE that matches the FREQUENCY of the attack
2.1.2.2.2 ADVANCED KNOCK-BACK type being attempted results in one success.

If a player begins their Maneuver Phase adjacent to an Cards played that do not match the Frequency of the
enemy pawn the player may choose to Knock-Back the Attack are simply discarded. Also, an attacker does not
enemy instead of moving their own pawn. have to play any cards at all.

To Knock-Back an enemy, the player plays their


maneuver card directly behind their opponent's pawn in ADDITIONALLY
a straight line relative to their own position.
If the card that the attacker's pawn rests on matches
If the target is on a Side card, they are knocked back to the FREQUENCY of the attack, count one success for
the Side card one step away. If the target is on a Digit that card.
card they are knocked back to the Digit card one step
away; etc. AND

If this is done, the player does not move their own If the card that the target's pawn rests on matches the
pawn onto this card, but moves their opponent's pawn FREQUENCY of the attack, count one success for that
instead of their own. card.

It is assumed that the force of their attack knocked their AND


opponent backward.
Count one success for each LEVEL of a related
Card play is meant to resolve the damage resulting ATTRIBUTE (see ATTRIBUTES.)
from the impact of the Knock-Back.

Resolve the attack normally using the new active cards


based on the target's new position.
FOR EXAMPLE: 2.1.2.4.1 ADVANCED DEFENSE

Sky Ace Determine what type of attack is being resisted.


Super Strength (HE+1), Flight (CO+2),
Super Speed (SR+1), Laser Vision (DA+1) The attack type being resisted is determined by
comparing the defender pawn's position relative to the
Attacks a villain on a (S)ide Card. position of the attacking pawn.

We see that Sky Ace's (S)tealth Attack Power is Super If the attacker is on a HEAD card,
Speed and that it has a frequency of (R)arely and a the defense type is a HAND-TO-HAND ATTACK.
(S)ense Attribute Level of 1.
If the attacker is on a SIDE card,
An attack power that a hero uses (R)arely requires that the defense type is a STEALTH ATTACK.
the attacker plays a (R)oyal card from their hand for
success. If the attacker is on a CLEAR card,
the defense type is a CHARGE ATTACK.
Sky Ace's player has 2 (R)oyal cards (a Jack and a
Queen) in hand and plays them both. If the attacker is on a DIGIT card,
the defense type is a DISTANCE ATTACK.
This gives the player 2 successes.
Defender compares the FREQUENCY of that defense
In addition, Sky Ace's target pawn rests on a King. This type to the VALUES of cards in their hand.
is another Royal card and counts as 1 more success.
The defender plays from their hand every card with a
Add 1 Success for Sense Attribute Level of 1 and this VALUE that matches the FREQUENCY of the defense
gives Sky Ace a total of 4 successes for the attack. type being attempted.

2.1.2.3.2 ATTACKER REDRAW Every card played in this fashion is worth 1 success.

Attacker places the card(s) just played from their hand ADDITIONALLY
on their discard pile and redraws new cards into their
hand until the number of cards in their hand is equal to If the card that the defender's pawn rests on matches
the value showing on their LIFE counter. the FREQUENCY of the defense, count one success
for that card.

AND

If the card that the attacker's pawn rests on matches


the FREQUENCY of the defense, count one success
for that card.

AND

Count one success for each LEVEL of a related


ATTRIBUTE (see ATTRIBUTES.)
2.1.2.4.2 ADVANCED DAMAGE 2.1.2.5.1 END TURN

Damage is based on number of Attacker successes The Attacker passes their turn to the next player in the
remaining after Defense. Turn Order.

If the Attacker produced more successes than the 2.1.2.5.2 RETURN TO ADV SEQUENCE OF PLAY
Defender, then the defender must reduce the value of
their LIFE Counter. 2.2 ATTRIBUTES

If the Defender produced more successes than the In the campaign game it is important to evaluate
Attacker, then the Attack was successfully resisted. heroes and villains of differing levels of experience or
skill. For this reason a new variable component is
Damage equals the difference between successes added. Every Hero and every Villain now has 4 new
divided by 2 (round down / drop fractions). stats called ATTRIBUTES.

Difference between Attack and Defense successes: The four ATTRIBUTES are:

-1 or lesser = No Damage and NO BONUS DAMAGE HEALTH


SENSE
0 or 1 = No base Damage, but +1 BONUS DAMAGE DEFTNESS
is still applied for a PREFERRED ATTACK and
COURAGE
2 or 3 = 1 LIFE lost, and +1 BONUS DAMAGE
if attacker performed a PREFERRED ATTACK These Attributes have levels that reflect how much
they influence combat. A Level 0 attribute would not
4 or 5 = 2 LIFE lost, and +1 BONUS DAMAGE affect combat at all, but a Level 10 attribute could
if attacker performed a PREFERRED ATTACK greatly change a battle's outcome.
6 or 7 = 3 LIFE lost, and +1 BONUS DAMAGE New Heroes start play with a Level 1 in all 4 Attributes.
if attacker performed a PREFERRED ATTACK
These Attributes relate directly back to Attack Types
8 or 9 = 4 LIFE lost, and +1 BONUS DAMAGE based upon their Abbreviation.
if attacker performed a PREFERRED ATTACK
Health is a representation of a Hero's physical fitness,
Etc. endurance, and strength. Its level influences
Hand-to-Hand Attacks.
Defender should reduce the value showing on their
LIFE counter to the new value based upon the amount Sense is a representation of a Hero's perception,
of LIFE lost. alertness, and intelligence. Its level influences Stealth
Attacks.
If LIFE is ever reduced to zero (or less) the Defender
has lost the duel. Deftness is a representation of a Hero's physical
coordination, grace, and precision. Its level influences
2.1.2.4.3 DEFENDER REDRAW / DISCARD Distance Attacks.
Defender places the card(s) just played from their hand Courage is a representation of a Hero's boldness,
on their discard pile and redraws new cards into their bravery and general sense of heroics. Its level
hand until the number of cards in their hand is equal to influences Charge Attacks.
the value showing on their LIFE counter.
2.2.1 HERO ADVANCEMENT
If the number of cards in the defender's hand is greater
than the number showing on their LIFE counter, the
After every play session, a hero player can improve
defender must select and discard cards from their hand
one of their Attributes by +1. The player can improve
until the amount remaining is equal to the value shown
any Attribute of their choice.
on their LIFE counter.
2.3 SPECIAL ABILITIES 2.4 CAMPAIGN PLAY AND ROLE PLAY

A Hero has a number of Special Abilities equal to the On going Sky Ace Campaigns can form the basis of an
average Level of their 4 Attributes (round down / drop RPG. PC's should flesh out their heroes with histories,
all fractions.) So starting heroes have 1 Special Ability, origins and civilian identities.
and once the sum of Attribute Levels for a character
reaches: 8, the hero gains another Special Ability; etc. 2.4.1 ATTRIBUTES AND TASKS

LUCKY When trying to do something outside of combat decide


which Attribute the action will be based upon. Refer to
The Hero leads a charmed life. This Hero has one the Frequency recorded for the Attack Type related to
more LIFE than other Heroes. Start this Hero's LIFE this Attribute. This will tell the Card Value needed to
counter at 6 and draw a hand of 6 cards. succeed at the task. Draw a number of cards equal to
the Attribute’s Level, if one of these cards matches the
POWERFUL Attribute’s Frequency then the task was completed
successfully.
The Hero's attacks are more powerful than others. The
Hero gets +1 success when attacking. 3.0 PLAY TESTERS

QUICK Roger Allen, Winford Sterling, Larry Straining, Greg


Turner, Chris Vogel
The Hero moves at super speeds. On the Hero's
Maneuver phase, this hero's player can play 2 cards to 3.1 REVISION HISTORY
the playmat and move their hero's pawn twice before
making an attack. Sky Ace 0.1 - 24 Hour RPG
June 22, 2005 (created in 24 hours)

REGENERATIVE Sky Ace 0.2 - Slight update for Conestoga


July 15, 2005 (1st play)
During the ESTABLISH PREFERRED ATTACK portion
of your hero's turn, if the card revealed is a ROYAL Sky Ace 0.5 - All New System
your hero gains +1 LIFE (to a MAXIMUM of 5 LIFE July 22, 2005 (SA is 1 month old)
total.)
Sky Ace 0.7 - Advanced Rules
UNBREAKABLE August 5, 2005 (after 2nd play)

The Hero is better able to resist damage. The Hero Sky Ace 0.8 - Added example Mission: The Mugging
gets +1 success when defending. September 11, 2005 (clean up of 0.7)
4.0 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 Cover design by Jeff Moore


Super Strength (HE+1), Super Speed (SR+1), Cover Art and all interior Artwork from
Flight (CO+1), Laser Eyes (DA+1) Devil’s Workshop Image Portfolio Anthology
Volume 2
Special Ability: Unbreakable (+1 on Defense) © 2005 by Louis Porter, Jr. Design
All Rights Reserved
Twilight Used under license
Martial Arts (HO+1), Shadow Strike (SE+1),
Swing Line (CA+1), Throwing Stars (DR+1) Louis Porter, Jr. Design
Plantation, Florida
Special Ability: Lucky (Life 6) LMPjr007@aol.com

Or 2 or more heroes created by the players.

Villains:

Thugs (3 LIFE)
Lucky Punch (HO+0), Back stab (SR+0),
Body Slam (CA+0), Gun (DE+1)

There are 4 Thugs (or 2x the number of thugs as there


are heroes.)

Set up:
Heroes start on one side of the table and villains the
other. Two card spaces separate the heroes from the Sky Ace RPG and Sky Ace Card Game System
villains. The GM can adjudicate the joining of playmat © 2005 by Jeff Moore
sections. All Rights Reserved

Special: The Victim (3 LIFE) Big Cape Publishing


Place one figure on a card with a thug as the mugging Tulsa, Oklahoma
victim. This thug is using the victim as a shield. bigcape@gmail.com

SPECIAL RULES, GM ONLY! DO NOT TELL PC’S!

The Thug who is holding the hostage can only be


affected by Stealth Attacks.

If an attack that is not a stealth attack, do not play


cards for defense. Tell the players that the thug used
the victim as a shield and reduce the victim's LIFE
counter by one. (Let the PC’s see this).

The victim has 3 LIFE. 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. If
the victim loses all LIFE before the Thugs are defeated
then all the Thugs run away and the Heroes loose the
scenario.
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) ____ Health Levels add to Hand-to-Hand Successes

(S) ____ Sense Levels add to Stealth Attack Successes

(D) ____ Deftness Levels add to Distance Attack Success

(C) ____ Courage Levels add to Charge Attack Successes

________________________________

________________________________

________________________________

____________________
SPECIAL
ABILITIES
on lines above

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