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ENCLAVE







INTRODUCTION
Players lead post-holocaust armies in a battle for survival.

MAP
Grid 6 X 6 for a total of 36 Territories.
Use large spaces that several stacks of chits can fit in.
Territory identity is unknown until revealed by exploration.

CHITS
Units, terrain, equipment, events, and control markers are represented by counters or chits
There are five piles of chits: 
Event Pile
Territory Pile
Recruit Pile
Equipment Pile
Territory Marker Pile

RECORD SHEETS
Keep track of food, fuel, medicinals, and ammo produced , stored, & used.

OBJECT
Occupy opponents Enclave.

SETUP
Players control Enclaves located in opposite corners of the map.
Each player starts with a reserve of 3D6 Food.
Each player starts with 3 Paramilitary units (Attack =2, Move=1, Guns and 1D6 Ammo).
Roll high to determine which player goes first.

TURN SEQUENCE
Players alternate turns
Event Phase
Recruit Phase
Search Phase
Move Phase
Claim Phase
Attack Phase
Recovery Phase
Production Phase
Upkeep Phase

EVENT PHASE
Roll 2D6. These are the X and Y coordinates on the map.
Draw one Event chit.
Units in that space are affected by the event chit.
Put event chit back in pile.

EVENT CHITS		        NOTES
Underground Dwellers	        Combat Attack Rating =3; Resolve combat immediately
Dead Walkers			Combat Attack Rating =4; Resolve combat immediately		
Cannibals			Combat Attack Rating =2; Resolve combat immediately	
Giant Cockroaches		Combat Attack Rating =2; Resolve combat immediately
Giant Rats*			Combat Attack Rating =1; Resolve combat immediately
Plague Zombies*		        Combat Attack Rating =3; Resolve combat immediately 
Contaminated Food		Units cannot move on their next move phase
Biohazards			All units receive a level 3 Hazard Attack 
Radiation			All units receive a level 2 Hazard Attack
Fallout				All units receive a level 3 Hazard Attack
Accident			Units cannot move on their next move phase
Acid Rain			All units receive a level 1 Hazard Attack
Flash Flood			This and adjacent sites: Units cannot move this turn
Locust Swarm			This and adjacent sites do not produce anything until this players next turn
Poisoned Water		        All units receive a level 2 Hazard Attack
Serendipity			Roll on the random salvage table
Good Hunting			Gain 1D6 Food
Travelers			Draw one recruit chit
Notes:
* All opponents die after combat on 1-3 on D6 from disease.
Hazard Attacks are non combat attacks against units. Sources are usually environmental: 
Radiation, weather, disease, etc. Roll 1D6 per attack level. Unit destroyed on any roll of 1-2 

RECRUIT PHASE
Roll 1D6 for every recruit roll you get.
On a roll of 1 draw a recruit chit.
Place the recruited unit in a territory you control that can recruit.

SEARCH PHASE
Search an unsearched territory

MOVE PHASE
Move your units.
Units marked with an F symbol use up one Fuel to move.
Any number of friendly units may be stacked together.
Units may be moved into but not through spaces occupied by enemy units.
Units entering an unclaimed space must stop.  

CLAIM PHASE
Units entering an unexplored space may draw a territory chit to reveal its identity.
Units entering an unexplored or unguarded enemy space take control of it.
Use markers to indicate territorial control.

ATTACK PHASE
Enemy units that occupy the same territory fight.
Each side rolls 1D6 for each level of Attack.
Units with guns may use up one ammo per attack to get two extra attack rolls.
The defending side gets +1 Attack roll if they are in their Enclave or a fortified location.
The side with the most rolls of 1 inflicts one casualty of opponents choice.
The side with the most rolls of 2 inflicts one casualty of same players choice.
The side with the most rolls of 6 receives one less casualty of same players choice.
Players keep rolling until one side is killed off or the attacker retreats.
The attacker may retreat back to the space he came from.

RECOVERY PHASE
If a stack has lost some but not all of its units this turn roll 1D6 for each unit lost
On a roll of 1 the unit is returned to play
A medicinal unit may be expended to give the unit a 1-3 chance of recovering
Do not roll for units that have deserted

PRODUCTION PHASE
Territories produce food and fuel.
Food and fuel may be saved from turn to turn.
Enclaves may produce 1 Fuel (Ethanol) instead of 2 Food up to 3 Fuel per turn.

UPKEEP PHASE
Each unit must be fed 1 Food or the unit will disband on a roll of 1-3 on D6.
Units farthest from the Enclave will be the first to be lost.

TERRITORY CHITS	        NOTES
1-4 Enclaves		One per player; Produce 8 food; Get 2 Recruit rolls per turn
5 Hydroponic Farm	Produces 6 food per turn
6 Military Armory	First to search finds 1 gun with 1D6 ammo
7 Garage		First to search gets one vehicle 
8 Hospital		First to search salvages 1D6 Medicinals
9 Fallout Shelter	Units in this space ignore events, Defending side gets +1 Attack roll
10 Pharmacy		First to search salvages 1D6 Medicinals
11 Junk Yard		First to search gets one vehicle
12 Greenhouse	        Produces 4 food per turn
13 Rubble		First to search gets 1 roll on the Random salvage table
14 Ruins		First to search gets 1 roll on the Random salvage table
15 Movie Theatre	Gets 1 Recruit roll per turn
16 Refugee Camp	        Gets 1 Recruit roll per turn
17 Oil Rig		Produces 2 Fuel per turn 
18 Gas Station		First to search salvages Reserve of  3D6 Fuel 
19 Pipeline		First to search salvages Reserve of  3D6 Fuel 
20 Clinic		First to search salvages 1D6 Medicinals
21 Dog Farm		Produces 4 food per turn
22 Wilderness		Produces 1D6 - 2 food per turn
23 Cartel		Controller may trade 4 food for 1 fuel in Production phase
24 Farmer Brown	        Produces 4 food per turn
25 The Doc		Produces 1 medicinals per turn
26 Squatters		First to enter draws 1 Recruit chit 
27 Apartments		First to enter draws 1 Recruit chit
28 Supermarket	        First to search Salvages 3D6 Food
29 Hot spot		Units entering receive one Hazard attack (Rating =1) each per turn
30 Shanty town	        First to enter draws 1 Recruit chit
31 Police Station	First to search finds 1 gun with 1D6 ammo
32 Badlands		First to enter draws 1 Event chit that affects this space
33 Brothel		Gets 1 Recruit roll per turn
34-36 Barren		Nothing
If it is a 2 or 3 player game the other enclaves are considered to be 'barren' spaces.

RECRUIT CHITS
UNITS			ATTACK	        MOVE	NOTES
Cycle Gang		3		2F	Choppers
Street Gang		2		1		
Vigilantes		2		1		
Sewer Mongoloids	3		1		
Angry Mob		1		1		
Youth Brigade		1		1
Mutants			2		1	
Distorts		2		1		
Scavengers		1		1		
Raiders			2		2F	Dune Buggies
Loner			3		1	Comes with gun & 1D6 Ammo
Road Warrior		3		2F	Muscle Car
Nomads			2		2	Horses; Require 2 Food
Degenerates		1		1
Bandits	        	2		1
Renegades		2		1
Desperados		2		2F	Convertible; Come with guns & 1D6 Ammo
Mountain Men		2		1
Psychic Mutant		4		1
Punks			1		1
Skate Rats		1		2	Skateboards
Pilot with Gyrocopter	1		6F	Evades	attacks on a roll of 1-4 on D6; May move past enemy units
Doctor			1		1	Heals units on a roll of 1-3 on D6 in Recovery Phase
Survivalists		2		1	Come with guns & 1D6 Ammo
Police gang		3		1	Come with guns & 1D6 Ammo
Go-gang			2		2F	Motorcycles
Greasers		2		3F	Hotrods
Attack dogs		2		2	Cannot use guns or vehicles
Notes:
The F designation indicates the unit requires fuel to move.

RANDOM SALVAGE TABLE
1D6		EQUIPMENT
1		Gun with 1D6 ammo
2		2D6 Food
3               2D6 Fuel
4               Vehicle
5               1D6 Medicinals
6		Recruit one unit

GUNS
Guns & Ammo may immediately be assigned to any unit.
Once the ammo is out the guns are useless.

VEHICLES
The vehicle may immediately be assigned to any unit that does not already an F designation.
The units move rating becomes 2F.

DESIGNERS NOTES
Guns do not give a great combat advantage.  
It is assumed the units have a variety of substitute ranged weapons 
such as crossbows, blowguns, spring loaded dart guns, air pressure 
needle guns, fire bombs, flame throwers, and homemade muskets. 
Also tactics, the element of surprise, are very important. 







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