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Tabletop Tower Defense

Rules

Setup

  • Place terrain according to the map you are playing OR randomize the terrain.
  • Set the turn counter to 1.
  • Set the lives counter to 5. You may adjust this higher or lower for an easy or hard game. Try playing with only 1 life for a real challenge!
  • Place the first wave of monsters at the starting point.
  • Each player starts with 50 gold.

Phase 1: Building

  • Each player receives 10 gold. This phase does not apply the first round of the game.
  • Player may purchase as many new buildings as his gold allows.
  • Player may also upgrade existing buildings.
    • Cost to upgrade to the next level is 5 times the remaining experience to upgrade.
    • Example: Tower A needs 10 experience to reach level 2. It currently has 3 experience. The player may pay 35 (7×5) gold to upgrade to the next level.

Phase 2: Monsters

  • Resolve all active effects on a monster.
  • Roll a D6 for each monster affected by a status effect.
    • If the roll is less than or equal to than the monster’s resistance value then remove the effect.
    • Roll for each individual effect on a monster.
  • Move the monsters.
    • Monsters always move the most direct route towards the exit.
    • Monsters will not move towards dead ends.
    • Monsters always move full movement distance as long as it’s possible.
    • If a monster reaches the exit point, remove him from the table
    • If a gate blocks the way and a monster is directly next to it, he may attack it.
      • The monsters automatically hit but must still roll to “wound” the gate. Roll the monster’s Strength vs the Gate’s Toughness.
    • If a monster activates a trap, follow the rules for that trap.

Phase 3: Combat

  • Single Target towers will make the maximum number of attacks listed on the Tower’s profile for that turn.
    • The player may choose which targets in range to attack.
    • A target may be attacked more than once by the same tower.
  • Area Effect towers make 1 attack on all enemies in a defined area.
  • Roll D6 to hit for each attack. Use the attack chart with Attack vs Defense.
  • Roll D6 to wound for each hit. Use the attack chart with Strength vs Toughness. If the tower is an elemental tower, check if the monster has any resistances. Add the resistance value to his defense.
    • Example: Ice Tower attacks a goblin and hits with strength 3. Goblin has -1 ice resistance and Toughness 3. Consult the chart to see that 3 strength versus 2 resistance (3 toughness – 1 ice resistance) is a 2+.
    • Subtract one from the enemies wounds for each wound.
    • If the enemy has no more wounds, remove him from the table. The tower that got the final blow gains 1 experience. The player receives the amount of gold listed on the monster’s profile.
  • If the monster is still alive and the attacking tower adds a status effect, roll a D6 to see if that status effect hits.
    • If the roll is less than or equal to the tower’s status effect difficulty then that status effect is applied. Place the appropriate marker under that unit.
  • Attack Chart
         _ _______Attacker_____
        | |1 2 3 4 5 6 7 8 9 10|
        |-|--------------------|
Defender|1|3 2 2 2 2 2 2 2 2 2 |
        |2|4 3 2 2 2 2 2 2 2 2 |
        |3|5 4 3 2 2 2 2 2 2 2 |
        |4|6 5 4 3 2 2 2 2 2 2 |
        |5|6 6 5 4 3 2 2 2 2 2 |
        |6|6 6 6 5 4 3 2 2 2 2 |
        |7|6 6 6 6 5 4 3 2 2 2 |
        |8|6 6 6 6 6 5 4 3 2 2 |
        |9|6 6 6 6 6 6 5 4 3 2 |
        10|6 6 6 6 6 6 6 5 4 3 |
        -----------------------

Phase 4: End of Turn

  • Increment the turn counter.
    • If the turn counter reaches 3, place the next wave of monsters at the starting point and reset the counter to 1. These monsters do NOT move this turn.
  • Check if any towers leveled up.

Effects

  • Splash
    • Make an attack on all targets within the splash range using the splash Attack and Strength.
  • Poison
    • At the beginning of the monster phase, the monster takes an automatic hit at the poison’s strength (you must still roll to wound).
  • Slowing
    • The monsters movement is reduced by the amount listed.
  • Knocked Down
    • The monster is knocked down, place the model on his back. He stands up during the monster phase of his next turn but does NOT move that turn.

Buildings

  • Arrow Tower
    • High Damage
    • Single Target
  • Cannon
    • Medium Damage
    • Single Target with Splash Damage
  • Melee Tower
    • Very High Damage
    • Close Range Single Target
  • Ice Tower
    • Low Damage
    • Slowing
    • Area Effect
  • Fire Cannon
    • Area Effect
    • High Damage
  • Poison Tower
    • Low initial damage
    • Single Target
    • Damage Over Time
  • Fire Trap
    • Damage as people walk over it
  • Log Trap
    • One use (player decides when to use)
    • Hits all enemies on a path
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