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ORCSHIPS

Each player begins with 16 ship tokens, kept off the board. At the beginning of the game, both players place ships on their controlled bases, controlling only their respective orange bases. Then they should roll two dice to determine who goes first. During the turn, the player first places a ship on each base that player controlls. Then that player may move any number of their orcships, up to two zones from their current position, including diagonal movement. Each zone on the map, as defined by the black outlines is a space that the orcship can occupy. When a ship is still on the base, count the circle as the zone they are currently on, even though you may not move back into your own base. Each zone can be occupied by up to 4 ships, either in a line or in a radial shape (only for the center space). These positions are important for combat, and are decided at the end of each ships move. No ship may move through a zone with 4 orcships in position. After moving as many ships as that player desires, and also deciding which position to end in., they can then chose to fire their blastapults on any number of ships they control. To fire an orcships blastapult, choose a ship in an adjacent zone to the firing ships own. Now roll a die to determine the results. To destroy the target ship, the player must have rolled a number equal or less than the total number of orcships in that zone- enemy or friendly! If the firing player instead rolled a 5 or 6, the shot was a Near Miss. Instead the enemy player chooses a position adjacent to the target ship and the blastapult hits that position instead, destroying a neighbor ship or merely landing into the ocean- the enemy orcship has outwitted the blastapult. If the result was anything else it was a Complete Miss and does nothing. Example: There is a space with the following setup [ ] [X] [0] [X] With X's being enemy orcships and the 0's being a friendly ship used as a spotter. A friendly ship in an adjacent zone is attempting to destroy the sub on the far left. The player rolls a dice... and it lands on . Because there are 3 subs in that zone, it is a successful hit! The target is removed before more continuing the turn. However, what if the attacker had rolled a 4? Because there is only 3 subs, the shot would have been a Miss, harmlessly detonating away from all of the submarines. And if he had rolled a 6? Regardless of the number of subs, a 5 or 6 is a Near Miss, and the enemy player chooses a sub to his left or right to take the shot instead. This means the left sub could have the friendly sub take the hit, and be destroyed! Each player has 16 ship tokens, continuing to place more ships every turn until all of the ships are in play or destroyed. Remember to separate the two! The green base in the middle is an uncontrolled base. As long as there is a friendly ship in the zone around the green base (green harbor), that player may also place ships at that base at the beginning of their turns. However, if there is also an enemy ship in that zone, neither player can use the base. The game ends when one player gets a ship to a one of their enemy's bases. To do so they must end their turn in the zone around the enemy base (enemy harbor). At the beginning of that players next turn, they move the ship into the enemy base and claim it as their own, winning the game!

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