Sie sind auf Seite 1von 3

STARCRAFT with BROODWAR

Planning Phase In turn order each player secretly places 1 order on any planet that he either has friendly forces on or is adjacent to such a planet. Each planet will have 1 order stack on a LIFO basis. You may issue as many gold orders as you wish. Defend orders are placed face up in a friendly area and resolved immediately - move units into the area as per mobilize order rules and place a guard token there. All players have placed 4 orders Execution Phase In turn order remove 1 of your orders from the top of any stack. You may either execute this order OR draw an event card instead (place in your area without looking at it.) You may only execute a gold order if there are less orders in your special order pool than you are allowed to issue according to your R&D modules built . Then Place that order into the special order pool. All orders executed in a strategic area are counted as gold orders, which are not moved to the special order pool. If all of your orders are obstructed, skip your turn and draw an event card (place in your area without looking at it.) Phase ends when there are no more orders on the board. Orders No more Orders on the board

Go to Page 2: Regrouping Phase

Build Order Gold Bonus: +1 unit build limit, & 1 resource discount on one thing you purchase. If you have a base on the planet you may: - Build unlimited workers and transports. - Build units up to your unit build limit (normally starts at 2).

If you have a base or unit on the planet, you may: - Purchase 1 building - Purchase 1 Module

Mobilize Order Gold Bonus: When starting battle draw 2 extra combat cards and +1 Attack in each skirmish. You may: - Move units around the planet. - Move units to the planet from a planet with a connected transport. - Move into 1 area only with enemy units to start a battle (See battle section.) May overstack this area by 2. Note: If the planet has a Ground Limit or Flying Limit icon, units occupying that space must be of the correct corresponding type.

Research Order Gold Bonus: Draw additional event card OR place 1 purchased technology card into your hand. Draw an event card (place in your area without looking at it.)

You may draw 3 combat cards.

If you have no base but do have units on the planet, you may: - Build a base (not in a flying limit area)

You may purchase 1 technology card. Take all copies of that technology from the technology deck, and shuffle them into your combat deck along with your discarded combat cards.

Modules Air Support: Gives area with bases the following - (a)detector; (b)+1 attack strength vs flying units; (c)Opponents may not transport units from another planet directly into this area. Assist: 1 assist unit does not count towards the unit limit in each area & when attacking. Defensive: When defending, after matchups have been made in a skirmish player may swap 2 of his units between skirmishes (not assist units). May only switch a unit into the front line if opposing unit can attack it. Offensive: Player may ignore the (c) ability of the Air Support module, but must destroy each transport used to ferry the units to that area in order to do so. Research & Development: Each allows you to use 1 gold order (place order in special order pool after use). Supply: Each increases the owners unit limit by 1.

Resource Tokens Discard resource tokens of the appropriate type at any time to reduce the resource cost of anything.

Force Mining Place extra worker on card and flip to partially depleted. Place Partially depleted token on board. If already partially depleted, remove card from game, place all workers from card to unavailable and place fully depleted marker on board. You may fully deplete a resource in one turn. You may not force mine your permanent resources.

Regrouping Phase Destroy all Bases and Transports If units are in an area containing an opponents base, base is destroyed. If a transport has no friendly bases on either connected planet, transport is destroyed.

Play Event Cards Players read their event cards and may play one. Remainder are discarded. A player MUST play all The End is Near cards. If 2+ The End is Near cards have been played game ends.

Lose Resource Cards The conditions for keeping your resource cards are as follows: - There must be a base on that planet. - The area must not have enemy units or bases. Failure to meet these conditions means you lose that resource card. Workers on that card are destroyed.

Discard Combat Cards Discard combat cards down to your hand limit (6). Take back all orders from Special Order pool.

Pass First Player Token to Left Gain Resource Cards For each planet that a player has a base on, he gains a resource card for each friendly area. If a player is the only player on that planet with a base, he gets resource cards for any empty areas.

Go to Page 1: Planning Phase

Retrieve Workers All assigned and unavailable workers are moved into your worker pool.

Choose Leadership Cards If a new stage occurred this turn, players select a leadership card that matches the new stage. They then play them starting with the first player.

Tiebreakers 1. Conquest Points. 2. Total Resources. 3. Most Areas. 4. Most Bases. 5. Most workers in worker pool.

Gain Conquest Points Gain conquest points for each Conquest Point area you control.

Check for Normal Victory If a player 15+ (20+ if Aldaris is playing) victory points game ends.

Check for Special Victory If a player has achieved his special victory game ends.

BATTLE
1. Place order token in contested area, move miniatures into a free space. Attacker always goes first unless specified. Effects and Abilities Assist: Unit does not go into front line but always supports. Cancel: Ignore effects of other cards. Takes place before any other abilities. Collateral Damage: If front like unit with this ability is not destroyed in step 7, may do one of the following: 1. Destroy one enemy base or installation in area. 2. Destroy all enemy workers in area. Cloaking: If defeated in a skirmish, instead of being destroyed unit Withdraws. Detector: Cancels Cloaking. Gain: Get benefit if you meet any requirements. Mind Control: At the end of step 7c, front line unit is stole (place a token beneath it.) Figure now belongs to that player. What attacking, that figure must use top card from original owners combat deck. Place in your Play Area: Card goes into your play area for use anytime, rather than into your combat deck. Recharge: Use to return a card to your hand that would otherwise be discarded. Return to your Technology Deck: After use place back in the tech deck. Sacrifice: If the unit is front line, it is automatically destroyed at the end of the skirmish unless it was unable to attack any units due to attack capability or cloaking. Specialty Support Icon: This icon means reinforcement card special abilities may be used if unit is in front line or support. Splash Damage: If an attack with splash damage destroys or withdraws an enemy unit, splash damage activates - place the card to the side. If splash damage is not activated the card is discarded as normal. During Step 8 a player must destroy 1 unit for each splash damage card that was activated during the battle. Vs: Only get benefit if enemy front line unit matches description. Withdraws. in step 7c move the unit into a friendly or empty area of active planet if possible, otherwise destroy it.

2. Each side may use 1 Start of Battle ability. Defender may discard a guard token in the area to gain +2 health in all upcoming skirmishes. This bonus does not cumulate with any other heath bonuses.

3. Attacker draws 3 combat cards, defender draws 1.

4. Attacker establishes skirmishes, pairing off units to make up the front line. Note Assist units do not go in the front line unless all units on one side are assist units.

5. Owners assign any supporting units.

Hero Units Function the same as a normal unit of that type. Immune to splash damage. Immune to Mind Control. Immune to tech abilities that destroy units.

6. Place combat cards into each skirmish. Either: - Play one combat card and optionally one reinforcement card. - Draw the top card of your combat deck.

If front line unit pictured may use combat card special abilities.

7. Resolve one skirmish (both units attack at same time): 7a. Reveal cards. 7b. Attack = Major value if front line unit pictured, minor value if unit not pictured. Defence = Major value if front line unit pictured, minor value if unit not pictured.

If front line unit pictured may use reinforcement card special abilities. If picture has support icon and unit is in support, may use reinforcement card special abilities.

Add support strength to Attack for any supporting unit that can hit the front line enemy.

Yes

Any more skirmishes?

7c. If Attack >= enemy front line unit Health, enemy front line unit destroyed if it can be hit by attacking front line unit, otherwise a supporting unit that can be hit by the attacker is destroyed (enemies choice). Discard played combat cards except for activated Splash Damage Cards.

No

8. Resolve Splash Damage & discard.

9. Resolve retreats as follows: - If only the attacker has units left but is over the stack limit he must retreat excess units. Remove any guard tokens in area. - If both sides have units left but the defender has only assist units left, he must retreat. - If both sides have units left, the attacker must retreat. To retreat move all units to 1 single friendly or empty area on the planet, or an adjacent planet via transports.

Das könnte Ihnen auch gefallen