Академический Документы
Профессиональный Документы
Культура Документы
SETUP OF A GAME-TURN
A game-turn consists of three phases:
1. Planetary Movement Phase
2. Movement & Combat Phase
3. Income & Build Phase
In the Planetary Movement Phase all planets and asteroids are moved one step. In this phase all
factories that are on their side are flipped in upside position. Then the players turn order is determined
by using the Turn Order Cards.
In the Movement & Planetary Phase all players conduct their own 'turn'. Use the sequence as
determined in the previous phase. In his turn a player moves all, any or none of its units. When a
player enters a zone which contains enemy units combat can occur.
When a player enters a Territorial Zone which contains enemy units combat occurs. When a player
enters a Space or Orbit Zone which contains enemy units it is up to the controlling player to decide: he
can allow the units of the entering player to pass through or even stay in the same Space or Orbit
Zone. If he does not allow them to move through or stay combat occurs.
In the Income & Build Phase players first collect income and then may build new units using the
money the just collected. They are placed at areas which contain a factory (each Build Phase each
player may built one Trooper or Gennie at an area that does not contain a factory).
UNITS
Leaders
A leader adds one to your die rolls of all your units in the area. This is the case during all rounds of
combat. The special abilities of a leader unit (advanced game rules) are not used.
When you lose your leader you miss your next Movement and Combat Phase and the next Build
Phase. Two situations can occur:
Situation 1: You lose your leader in a game-turn in which you already conducted your own turn
(your Movement and Combat turn). You miss the build phase of that turn and you miss your own
Movement and Combat phase in the next game-turn.
Situation 2: you lose your leader before you conducted your own turn. You miss your own Combat
and Movement phase in this very game-turn. In this same game-turn you miss the Build Phase.
In both cases you get your income.
Killer Satellites
Killer Satellites get a free shot at all units entering the Near Orbit Zone it is in. This killer satellite shot
takes place before the actual combat procedure starts (like an Anti Aircraft Gun in Axis and Allies).
The killer satellite hits at a 8,9 or 10. All units that are hit are removed immediately.
A Killer Satellite blocks passing through. Units entering a Near Orbit Zone containing a killer satellite
can never pass through.
Killer satellite shots are not affected by leaders.
BATTLERS
Battlers can conduct three kind of actions.
1. First, hey can fight just like any other unit.
2. Second, the can conduct background fire: each battler in an Orbit Zone may fire at the enemy
units in the Territorial Zone that is being attacked if at least one Trooper is attacking this area from
a transport (this is the equivalent of backgroundfire in amphibious attacks in Axis and Allies). The
battler hits at 8.9 or 10. This backgroundfire die roll is made every combat round before the actual
combat round starts. The defender decides what unit is lost in case of a hit. However, this unit
may return fire in the actual combat round. The battler itself may not be fired at, not by the unit hit
by the background fire, nor by any other unit.
3. Third, they may bomb a Territorial Zone. In this case the battler hits at a 7,8,9,10. This is a 'one
shot' bombing: the battler rolls only once in a combat round. It cannot be fired at. The defender
decides which unit is lost. (This is the equivalent of strategically bombing in Axis and Allies
although in a unit is lost by the defender instead of money.)
MONEY
Building new units now costs a money. Money is acquired by controlling territorial zones at the end of
the game-turn, in the Income Phase. During the Income Phase a player receives one IPC for each
territorial zone he controls. Controlling an entire planet, all the satellites of a planet, or all the asteroids
gives you Bonus IPCs.
Mars
SpaceElevator + Deimos
Venus
Moon
Mercury
Mariposas + Heilo
Earth
L4 + L5
All asteroids
Any 3 asteroids
+ 1 IPC
+ 1 IPC
+ 2 IPC
+ 2 IPC
+ 2 IPC
+ 1 IPC
+ 2 IPC
+ 1 IPC
+ 3 IPC
+ 1 IPC
Note: controlling (at least) 6 asteroids will offcourse give you 2 bonus IPCs
1 Leader Character
8 Troopers
4 Fighters
2 Gennies
2 Factories
1 Transport
You cannot place more than five units in the same zone at the beginning of the game. Leaders and
factories do count toward this limit.
For Turn Order the Turn Cards are used: the player with card #1 goes first, player with card #2 goes
second, and so on. Each player shows the Turn Card he received to all other players. This means that
all players know when all other players do conduct their turn!
Building cost
4 IPC
6 IPC
2 IPC
2 IPC
4 IPC
6 IPC
4 IPC
Limited Factories
All factories (original ones and new ones) have a maximum production of five units. In no
circumstance can a factory build more then 5 units per game-turn.
Moving a Factory
A factory can be moved by a transport only. It can be moved to a friendly area or to an empty enemy
controlled area. When reaching its final destination the factory is immediately unloaded. However it
gets inactive and is flipped upside down. In the Planetary Movement Phase of the next game-turn the
factory is flipped to normal position; it can produce normally then.
Optional rule: If the transport does not reach the final destination of the factory in one movement
phase the factory is not unloaded. If you decide in a next turn that you want the factory in the area
where your transport just stopped you can simply unload it - but it gets inactive and is flipped upside
down. This rule reflex the fact that re-installing a factory that moved is not an easy job.
Building a Killer Satellite
A killer satellite can be built at a factory in a territorial zone adjacent to the Near Orbit Zone (a
territorial zone on the planets surface or a satellite or moon in the Near Orbit Zone). It can only be
build if a player controls all territorial zones of the planet AND the Near Orbit Zone is free of enemy
units (you do not have to have a unit in the Near Orbit Zone yourself!)
A killer satellite must be launched after it is built - this costs 4 IPCs. It can only be launched from an
active factory. This takes place in the building phase of the game-turn after the killer satellite has been
built. For launching a Killer Satellite you also need to control every territorial zone of the planet AND
the Near Orbit Zone of this planet should be free of enemy units.
In case that you have built a Killer Satellite in a certain game-turn but you do not control all territorial
zones of the planet AND/OR the Near Orbit Zone is not free of enemy units in the Build Phase of the
next game-turn the killersatelite cannot be launched. It has to stay on the planets surface at the factory
site.
If the territorial zone that contains the killer satellite is conquered the conquering player gets the killer
satellite. As the factory is inactive in the Build Phase of the game-turn in which the factory was
conquered the killer satellite can never be launched in the same turn as it was conquered! For the
player who now owns the Killer Satellite the normal rules apply!
Saving money
When a player does not spend all his money this money may be saved for later use. Use Control
Markers or Chips or even Axis and Allies paper money to represent money.