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Galaxy
Warlords
DESIGN & TECH
A GAME OF GALACTIC DOMINATION
FINLEY & CO
Tel 1800 911 000 1 White Hart Lane Website:
Fax N/A London, England boardgameadvertisement.weebly.com
Email: boardgametech@gmail.com
9087 Galaxy Warlords
Contents
Introduction _________________________________________________________________ 1
Join the battle ........................................................................................................................... 1
Transport: ................................................................................................................................. 5
Attacking: .................................................................................................................................. 5
Defending: ................................................................................................................................ 6
Card limit:.................................................................................................................................. 7
Become one
with your race. Introduction
Dominate the
galaxy. Earn Join the battle
eternal fame and In a small corner of the galaxy, two alien races, the Plukot and the Tranci,
glory.
are in intense combat, but are in need of a powerful, battle-ready and
The famous words of strategic leader. They are in need of someone that can lead them into battle
Pasterde, emperor of with minimum deaths and injuries. They are in need of YOU!
the Tranci.
Emperor Pasterde
30/11/9087
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Neutral planets:
You have probably noticed that there are two planets on the board that are
neither home planets nor mixed planets. These are called neutral planets, and
one of these has six territories, while the other has nine. The neutral planets
have grey markers, which are not yours or your opponents. These are a neutral
force, that do not attack, but defend relentlessly with two dice against every one
of your attacks. For example, you are invading the neutral planet with a two-dice
attack, and your opponent rolls the two dice in defence for the neutrals. You may
be wondering why should I waste my cards attacking the neutral planets while I
can just stay in the two mixed planets? Because dominating a neutral planet is
a hard task, you gain some rewards. Every time you dominate a neutral planet,
you draw five cards, whereas when you dominate a mixed planet, you draw here
cards. Dominating a neutral planet will also go towards your victory.
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How to win:
To win, you can either dominate your opponents home planet, or dominate any
two of the other planets (mixed planets and neutral planets). You have to be
strategic about the way you play your cards in order to win.
Transport:
To dominate a planet that you do not have any of your troops in (the two neutral
planets and your opponents home planet) you must do three things:
If you fail to dominate the territory that the spaceport is on by the end of your
turn, you have not successfully entered the country and will have to play another
transport card if you would like to enter it again.
Victory cards:
Every time you dominate a territory, you can draw one card and place it face
down in the victory card bay. You may put these cards into your hand only after
you end your turn, so victory cards are helping you for your next turn.
Attacking:
To attack, use one of your attack cards and attack a territory adjacent to any of
your claimed territories. Use the amount of dice of the card you play. For
example, you play a two-dice attack card, and your opponent does not play a
defense card, and therefore only has one dice. You roll a 4 and a 6, and your
opponent rolls a 3. Because your opponent only has one dice, and you roll the
higher number, you win and claim the territory you are attacking. Heres an
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example of what could happen if your opponent plays a two-dice defense card
and you play a two-dice attack card. If you roll a 3 and a 5 and your opponent
rolls a 4 and a 4, you both lose one dice, because your 5 beats the opponents
4 but your 3 loses to the opponents other 4. If you both roll a number that is the
same, it is a draw, and you battle again. These battles continue until one player
has no dice left, and then the player with the dice left wins that round, and either
retains the territory he/she is defending, or if he/she is attacking, claims the
territory. After each successful attack, the attacker draws a card and puts it on
the board. These cards can be taken into the attackers hand after his/her turn
ends.
Defending:
To defend against your opponents attacks, no defense cards are needed. If you
do not have a defense card or decide not to play one, you will still get one dice
in defense. However, if you want to have a better chance of defending your
region, you can play a defense card. So, if you play a 3-card defense and your
opponent plays a 2-dice attack, you have a higher chance of winning the battle.
Swap card: You can choose any one of your territories and swap it for two of
your opponents (these are also of your choice). The territories can be on your
opponents home planet, or any other territories under his/her control.
Redraw card: Draw two cards from the deck; these cards may also be used as
soon as you get them or on the next turn.
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Card limit:
There is a card limit of nine cards. If you have more than nine cards after your
victory cards are given, you have until the end of your next turn to be under the
limit. You can do this by discarding cards or using them as you usually would. If
you fail to do this, you must discard your hand.
Card bonuses:
When you dominate a neutral planet, draw five cards. When you dominate a
mixed planet, draw three cards.
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1. Draw two cards (do not draw any on your first turn)
2. Attack (as long as you have the right cards)
3. Play utility cards (such as transport, steal, swap, and redraw)
When your turn ends, make sure to draw your victory cards. You cannot play
any cards other than defensive cards.
Company Information
FINLEY & CO
1 White Hart Lane
London, England
Tel 1800 911 000
Fax N/A
8
9087 Galaxy Warlords
Website: boardgameadvertisement.weebly.com