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Martian Turn (Start Of Turn = Phases 1-4) 1.

Invasion Track Phase: Move Marker down 1 space (except 1st Turn). 2. Card Phase: MP=1: May discard 1. Then draw 2. Hand Limit = 6. MP=2: Each may discard 1. Each Draw 1. Hand Limit=3. May show. 3. Reinforcement Roll Phase: MP=1: If 2D6 > # Martian Packs, may Land New Martians later (ZB=1). MP=2: Each MP may Land New Martians later if their 1D6 > # Martian Packs with their colour in it (plus 1 if they control Zard Beast this turn). 4. Command Phase: 1MP gets 2 Command Pts (CP). 2 MPs get 1 CP each. Each CP gets resolved before next is spent. Unused CPs are lost. Get bonus 2 CP for each Hero/Crowd killed since last Command Phase. 5. Move Phase: Each Martian may move 1 space in any of 8 directions. Cant go thru walls or diagonally thru doors. May move through pinch points Cant enter a space already containing 3 Martians (ie a full pack) Cant leave a space containing a Hero or Crowd. When you both move into and/or end turn in Fire space, wound on 4+. 6. Ray Gun Attack Phase:

Hero Turn (Start Of Turn = until 1st Hero Moves/Searches) Heroes may be activated in any order. Each Hero does: 0. Roll Green/White Dice: Receive Power Token if 5-6 on Green Die (max 3 Power Tokens per Hero). Talents require Power Tokens. 1. Move OR Search: If Move, may move from 0 up to white die spaces: Cant go thru walls or diagonally thru doors. May move thru Pinch Point if D6 >= Agility. May leave a space with a Martian in it. Must stop if entering a space with Martians in it. When you both move into and/or end turn in Fire space, wound on 4+. If Search:

Must start turn in a building. If FunHouse, roll, move to room. If

already there, gain room bonus. If no space in room, exit to clown head and get no card. Otherwise hand limit). If Item, play on Hero (max 4 Items per Hero, max 2 Weapon Items per Hero, double handed Items count as 2 items).

Draw 1 card: If Play Immediately, do so. If Event, keep in hand (no If Items exceeds limit, may immediately exchange/donate Items

All Martians in a pack must attack the same space. Must attack own space if it contains a Hero/Crowd, else any adjacent
space with LOS. If Hero and Crowd in same space, HP chooses which you attack. Crowd wounds on 6+. (Automatic Ray Guns wound on 3+.) Heroes divide up hits as they like.

Roll 1D6 for each Martian in Pack. Hits on 5+. Full Packs hit on 4+. Each Hero rolls 1D6 for each Hit taken. Wound if roll < Agility.

7. Fight Phase: Each Pack must do 1 Fight against each Hero/Crowd in its space (Hero Player decides order). If Hero and Crowd in same space, HP chooses which you can attack. 8. Land New Martians Phase If reinforcement roll was successful: MP=1: Place 1D6 Martians on Landing Sites Fire Phase: Roll D6 for each Fire not new this turn. 1: Remove Fire from board. 5-6: Fire spreads. Roll for direction. May spread thru walls, but not onto other Fires. If theres a choice on where to spread, Martian chooses. (If all Fires are on board, Martians choose which non-new Fire to use.) If Fire hits model/Crowd, wound on 4-6. (Crowd wounded? Move them) Flip all new Fires to not new side. Building Destroyed: If all spaces in a building are on Fire, the building is now out of play. Remove all its Fire tokens. Move models/Crowds to an adjacent space (HPs choice). If building had Fire cards, discard them. If building was an objective, roll for a new building to replace it. UFO Destroyed: Roll 1D6. 1-2: Each Model in UFO space takes wound on 3+, then moves to adjacent space of their choice if still alive. Place Fire. 3-6: Destroy random building. Models in it wound on 3+ before moving. Setup 1. Choose Martian Players (MP) and Hero Players (HP) 2. Choose Scenario: Place invasion track nearby. 3. Create game board: Place Big Top Tent faceup (or Fair Grounds if specified by the scenario). Randomly place 4 of the 6 L-shaped boards. 4. Prepare Decks: Shuffle the Martian and Hero card decks. 5. Draw Heroes: Each HP chooses or randomly draws a Hero Character sheet. Place Hero on any space in its Start Location. If Location not present, place in centre of Big Top Tent and receive free Hero card. (If its a Scenario Search card, shuffle back in and draw again. Keep this card regardless). 6. Power Tokens: Each Hero receives 1 Power Token. 7. Martian setup One MP gets all 18 Martian Soldiers; 2 MPs get 9 each (blue/purple). Place Command Console nearby (orange side for 1 MP, blue for 2 MPs). Place a Landing Site marker on each start spot on the 4 outer boards. If MP=1, place 2D6 Martian Soldiers on Landing Sites (max 3 per Site). If MP=2, each rolls separately, placing 1D6 Martian Soldiers on Landing Sites (different colours can share, but still max 3 Soldiers per Site).

with/to another Hero in same space. Else, the discard is your choice. 2. Exchange Items: May give/receive Items with Hero in same space. A specific Item cannot be used by more than 1 Hero in the same Turn. 3. Ranged Attack: - May make 1 Ranged Attack using an Item or Ability. Must have LOS. Can attack in same space or up to Range spaces away. Hit: Give 1 Wound. Kill: Fill remaining Health boxes with Wounds (ZB rolls to ignore). - If a ranged attack Explosive Item travels thru/into a Fire space, it lights on 4+, exploding in the target space. Discard item on 1-3. - OR may discard a Fire Item card to start a new Fire in adjacent space. (If all Fires on board already, HP chooses which non-new Fire to use.) - Cannons may not be used if a Martian is in the cannon space. Crowd Phase: Crowds have 4 Health boxes. Roll 1D6 for each Crowd: 1: Crowd removes 1 wound. 5-6: Crowd moves. Ignore walls, but dont move if onto Fire, off board or onto other Crowd. HP chooses destination if theres a choice. Fight: Hero rolls 2D6. Crowds dont roll. (If Hero & Crowd in same space, HP decides which one fights). Pack rolls 1D6 for each Martian. Martian Champion rolls # dice listen on their sheet. Unless stated otherwise, cards may be played after dice rolled. If Martian killed using Instant, Hero may also cancel 1 Martin die. Side with highest (adjusted) die wins. Martian win: Hero takes 1 wound. Crowd takes wound on each 6+. Hero win: 1 Martian (Heros choice) takes 1 wound. Tie: Nothing happens. If both sides win on a tie, nothing happens. Line Of Sight: Normal LOS is orthogonal and diagonal outwards. Next to black wall/door: LOS out along whole wall + diagonal ends. Next to red/black wall: no LOS out. Next to red/black door: you have LOS out in a straight direction only. More than 1 space from wall/door: LOS blocked. Fire and models dont block LOS. Healing / Dying: - Healing cant happen between dice roll and taking a wound. - Hero Dies: Discard Heros Items. HP draws a new random Hero with 1 Power Token. Start in Centre space (with 1 Hero card) or in any space in random building (no card). Hero starts from next Phase within this Turn. Other Rules - Cards/Abilities may prevent wounds from Instant effects. - Cards causing re-rolls cant be cancelled after re-roll has happened. - Cannons / Death Rays start from leading corner of Start Space, affects each space it touches other than Start Space. No part of template may touch Big Tent corner blockers. No LOS restrictions. Winning: Fulfilling scenario condition or: Martian win: Kill 4 Heroes or no cards in Hero deck. Hero win: No Martians on board

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