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Thread: Star Control?

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    Star Control?

    Just looking for some initial reviews of the rules. I should have a working basic game in about a week.

    CHOOSING THE WAY TO PLAY

    The number of players determines how the game is going to be played.

    Star Control can be played with two or more players. With two players, there are two ways to play:

    1. Players choose to play as the Hierarchy, Alliance of Free Stars or an Unaffiliated Alien Race. If a player chooses an Unaffiliated Alien Race, this places the other player at great advantage due to the diversity of ships available to them.

    2. The second way is that each player chooses an Alien Race to represent.

    With three or more players there are two ways to play:

    1. The first way is that each player chooses an Alien Race to represent.

    2. The second way to play is that two players can represent the Alliance of Free Stars and the Hierarchy and the remaining players can choose an Unaffiliated Alien Race. This puts the Alliance and Hierarchy players at a great advantage due to the diversity of ships available to them.

    ALLIANCE OF FREE STARS, HIERACHY AND UNAFFILIATED ALIEN RACES

    THE ALLIANCE

    As an Alliance of Free Stars player, you collect all the Alliance of Free Stars watermarked ship cards (these are: Star base, Arilou, Chenjesu, Earthling, Mmrnmhrm, Shofixti, Syreen and Yehat). You also collect a Star base Figure and a Shofixti Scout figure. Then you collect your starting Space Hexes and choose a Mining and Colony token color.

    THE HIERACHY

    As a Hierarchy player, you collect all the Hierarchy watermarked ship cards (these are: Star base, Androsynth, Ilwrath, Mycon, Spathi, Umgah, Ur-Quan Kzer-Za and the VUX). You also collect a Star base Figure and an Uhgah Drone figure. Then you collect your starting Space Hexes and choose a Mining and Colony token color.

    UNAFFILIANTED ALIENS

    As an alliance player, you start the game with a Star Base and a ship figure of your chosen race, their game cards and choose a Mining and Colony token color.

    SETTING UP THE BOARD

    Place the Central Hub Space Hex. This is the only Space Hex with no planets on it.



    To determine who places the first Space Hex, each player rolls five attack dice. The player with the most attacks goes first (reroll for ties). Shuffle your 12 Space Hexes and place them face down in front of you. The player, who places first, takes the top Space Hex and places it. After placing your first tile, go clockwise until all players have placed their Space Hexes.

    When placing a Space Hex, you must line up the suns at the edge of each Hex to form partial or whole hex or hexes. Each player starts with the same number of Space Hexes (12).

    Correct Hex Placement



    Incorrect Hex Placement



    After all Space Hexes have been placed, players then choose a Hex (full or partial) to place their Starting Figures.

    MOVE ACTIONS

    Each player has three Move Actions a turn. You can use Move Actions to perform the following:

    1. Build a mine on a red planet (only once per turn, per ship).

    2. Build a colony on a green planet (only once per turn, per ship).

    3. Move a ship from one hex to an adjacent one.

    4. Repair armor on one ship (must have a mine present in the same hex as the ship).

    5. Replenish crew on one ship (must have a Colony present in the same hex as the ship). Syreen Penetrators can only gain crew this way from an enemy colony.

    6. Destroy an enemy Mine or Colony facility (only once per turn, per ship).

    7. Build a Blockade on a Gas Giant (only once per turn, per ship).

    8. You can move a Star base to an adjacent Hex by using all three move actions.

    9. Build a space ship at a Space Station (if you have credits). You can only have a total of 7 Space Ships on the board at any time.

    10. Skuttle/destroy a friendly ship.

    11. Have a spaceship explore a Red or Green Planet, that does not have a Mine or Colony built on it, for Precursor Artifacts (limit once per turn). Stargazes cannot perform searches for Precursor Artifacts.

    PLANET TYPES AND BUILDS

    You can create Mines on Red Planets, Colonies on green planets and Blockades on Gas Giants.



    Mining/Red planets are used to generate income to build ships and repair armor on ships. Mines generate 2 credits per turn. You can spend a Move Action to repair all the armor lost on a Space Ship.

    Colony/Green planets provide a free move off them. You can spend a Move Action to replenish the lost Crew on a Space Ship. Colonies also provide a free move when moving a space ship off a hex with one present.

    Gas Giants allow you to build Blockades which prevent enemy ships from moving. They must have two ships present within the Hex for each Blockade present, to destroy it. Any ship trapped within an enemy Blockade is unable to perform any Move Actions. If a player has enemy ship(s) trapped in a Blockade(s) and they have ships also present in the same hex, they do not have to enter Melee, unless they decide to.

    MELEE

    When you end your turn and an enemy ship(s) or Star base is occupying the same Space Hex as a friendly figurine, you enter Melee.

    Both players max the energy on the Space Ship cards that are going to be used. Energy is represented what you can do with your ship (except Crew and Armor). For each energy available, you can place an attack dice, Evade Dice or Special Dice on the Space Ship card. You cannot place more of a dice than the maximum number represented.

    When you take damage, you roll the Armor dice. Any damage that gets through, removes crew. When you have no crew left, the ship is destroyed.



    HOW MELEE WORKS

    When in Melee, you use Attack Dice, Evade Dice and Special Dice. You can only replace these dice at the end of your turn. You have a maximum number of dice that you can replenish each round.

    Energy Example:

    The Chenjesu Broodhome ship has Max (Maximum) Energy of 9. It has an Energy Regen (Regeneration) of 5. You can roll any number of dice associated with energy on your card each round. If you roll 4 dice, this leaves 5 dice on the Chenjesu Broodhome. At the end of the turn you can place a total of four dice on the card in any combination (using Attack Dice, Energy Dice and Special Dice). Because you didn't roll five dice, you were not able to add the fifth. You can only have a maximum of nine of these types of dice on your card at any given time.



    ATTACKING IN MELEE

    When you roll attack dice, you can hit for zero, one or two damage per die rolled. You have a maximum number of Attack Dice that you can have on your ship at any given time.

    EVADING IN MELEE

    You roll Evade Dice to avoid attacks made against you. You can avoid one damage for each successful evade roll with the dice. You have a maximum number of Evade Dice that you can have on your ship at any given time.

    SPECIAL IN MELEE

    You can roll Special Dice to activate the Special Attack/Defense system on your ship. For each successful Special die roll, follow the instructions on the bottom of your Ship Card.

    ARMOR IN MELEE

    Whenever you are hit with an attack in Melee, you roll all your Armor Dice. For each successful roll, you can remove an Armor Dice instead of losing a Crew Member. If you have no Armor Dice on your card, you must remove a Crew Token.

    You cannot replenish Armor Dice in Melee. You must visit either a Colonized World or Mining Operation and expend a move action to replenish these.

    CREW TOKENS IN MELEE

    Each damage dealt, that is not absorbed by Armor Dice, removes a Crew Token. If you have no Crew tokens on the card, the ship is destroyed.

    You cannot replenish Crew Tokens in Melee. You must visit a Colonized World and expend a move action to replenish these.

    Last edited by MechPorn; 12-26-2016 at 11:04 PM.

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