Distribution in Poland: Rebel Sp. z o.o. ul. Budowlanych 64c, Gdańsk

Similar documents
GOAL OF THE GAME CONTENTS

Buck Rogers Battle For The 25 th Century 1. 4 Turn Phases Complete each phase in order Definitions

Caesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager

Contents. Goal. Jump Point

001 \ FORTRESS AMERICA

For 2 to 6 players / Ages 10 to adult

Battle. Table of Contents. James W. Gray Introduction

Maybe once you've beaten back the roundheels in the one-off brawls you can go on to fight in the bigger tournaments...

FIFTH AVENUE English Rules v1.2

GOAL OF THE GAME CONTENT

Sentinel tactics: skirmishes

When placed on Towers, Player Marker L-Hexes show ownership of that Tower and indicate the Level of that Tower. At Level 1, orient the L-Hex

Another boardgame player aid by

This rulebook contains a few special rules when playing with only 2 players. Look for the 2 symbol and this dark grey background to identify them.

Unofficial Bolt Action Scenario Book. Leopard, aka Dale Needham

Game components. Common components: 1 dice tower. 24 progress tokens. 40 commodity tokens 8 of each type

CARCASSONNE. A tile-laying game for 2-5 players aged 10 and up.

Campaign Notes for a Grand-Strategic Game By Aaron W. Throne (This article was originally published in Lone Warrior 127)

FULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17

1. Place the board in the middle of the table.

Caesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager

MONUMENTAL RULES. COMPONENTS Cards AIM OF THE GAME SETUP Funforge. Matthew Dunstan. 1 4 players l min l Ages 14+ Tokens

2 4 players. 13 years and up minutes

Notes about the Kickstarter Print and Play: Components List (Core Game)

1. Overview. 2.Contents. 3. Setup

In the end, each nation tries to earn the most glory for themselves and become the strongest realm in the young history of Pandoria.

COMPONENTS: No token counts are meant to be limited. If you run out, find more.

Struggle of Empires Game design by Martin Wallace. Artwork by Peter Dennis.

Introduction. Playing time: min. Players: 1-4 Age: +8

T H E G A M E O F S T R A T E G I C C O N Q U E S T

game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2016 garphill games

FRIDAY APRIL :00PM 10:00PM 8:00AM 8:00PM :00AM 3:00PM

30-45 Mins Ages Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK

ASSAULT OBJECTIVES DEPLOYMENT HEXADOME SCORING ZONE END-GAME CONDITIONS. SCENARIOS v 1.3

Campaign Record Use a new record sheet (page 10) for each campaign.

Multi-Player Battle Rules

Runikend 1st edition Schneider Lab Ltd E. Hampden Ave Unit C-113 Denver CO,

FRIDAY :: MARCH 24 ZONE MORTALIS #1

2.0 The Battlefield. 2.1 Terrain Hexes. 2.2 Terrain Types. 3.0 Command Cards (10 each) 3.1 Order Cards (7 each)

CONTENTS TABLE OF BOX CONTENT SECTION SECTION SECTION SECTION SECTION SECTION SECTION

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

Red Dragon Inn Tournament Rules

G a m e C o m p o n e n t s a n d S e t u p

Sequence of Play This rulebook is organized according to this Sequence of Play.

Bravery in the Sand. 1. Introduction. 2. Components. Units. Chits. Markers Markers

EPIC VERSION RULEBOOK Fledgling empires expand across the globe in an attempt to control land and sea. The Epic game is playable in four to six hours.

JINX - 2 Players / 15 Minutes

Explanation of terms. BRITANNIA II SOLITAIRE RULES by Moritz Eggert Version 1.1, March 15,

Aperitif Game for Gentlemen, By Pierre Laporte

ARMY COMMANDER - GREAT WAR INDEX

Dust Warfare: Tournament Rules

Wardens of the West. New Commanders. Contents. Tyrion Lannister. On Using This Expansion

Rules for 2-5 players Ages 10+

Another boardgame player aid by

RULE BOOK. Table of Contents. Game Design by Ted Raicer

ABOUT THE GAME COMPONENTS

SCENARIO LIST. (In no particular order) SEIZE GROUND. - As per page #91 of the Warhammer 40,000 Rulebook -

Game Background. Components

PLAYERS AGES MINS.

THE AGE OF DETERRENCE IS NOW THE AGE OF CONTROL. HE WHO CONTROLS THE BATTLEFIELD, CONTROLS HISTORY.

Rulebook min

Maida 1806: Stuart vs. Reynier

CONFEDERACY GAME OVERVIEW. Components 60 Troop tiles 20 double sided Order/Wound Tokens 2 player aids 6 dice This ruleset

IMPORTANT NOTICE This is a provisional and uncomplete version of the Cthulhu Crusades rulebook with a provisional translation.

2017 Bugeater GT Warhammer 40,000 Friendly Doubles Tournament

MOBA Inspired & Card Driven 2 players game Minutes

FAQ a n d Er ra t a - Version Updated January 27, 2011

Castles of Burgundy Rules Summary. Game board: Player board: TERMS

The Glory that was GREECE. Tanagra 457 BC

Solitaire Rules Deck construction Setup Terrain Enemy Forces Friendly Troops

Goal of the Game. For 2-4 Players

WARHAMMER FANTASY THE BIG BRAWL

Empires at War. 2. Win conditions Your main objective is destroy all unit cards of the opposing player. You can recognize unit

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24)

1 rulebook 32 dice (8 each of 4 colors) 24 Blueprint cards 9 Award cards 12 Prize cards 4 screens 1 scoreboard 1 cloth bag 4 scoring markers

HISTORIA. Contents. The winner will be the player having the most impact on the history of mankind. 1 Gameboard. 2 Timeline markers

GLOSSARY USING THIS REFERENCE THE GOLDEN RULES ACTION CARDS ACTIVATING SYSTEMS

Michael Kiesling. 8 Player markers (2 in each color: white, orange, light brown and dark brown)

When attacking, increase your combat. value by 2 unless you are attacking the. Joint War. orange player. 16 Player Diplomacy Cards (4 per player)

The starting player takes the first turn, then players take turns in a clockwise order until a game-ending event.

Clash of Giants The Campaigns of Tannenberg and The Marne, 1914

martin wallace rules book MAD SCIENTISTS AND ATOMIC MONSTERS ATTACK THE earth

Henry Bodenstedt s Game of the Franco-Prussian War

Set Up. Developed by Alan Emrich and Josh Neiman

BOLT ACTION COMBAT PATROL

Tikal 2 4 players aged 10 and up Authors: M. Kiesling / W. Kramer

CONTENTS INTRODUCTION Compass Games, LLC. Don t fire unless fired upon, but if they mean to have a war, let it begin here.

8 Weapon Cards (2 Sets of 4 Weapons)

EPIC VARIANT REGULATIONS

COMPONENTS GOAL OF THE GAME

26 Unit Tokens - 10 Red Units - 10 White Units - 6 Neutral Units

GAME SETUP. Game Setup Diagram

Fleet Engagement. Mission Objective. Winning. Mission Special Rules. Set Up. Game Length

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser

Kingdoms of the Middle Sea A game for the piecepack by Phillip Lerche

WHAT IS THIS GAME ABOUT?

110 cards, which are used to resolve battles between the Condottieri.

Operation Blue Metal Event Outline. Participant Requirements. Patronage Card

OVERVIEW + CONTENTS. 12 Network Boosters (3 per player color) 12 Virus tokens (3 per player color) 16 Informants (4 per player color)

Game Setup. Player Boards: Give a player board and 5 player tokens for each player.

Transcription:

1

Game rules: Fréderic Moyersoen Project management: Krzysztof Szafrański and Maciej Teległow Editing and proofreading: Wojciech Ingielewicz DTP: Maciej Goldfarth and Łukasz S. Kowal Illustrations: Jarek Nocoń Graphic design: Łukasz S. Kowal and Jarek Nocoń English translation: Anna Skudlarska and Russ Williams Special thanks to: Kamil Adamczyk, Artur Bartos, Hubert Bartos, Maciej Jesionowski, Jędrzej Lehman, Andrzej Olejarczyk, Martyna Skowron, Filip Szkudlarek and Mateusz Żbikowski. Distribution in Poland: Rebel Sp. z o.o. ul. Budowlanych 64c, 80-298 Gdańsk wydawnictwo@rebel.pl, www.wydawnictwo.rebel.pl 2

Author: Fréderic Moyersoen A strategy game about relentlessly struggling insects for 2 4 players. Termites (Isoptera) an infraorder of eusocial insects, within the order Blattodea. Despite superficial similarities and a tendency to live in huge colonies, termites are more closely related to cockroaches than to ants. At first glance, life moves slowly on the sun-scorched plains of Africa. But there is more than meets the eye. There is eternal war among termite colonies in the grass. The territorial instinct drives them to continual battle. Tangible proof of their tenacity are the huge mounds that contain millions of insect warriors, always ready to defend their fortress. Use your cleverness and strategic skill, fighting your opponents for survival, conquering mounds, and expanding into new territories. GAME GOAL The goal of the game is to take control of enemy and neutral Mounds while defending one s own Mounds. The winner is the player who owns the Mounds with the highest total value at the end of the game. 3

LIST OF COMPONENTS GAME COMPONENTS Double-sided board, 4 termite colonies 18 tokens each, 18 double-sided terrain tiles, 25 Mounds, 4 player screens, rulebook. double-sided board terrain tiles 4 sets of colonies player Mounds player screens COLONIES The game has 4 sets of units (each in their own color with different symbols on the reverse) representing 4 different termite colonies. Each colony is different in terms of the distribution of number of termites on their tokens and the castes of their termites; this affects the tactics used during the game. Each colony has 18 tokens in its color. BLUE A colony based on the worker caste. It is the fastest, so it can surprise the enemy with an attack from an unexpected direction, and it reacts quickly to enemy maneuvers. RED A colony based on the brute force of the soldier caste. Their destructive force helps them break through any defense. GOLD A colony based on the abilities of the spitter (nasute) caste, which means ranged attacks. They support the troops fighting on the front lines and help to draw the enemy into a trap. GRAY A colony based on the flyer (alate) caste. They surprise the enemy, attacking where they are not expected. 4

MOUNDS Each colony has 5 Mounds, with values from 5 to 9. This number is both the Mound s defense value as well as its point value during scoring at the end of the game. There are also from 1 to 3 neutral Mounds with value 7. BATTLEFIELD The game is played on a board divided into hexagonal spaces (hexes). One side of the board has a map with pre-printed terrain for the first match between 2 players. The other side of the board has an empty map. This can be prepared for various custom scenarios (see pages 13 14). DESCRIPTION OF TOKENS Each player has 18 tokens representing units of fighting insects. A unit s combat strength depends on the number of termites printed on it as well as the strength of their caste. There are 4 castes: Workers These are the most numerous and very mobile; they are the basic troops of the army. In times of peace, they do most of the work around the Mound and care for the offspring of the queen. On the battlefield, they can move 2 hexes, and each worker printed on a token has strength 1. (E.g. a token with 2 workers has combat strength 2.) Special Ability: None. Soldiers These are easily identified by their large heads and giant mandibles. They stand on the front line when something threatens the colony. On the battlefield, they can move 1 hex, and each soldier printed on a token has strength 2. (E.g. a token with 2 soldiers has combat strength 4.) Special Ability: Strong grip units attacked by soldiers cannot retreat; they are immediately removed from the board. A soldier merely supporting the attack does not cause this effect. Sometimes soldiers mandibles are so huge that the soldiers cannot feed themselves, and so workers feed them. 5

Spitters These are a special type of soldiers. They have the unique ability to spit an unpleasant sticky substance at the enemy. On the battlefield they can move 1 hex, and each spitter printed on a token has strength 1. (E.g. a token with 2 spitters has combat strength 2.) Special Ability: Secretion apart from performing normal attacks, they can also support an attack on a unit up to 2 hexes away from them. In addition, while supporting an attack from Vegetation, a spitter token s total strength is increased by 1. Usually spitters ability is used in self-defense. This form of attack appears in only a small number of species. Flyers These individuals with wings are very rare. Their main advantage is mobility. On the battlefield they can move up to 3 hexes, and each flyer printed on a token has strength 1. (E.g. a token with 2 flyers has combat strength 2.) Special Ability: Flying They can move up to 3 hexes, and can fly through hexes with enemy non-flyer units. They cannot fly through areas occupied by enemy flyers. They treat Water as Clear terrain, and they can end their movement on Water. They cannot move into or through Vegetation, nor attack a unit in Vegetation. A flyer forced by combat into a hex with Vegetation is automatically immediately eliminated. It can enter the Stone hex for only 1 movement point. Under natural conditions, only some of flyers will have the honor of metamorphosing into a king or queen, to create a new colony. CASTE Movement 2 1 1 3 0 Strength 1 2 1 1 5 9 Special Ability Strong grip Secretion Flying 6

TERRAIN TYPES The game has 4 types of terrain: Clear terrain with no additional rules or restrictions. It has no special effect on movement or combat. Water terrain which only flyers can enter or end their movement on. No other units can enter Water. Vegetation Spitter units in Vegetation while supporting an attack have their combat strength increased by 1. Flyers cannot enter Vegetation. Stones A unit attacked in Stones has its defense strength increased by 1. (E.g. a token with 2 workers normally has combat strength 2, but in Stones it defends with strength 3.) Entering Stones requires 2 movement points for workers and 1 movement point for flyers, so only them can enter Stones. Soldiers and spitters cannot move into Stones (but they may be placed there during the reproduction phase). 7

PREPARING FOR PLAY The game board has 2 sides: one side is printed with terrain suggested for a 2-player game, and the other side has only clear terrain. At the end of the rulebook, there are examples of terrain setup for playing with 3 and 4 players. We suggest using the proposed setups during the first few games. 1) Players place terrain tiles and neutral Mounds according to the chosen terrain setup (see pg. 13) or do it on their own (see pg. 14). 2) Each player takes 1 color set including 18 Termite tokens, 5 Mounds and one player screen. Each set of 18 Termites is shuffled to form a face down stack. If players cannot agree which colony each will take, then assign colors randomly. Players put player screens in front of them and then put tokens and Mounds in front of the screens. Remember that each colony has a different distribution of units, which influences strategy. 3) The starting player is chosen randomly. Each player draws 3 random tokens from their face down stack, without revealing them to opponents. He may hide them behind his screen. 4) In clockwise order, starting with the starting player, each player chooses one of their own Mounds and places it onto the board. Each Mound must be placed on an empty clear hex not adjacent to any other Mound. There can be at most one adjacent Water hex, but there are no other restrictions on terrain in the adjacent hexes. Mounds cannot be placed on a hex at the edge of the board. Note: In a 2-player game, players place 2 Mounds in this order: the first player places one Mound, the second player places two Mounds, the first player places his second Mound. 8

SEQUENCE OF PLAY Players take turns in clockwise order. Each player s turn has 2 phases: REPRODUCTION PHASE The player chooses 1 token from the 3 in their hand and places it face up onto any empty board space. Then the player draws a new random token from their stack (if any are left) to have 3 tokens in hand again. Players should keep their hand hidden from opponents. The player screens may come in handy. If a player s draw stack is empty, then their tokens in hand are the last ones they will have. The game will end soon. A token cannot be placed onto a space forbidden to that type of unit. E.g. a flyer cannot be placed onto Vegetation; a non-flyer cannot be placed onto Water. But a token may be placed onto a hex which the unit lacks movement points to move into. I.e. a soldier or spitter may be placed onto Stones, even though they lack movement points to move into Stones. MOVEMENT PHASE The player chooses one of their tokens on the board (whether or not placed this turn) and moves it according to the movement rules for its caste (see Caste table, pg. 6). The player may decide not to move, but as a result gives up the opportunity to attack (see below). During movement, a token can move through hexes occupied by friendly units from their own colony, but not through hexes occupied by enemy units. However, flyers can move through hexes occupied by enemy units, except hexes occupied by enemy flyers. Player s move cannot end on a hex occupied by a friendly unit. If a planned move would end on a hex occupied by an enemy unit or Mound, then it is an attack. This is legal only when the total attack strength (including support) is greater than the defending strength of the defending unit or Mound. Remember that flyers cannot finish their movement on Vegetation, which means that they cannot attack termites placed there. The combat strength of each unit is the number of termites printed on the token, multiplied by 2 for soldiers. The total attack strength is the sum of the attacking unit s combat strength plus the combat strength of support units. All the attacking player s units adjacent to the target hex, and all their spitters within 2 hexes, are support units. Additionally, each supporting spitter token in Vegetation has +1 added to its support strength. The defense strength is simply the defending unit s combat strength, with +1 added for a defender in Stones. (There is no defensive support from other units.) A Mound s defense strength is simply the number printed on the Mound. 9

The diagrams show the legal movement of the unit on the board. blue worker movement options blue spitter / soldier movement options A non-flyer unit can move through the hexes occupied by the friendly units and can attack from such hexes, but it cannot finish its move on an occupied hex. yellow flyer movement options A flyer unit can also move and attack through hexes occupied by the friendly units, but it cannot finish its move on an occupied hex. As it moves in the air, it can enter the Stone hex for only 1 movement point. 10

ATTACK RESOLUTION The attacked unit must retreat to an adjacent empty hex, subject to the usual movement restrictions, i.e. soldiers and spitters may not retreat onto Stones, flyers may not retreat onto Vegetation, and only flyers may retreat onto Water. Additionally, a unit may not retreat into the hex from which the attacker attacked the target hex. If an attacked unit has no legal place to retreat, then it is destroyed (permanently removed from the game). The attacking unit enters the target hex. If a soldier unit attacks, the defender is automatically destroyed, even if it has a legal retreat hex. (A soldier supporting the attack does not cause this effect.) If a Mound is attacked, it is destroyed. The attacking player takes the Mound as a trophy, which will be worth its printed number of victory points at the end of the game. The unit which attacked the Mound (not a supporting unit) is also destroyed. The attacker must place one of their own (unplaced) Mounds onto the space from which the trophy Mound (also the neutral one) was taken. A player whose Mound was destroyed must place one of their own (unplaced) Mounds onto an empty hex as during setup: not adjacent to another Mound or the edge of the board or more than 1 Water hex. A player who has no more unplaced Mounds does not place one. In the unusual case where a player must place a Mound but there is no legal place to do so, then the player must remove one of their own termites to make an empty legal space for their Mound. supported attack and available retreat directions supported attack on the enemy Mound supported attack with enemy destruction because the retreat is not possible 11

GAME END The game ends when no player has termite tokens left in their hand. VICTORY CONDITIONS The winner is determined by points earned. After the game ends, each player adds up the value of the Mounds they captured + their Mounds on the board + their still unplayed Mounds. The player with the highest score wins. In case of a tie, the tying player with the most tokens on the board wins the tie. Any remaining ties remain ties! Good luck and have fun! REBEL team 12

SETUPS setup for 3 players advanced setup for 3 players setup for 4 players advanced setup for 4 players 13

SETTING UP A MAP To make gameplay more varied, the terrain tiles and neutral Mounds can be placed by players according to the following rules: 1) Before setting up the board, put all the terrain tiles in one place and in such a way that they are visible for every player. Players decide how many terrain tiles will be used (we propose 16 to 18 tiles). 2) Neutral Mounds should be placed on the board before the terrain tiles. There always should be one neutral Mound less than the number of players. Remember that they cannot be placed on the edge of the board and next to each other (see pg. 8). 3) Players take turns placing 2 tiles onto the board. They choose the tile sides they want to use and immediately place the tiles on the hexes of their choice. They do it until all terrain is placed. When there is an odd number of tiles, the last player places only one final tile. When placing the terrain tiles around neutral Mounds, you have to remember that they cannot be adjacent to two Water tiles (see pg. 8). At most 2 tiles of a given terrain type can be connected in a single continuous group of that type. At most 4 terrain tiles (regardless of type) can be connected in a single continuous group. examples of legal placement incorrect terrain placement more than 2 tiles of the same type are connected incorrect terrain placement there are more than 4 tiles in a continuous group The maps proposed on page 13 are symmetrical, but players are free to experiment with other types of unusual maps and scenarios! Every new setup allows the players to play in a different manner and make better use of special abilities of their colonies. 14

15

presentation of all the tokens used in the game and their differences SUMMARY preparing for play: 1. Players place terrain tiles and neutral Mounds according to the chosen terrain setup (see pg. 13) or the rules of setting up a map (see pg. 14). 2. Players choose their colonies. If they cannot decide, assign colors randomly. 3. The starting player is chosen randomly. Each player draws 3 random tokens. 4. Players place their Mounds on the board in the correct order. turn structure: 1. Reproduction phase: placing a new token on the board drawing a new token from the stack (3 in hand) 2. Movement phase: move one unit up to its movement allowance attack (the last hex entered) game end: The game ends when no player has termite tokens left in their hand. victory: The player with the highest score wins each player adds up the value of all their (captured + placed + in hand) Mounds. 16