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Star Defense

Players 2-4

20 Sided Die

Object: Defeat all player and conquer the galaxy


Player choose a planet on the map as their Home World
All Player start with 1000 Gold
2000 Titanium

1 Starfighter

Victory conditions
1. Have other players forfeit
2. Take over all enemy planets (Including Home Worlds)
Player Levels:
Players all have Levels in the game. The level you are will dictate what you are able to
build in shipyards. At the start players will all be at level 1. To reach the next level you must meet
certain requirements.
They are:
Level 1: N\A
Level 2: Control 1 planet and 2 structures + Pay 1000G
Level 3: Control 1 planet and 3 structures + Pay 1500G
Level 4: Control 2 planet and 4 structures + Pay 2000G
Level 5: Control 3 planet and 4 structures + Pay 2500G
All ships and structure have a level requirement to build.
Planetary Sizes:
Determining the planets size:
At the start of the game players place 1x1 Planet Markers on the map. When a
player approaches the planet marker they roll a 20 sided die to determine the planets size.
Roll Planet Size
1-10
2x2 (4)
11-17
3x3 (9)
18-20
4x4 (16)
Planets all have different HP
2x2 3000HP
3x3 4000HP
4x4 5000HP

Destroying Planets:

When a planet is destroyed a marker is on it showing how long till recolonization.


Depending on the size of the world I will take longer.
4 - 3 turns
9 6 turns
16 9 turns
Colonizing:
To colonize a new world 2 conditions must be met:
1. The planet must be Uninhabited / Destroyed
2. You need a colony ship
New Worlds
Almost all planets are capable of supporting life (Colonizing). Those that are not able to be
colonized are still able to be used for mining.
When a world is met for the first time (When size is determined) you roll a 20 sided die:
1-14: Uninhabited (can be colonized)
15-19: Habited (must be purchased)
20: Uninhabitable
To purchase a planet roll 20 sided die and multiply the roll by 100 (i.e. you roll a 16 so to
purchase it is 1600 gold)
The initial roll is kept for all players so if player 1 rolls a habited planet its habited for all,
but a purchase price roll is different for everyone.
Wormholes
Wormholes are spaces on the board that instantly move you to another place. The way
this is determined is by rolling the 6 sided die, there are number 1-6 on the board move to the
one that corresponds to the roll. If the roll matches the space you are on re roll.
Modular Flagships
The flagship of your civilization is the most powerful ship on the board. Each race will have
a different ship each with its own unique benefits.
All Flagships will have upgrades unique to its class.
Possible upgrades are:
1. Engines (Movement)
2. Warp Engines (Jump Distance)
3. Weapons (DMG)
4. Shields (Shield HP)
5. Hull (HP)
Each of the 5 sections must be researched before you are able to build the flagship.

Flagship Card

Units

Basic Details about the


Flagship.
Default stats before
upgrades
Special Traits

Hull

Shields

Ship Name

Max Count

Starfighter
Scouts
Colony Ship
Transport Ship
Battle Cruiser
Destroyer

4
2
1
2
2
1

Weapons

Engine

Building
Star Base
Mining Colony
Shield Generators
Shipyard
Outpost

Warp Engines

Max Count
2
5

1
3

Starfighter

Hit Points: 3 HP
Cost: 300 Credits
Construction Time: 1 Turns
Maintenance: 10 Credits\Turn
Speed: 3 Spaces\Turn
Special Abilities: None

Attack

Beam: 1

Missile: 0

Gun: 0

Defense

Shield: 1

Armor: 0

Scout

Hit Points: 1 HP
Cost: 100 Credits
Construction Time: 1 Turns

Attack

Beam: 0

Maintenance: 0 Credits\Turn
Speed: 4 Spaces\Turn
Special Abilities: None

Missile: 0

Gun: 0

Defense

Shield: 0

Armor: 0

Colony Ship

Hit Points: 2 HP
Cost: 1000 Credits
Construction Time: 3 Turns
Maintenance: 10 Credits\Turn
Speed: 1 Space\Turn
Special Abilities: None

Attack

Beam: 0

Missile: 0

Gun: 0

Defense

Shield: 0

Armor: 0

Transport Ship

Hit Points: 4 HP
Cost: 1000 Credits
Construction Time: 2 Turns
Maintenance: 40 Credits\Turn
Speed: 1 Spaces\Turn
Special Abilities:

Attack

Beam: 0

Missile: 0

Gun: 0

Defense

Shield: 0

Armor: 0

Constructer

Hit Points: 2 HP
Cost: 500 Credits
Construction Time: 2 Turns
Maintenance: 0 Credits\Turn
Speed: 2 Spaces\Turn
Special Abilities: Needed to

Attack

buildings

Hit Points: 5 HP
Cost: 750 Credits
Construction Time: 2 Turns
Maintenance: 100 Credits\Turn
Speed: 2 Spaces\Turn

Beam: 0

Missile: 0

Gun: 0

Defense

construct

Cruiser

Shield: 0

Armor: 0

Attack

Beam: 2

Missile: 1

Gun: 0

Special Abilities: None

Defense

Shield: 1

Armor: 1

Battle Cruiser

Hit Points: 7 HP
Cost: 1000 Credits
Construction Time: 3 Turns
Maintenance: 200 Credits\Turn
Speed: 1 Space\Turn
Special Abilities: None

Attack

Beam: 2

Missile: 2

Gun: 1

Defense

Shield: 1

Armor: 2

Dreadnought

Hit Points: 10 HP
Cost: 750 Credits
Construction Time: 4 Turns
Maintenance: 300 Credits\Turn
Speed: N/A
Special Abilities: None

Attack

Beam: 3

Missile: 3

Gun: 2

Defense

Shield: 2

Armor: 3

Shield Generator

Hit Points: 20 HP
Cost: 2000 Credits
Construction Time: 1 Turns
Maintenance: 300 Credits\Turn
Speed: 1 Space\Turn
Special Abilities: None

Outpost

Hit Points: 15 HP
Cost: 1500 Credits
Construction Time: 2 Turns
Maintenance: 100 Credits\Turn
Speed: N/A
Special Abilities: Generates 500 Credits per turn

Star Base

Hit Points: 30 HP
Cost: 2500
Construction Time: 5 Turns
Maintenance: 0 Credits\Turn
Speed: N/A
Special Abilities: acts as a basic shipyard. Only able to

make scouts and Constructor ships. You start the game with
one and may build one extra.

Shipyard

Hit Points: 20 HP
Cost: 1000 Credits
Construction Time: 2 Turns
Maintenance: 100 Credits\Turn
Speed: N/A
Special Abilities: makes it possible to build Starfighter,

Colony, Dreadnought, Cruiser and Battle Cruiser as well as


Constructor and scout.

Shield Generators
They are meant as a defense for planets, to be useful they must make a complete circle
around the planet to become operational.
Examples of complete Shield generator Circuit.
3x3 Planet
SG
SG
SG
SG

SG

SG

SG

SG

SG
SG

SG

SG

2x2 Planet

SG

SG

SG

SG

SG

SG
SG

SG

1x1 Planet
SG
SG

SG
SG

SG

SG
SG

SG

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