Players secretly select, then reveal, one of three possible Actions. No action may be repeated two turns in a row. When a Marine is killed, immediately remove his card and shift the formation.
Players secretly select, then reveal, one of three possible Actions. No action may be repeated two turns in a row. When a Marine is killed, immediately remove his card and shift the formation.
Players secretly select, then reveal, one of three possible Actions. No action may be repeated two turns in a row. When a Marine is killed, immediately remove his card and shift the formation.
The Players Act Each member of your Combat Team may:
Be Mindful of these 2 Conditions Move out and draw fire [a] swap positions with any adjacent Marine, During the game when certain conditions and/or a. Players secretly select, then reveal, one of three are met the flow of play is interrupted while you [b] change the direction they face; possible Actions for their combat team. No action change either the Space Marine formation or its may be repeated two turns in a row (you may wish and/or: 1 member of your Combat Team may current location within the hulk. These interrupts are to use the Combat Team tokens as markers to keep [c] activate a Terrain card in front of him triggered by either condition detailed below. track of the action card you played last). The lowest- note 1: A Terrain card cannot be activated more numbered Action card is the current player for than once per round. note 2: Each time a Control When a Space Marine is slain... SHIFT the round, and goes first. Other players follow in Panel Terrain card is activated, check the current When a Marine is killed, immediately remove his turn from low to high. Location card. If it shows an Activate Control Panel card and shift the Space Marine formation to close i. Support – This Action gives the Marine team ability, resolve it now. the gap: move all the cards belonging to the smaller one Support token, to place on any Marine in b. After all players have resolved their Actions: check portion of the formation (including all terrain and the formation. note: This action generates one the Blip piles. If one is empty, or both are empty, swarm piles beside them) to restore the formation to token only, whether the combat team consists of go to Travel. Otherwise, continue. an unbroken line, then continue with the next phase one or two Marines. before you were interrupted to shift. ii. Attack – Each member of a combat team Phase 2. The Genestealers Respond may attack a swarm that they are facing, and And so it begins When a Blip pile is empty... TRAVEL that is within the range (0–3, up or down the Genestealer swarms will attack at every position. Check the Blip piles at the end of each phase. If one formation) shown on the Space Marine’s card. a. For each swarm that attacks roll the battle die: is empty, or both are empty, the formation travels to Range Example If the result that is greater than the number of a new Location. note: Genestealer swarms stay with range 3 With a range of 2, Genestealer cards in the attacking swarm, the the formation! Use Support tokens (if you have any the right-facing range 2 Marine survives. If equal or lesser, he is slain. on the Door Terrain card) now to reduce Genestealer Marine in this formation may range 1 note 1: If the marine has Support tokens, you may numbers before the Location change. choose to attack range 0 spend 1 per re-roll and attempt to roll a saving result. change the terrain either swarm on the right (x). The range 1 note 2: When swarms attack from behind, Support a. Collect all Terrain cards beside the formation. top right swarm tokens may not be used. The Marine may get lucky is out of range. range 2 b. Draw a new Location card and redistribute the or be slain depending on the single die roll. Terrain cards as directed. b. When a Marine is slain: shift the formation. Name your target and roll the battle die. Any reset the blip piles roll showing a skull (1, 2, or 3) is a hit that kills c. After all Genestealer attacks have been resolved: c. Discard any remaining Blip cards. one Genestealer. A 0, 4 or 5 is a miss and has no check the Blip piles. If one is empty, or both are d. Re-stock the Blip piles from the Genestealer draw effect. note 1: If the Marine has Support tokens, empty, go to Travel. Otherwise, continue. deck (reshuffle discarded cards as needed). you may spend one per re-roll and attempt to roll a fatal attack. note 2: Remember to check your Phase 3. The Battlefield Changes check the location card text Marine card to take advantage of any special Where events take a turn for the worse e. If the card has an ability titled Upon Entering, carry ability when attacking. it out now. Drawing an Event card may cause 3 things to happen: Hit Miss an event occurs (sometimes with deadly results, f. Continue with the next phase before you were causing a formation shift), more Genestealers may interrupted for travel. spawn; and swarms may change position. iii. Move + Activate – Perform any combination a. Event: the current player draws the topmost of the three steps that follow, as long as you Event card. maintain their order. i. If “Instinct” is indicated: the current player Winning the Game chooses their response secretly and resolves There are two ways to win. Kill Them All – reach the it, then reveals the card to the other players. final Location card and slay all Genestealers from If “Instinct” is not present, the current player both the formation and the two Blip piles. The Hard reveals the card and follows its directions. Way – Fulfill the winning conditions on the final b. Spawn: Resolve the Genestealer spawn icons Location card. Along the way, you may actually fulfill found the Event card (bottom left and center). the first requirements for winning. Hang in there. i. The triangle color (yellow or white) indicates Condensed Rules the number of Genestealers to spawn. See Thanks for the original Setup Location card “VOID LOCK,” To regex and jgatkinsn for these BGG threads: match the color and you’ll know the number. http://www.boardgamegeek.com/thread/577108/ ii. The bar display color (red, orange, yellow, or what-am-i-doing-wrong-the-list-of-possible- green) behind each triangle indicates all of mistake and http://www.boardgamegeek.com/ the matching Terrain cards that will spawn thread/578383/space-hulk-death-angel-a-mans- Genestealers, regardless whether they are kind-of-solitaire. And to zeb Ulon for proofing and on the left or the right side of the formation. rules input. Draw spawned Genestealer cards from the A Note about this Rule Set blip pile on the same side of the formation as I wanted to clarify, and ended up making a the Terrain cards that receive them, however. change in the process. c. Move: Resolve the Genestealer movement icons I believe Death Angel’s definition of Phase 1 can on the bottom right of the Event card. be combined with Phase 2 to streamline the game a i. The swarm symbol means: any Genestealer bit. During any phase, when a Space Marine is slain, card with this symbol in a swarm causes the you immediately shift the formation. But no Marine- v2.8 entire swarm to move. Otherwise it shall endangering activity occurs within Phase 1; hence remain in position. note: Brood Lords have two a shift cannot happen. After every phase you check symbols, so if either symbol matches, then its the Blip piles. If one is empty, you Travel to a new swarm will move. Brood Lords are nasty. Location. But no Blip pile activity occurs in Phase 1; Setup ii. The direction symbol tells you how to move therefore travel cannot occur afterward. Setup Rules to come by v.3 activated swarms. Since having a phase for the act of choosing your team’s next move is unneeded, I have merged it with a. up/down chevrons: swarm(s) on the left Phase 2 and titled the phases a bit differently for this side of the formation move down one reason. If you encounter a valid reason to return to position; swarm(s) on the right side move the manual’s way, let me know. And if you just prefer up one position; a swarm at either end to play it by the book, feel free to do so. remains in the same position but jumps to –jmh the opposite side of the formation. b. curved arrow : a swarm moves behind the Marine at the current position (if they are already behind him, leave them there). End of Phase: Check the blip piles. If one is empty, or both are empty, go to Travel. Otherwise, return to Phase 1 and continue the game.