a) J eri arias i
—= THE BOARD GAME =—
BROOD VVAR
EXPANSION
Tr lL ol a a OOo. FoTHE BROOD WAR BEGINS...
With the shattered Zerg hive torn apart by fierce infighting
the Protoss seek to resonate with their Dark Templas
brethren and begin rebualding their devastated homeworld,
Aus. Terran Emperor Mengsk | having achieved his goal
(af total domination over the Iugnan colonies, must now face
‘eo formidable threats. On one side is the rising power
ofthe woman he betrayed — Kerrigan. now the infamous
Zerg Queen of Blades — and on the other. a malevolent
conspiracy deep within his own ranks.
EXPANSION OUERVIEW
‘This expansion provider a wide range of new units,
components, and mechanics to add a variety of new
options and strategies to the award ivinning StarCraft:
The Board Game
In addition to the abundance of new material, Brood War
slsointyoduces anew story based game play mode ~
scenario play.
COMPONENT LIST
+ Rulebook
+ 165 cards, consisting of:
> 36 Zerg Combet and Technology cards
7 Green, 19 Purple)
34 Terran Combat and Technology cards
7 Red, 17 Blud)
34 Protoss Combat and Technology cards
(7 Orange, 17 Yellow)
42 Leadership cards (7 per faction)
7 Event cards
12 Resource cards
+ 6 Faction Sheets
+ 4 sheets of cardboard tokens consisting of,
» 6 planet tiles
> 6 starting planet tokens
»» 18 module tokens @ per factios)
» 6 Defend order tokens (1 per faction)
» 18 building tokens (5 for each Texsan faction, 4 for
‘each Protoss faction)
‘4 mind contral tokens Q for each Protoss faction)
7 hero tokens
30 resource tokens
2 special conquest paint tokens
(for the Arcturus Mengek faction)
1 Star order token
(or the Arcturus Mengsk faction)
12 guard tokens
5 navigation routes
4 Infested Commend Center installations
1 Warp Gate installation
1 Overmind installation
1 Cerebrate installation
3 scenario item tokens
+ 48 plastic figures
» 2 sets of Terran figures, each consisting of
3 Medics
3 Valkyries
2 sets of Protoss figures, each consisting of:
3 Deck Templars
3 Dak Archons
3 Corsaiss
2 sets of Zerg figuces, each consisting of
3 Luckers
3 Devouers
3nfested Teszans
+ 18 clear plastic stands (For flying unit)
COMPONENT BREAKDOWN
‘The following sections briefly describe and identify the
dfferent components of the Brood War expansion
MILITARY UNITS
‘These plastic gues come in six calors, corresponding to
the ax factions of the game, These figwes represent new
smilitery units players can build at beses during the game,
and have a wide range of new elalities and technologies.
‘The clear plastic stands for the fiying units are packaged
seperately to protect them from being damaged
COMBAT AND TECHNOLOGY CARDS
‘These cards augmesit of replace cards in each faction’s
Combet and Technology decks. The Combat cards provide
attack values for the units introduced in the Brood WVar
expansion, while the Technology cerdsintroduce new
technologies for those units‘These powerful cards provide each faction with unique
abilities These cards ate never randomized Instead, exch
player selects one of his Leadership cards to use atthe start
of each stage of the game
EVENT AND RESOURCE CARDS
‘These cards Function exactly like theix counterparts in
the core game, and should be shuiffied into the appropriate
‘StarCraft: The Board Game decks
FACTION SHEETS
‘These replacement sheets function exactly like their
counterpattsin the core game. These sheets are expanded
toinclude updated unit statistics, the Special Order Pool,
more space for modules, and en ate to place the faction's
Combat deck
PLANET TILES AND
STARTING PLANET TOKENS
‘These tokens function exactly like their countesparts from
the core game, and should be mixed with their corresponding,
componente fiom StarCraft: The Board Game
MODULE TOKENS
‘These tokens function exactly lie their counterparts from
the core game, They provide new sbilities for their factions
and can be built on players’ Faction Sheets when executing
Build order
BUILDING TOKENS
‘These tokens function exactly ike their counterparts fram
the core game. Meny of these tokens enable players to build
the new Brood War wits
DEFEND ORDER TOKENS
OP
‘These unique ordes tokens are cireules, end unlike the
cxder tokens from the core game, they are resalved.
during the Planning Phese,‘These tokens are placed in areas where a player uses @
Defend order. A player may discard one of these tokens
‘when defending the area to provide a bonus to his units!
health for the dusation ofthe battle.
STAR ORDER TOKEN AND SPECIAL
CONQUEST POINT TOKENS
‘These special tokens are provided by specific Leadesship
cards They are used by the Arcturus Mengsk faction, and
only if the player chooses the appropriate Leadership cards.
MIND CONTROL TOKENS
‘These tokens are used to mack units thet a Protoss player
hhas stolen using his units? mind contsal ality
HERO TOKENS
‘These tokens are used to mask which plastic units axe
heroes. Certain Stage II Leadership cards provide hero
units, which have special rules and abilities
RESOURCE TOKENS
ae @
‘These tokens represent stockpiles of minerals or gas
Players may accumulate these tokens from a variety of
Event andl eadership cards. These tokens can be discarded
when a player is spending resources to receive a discount of
‘These tokens represent some of the different facilities and
structures that can be found n the StarCraft universe. They
provide a wide range of different abilities and are destroyed.
inthe seme way bases are destroyed
SCENARIO ITEM TOKENS
‘These tokens are used in certain scenarios to track the
location of crucial items Each scenetio dictates which
items the scenario requises, and how they are used.
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LeeEXPANSION SETUP
Before playing this expansion, combine all components
‘with the core game using the following instructions. All
components not described in this section should be kept
separate, end ther use is described in the “How to Use This
Expansion’ section found on pages 6-10.
COMBAT AND TECHNOLOGY CARDS
A:number of Combat and Technology cards have been
revised in the Brood War expansion Before adding the new
cards, remoye the following cards from the Technology and,
Combat card decks provided in the core game and store
them in a safe place for any future uses of the core game),
‘Terran — Combat Cards: 4, 5,15, 17, 18
Technology Cards: Siege Mode (28), Lockdawa 2x)
Zerg ~ Combat Cards: 6, 10, 11, 12, 14
Technology Cards: Metabolic Boost, Improved Flyer
Attack Qx), Dark Swarm 23), Guardian Aspect
Protoss — Combat Cards: 1,2, 9
Technology Cards: Increased Reaver Capacity (3),
Summon Archon
‘Then combine all Combat cards and Technology cards
providedin this expansion into the appropriate faction's
decks. Note that the Combat card decks now contain 20
cards instead of 18.
EVENT AND RESOURCE CARDS
‘These cards should be mixed into the approprite card deck,
‘They function exactly ike their counterparts from the core
game,
PLANET TILES, STARTING PLANET
TOKENS, AND NAVIGATION ROUTES
‘These tiles and tokens should be mixed into the pool
of existing components, and function exactly like theis
counterpatts from the core game.
BUILDINGS, MODULES AND ORDERS
A-number of buildings foundin the core geme have been
revised Before adding the new building token, remove
the following building tokens from the core game and store
them ina safe place for any future uses of the core game),
+ Terran: Beszacks II-IIl, Sterpost IIL
+ Protoss: Gateway II-III, Robotics Facility 1
‘Then add the bulding module, and order tokens from
Brood War isto the eppiopsiett faction’s components,
PLASTIC UNITS AND CLEAR STANDS
Each fiying unit in this expansion (Protoss Corsair, Zerg,
Devowres, and Tesren Valkyrid), needs to be manually
sapped anto a clenr plastic stand, Then add all plastic unite
into the appropriate faction’s components
RULES CHANGES
All rules foundin this book (except the optional and game
‘mode suleg supersede the rules found in the core game, and
should slvays be used when playing the Brood War expansion.
‘This section outlines a number of general rules changes thet
contradict and replace those found in the care game
SPECIAL ORDER POOL
During the Planning Phase, each player may place any
sumber of special order tokens, regardless of the number
of Research and Development modules he has built. When
player reveals a special (gold) order during the Action
Phase, he must do one of the following
Execute Special Order: The player executes the order and
then places the token in the “Special Order Pool” of his
Faction Sheet He may only choose this option f the umber
of orders in his “Special Ordes Poo!” is less then the aumber
allowed by modules and strategic areas he controls. Tokens
inthe “Special Order Poa!” are returned to a player's pile of
‘unused order tokens during step 4 of the Regrauping Phase
(ee “Regrouping Phase” on page 20)
Event Card Option: The player deews one Event card
instead of executing the order. The order tokens then
returned to his ple of unused orders
Example: During the frst Planing Phase, the Jim Raynor
player places a special order on Helios. Although he is free
to place the order, he will need to build a Research ancl
Development mochle in order to execute the order.
BUILDING THE EVENT DECK
Due to the numerous additions to this expansion, the
following changes must be made when constructing the
Event deck. During setup, remove the following number of
random cards from the Event deck according to the mimber
of players
+ 6 Players: Remove 3 cards from both Stages! and Il
(leaving 25 cardsin decks! and ID)
5 Players: Remove 7 cards from both Stages! endl
eaving 21 cards in decks I end I)
4 Players: Remove 11 cards from both Stages! and II
(leaving 17 cards in decks andl)
3 Players: Remove 15 cards from both Stages I end IL
eaving 13 cards in decks I and ll)
2 Players: Remove 19 cards from each of Stages
‘sndll (leaving9 cards in decks! and lD)HOW TO USE THIS
EXPANSION
‘This section describes in detail how to use all of the new
component types, aswel as all new elements found on
old component types Itis important to note that the rules
inthis section should be used in theis enixety, es many
component types rely on each other to function correctly,
PLANETS
‘The now planet tiles follow all rules thet affect planet tiles
from the cote game. However, they also have some new
features as described below. Note thet although some of the
new planet tiles represent space stations or asteroid fields,
they are always collectively referred to es Planets
‘SPECIFIC UNIT LIMIT AREAS
Ground Unit Limit Flying Urat Limit
‘Some planetary arcashave special unit limit icons mezked
‘with the flying or ground unt graphic, Unitsmay never enter,
bbe builtin, or occupy an area with icons that do not match
their unit type. These arees represent indoor locetions thet
only ground units may enter af occupy, ar space andweter
locations thet anly fiying unite may enter ox occupy.
‘These areas axe treated as normal ereasin other respects
Installations and bases (including Terran based may never be
constructed, move into, or be present in flying unit limit areas
Example: Jim Raynor is bualding tits on Avernus Station
He bialds three marines, and may place them in ary areas,
except for those with flying taut limit icons.
STRATEGIC AREAS
Some planetary areas are marked as strategic areas (gold
hhexagos), These areas represent locelions of military or
tactical sgnificance.
When a player controls one of these areas, he may teat all
order tokens thet he executes on the same planet as if they
‘were special order tokens. In addition, all special orders he
executes on the planet are not placed in his special order
‘pool, and are instead returned to his pile of unused order
tokens This allows a player to execute special orders on the
planet without them counting towards the limit provided by
his Research end Development modules,
Example: Jim Rayner controls the strategic area on
‘Hydrax. During the Action Phase, he executes a normal
build order on Hydrax. Since he controls a strategic area
‘on the same planet he treats the order as a special (gold
order) Therefore, his build limit is ncreased by one and
he receives a chscotnt of one resovace from the order.
One of the new planet tiles (‘Moria’) is larger then aay’
other planet
Although the five areas on this tile do not appear to be
adjacent to each other there are not any special movement
rules for this planet. In other words, during a Mobilize
order, a player may move (or transporf) units to any areas on
the planet tile
NEW UNITS AND FACTION SHEETS
When playing with thie expansion, the included Faction
Sheets should be used instead of those provided with the
core game. These sheets include information about the new
‘units ae well az minor changes to the existing factions It
isimpostent to note thet the new Faction Sheets no longer
include special victory conditions or starting units, az these
now appear on Leadership cards (see pages 910)
NEW BUILDING TOKENS
In order to build the new units introduced in Brood War, 8
suumber of new building tokens bave been included All of
these tokens should replace those foundin the base game.
Note thet the level II Protoss Robotics Bay should be added
tothe available Protoss buildings even though it does not
hhave a counterpart in the core game.
‘These tokens follow all rules governing building tokens
‘The only visible change is that some building levels now
provide the ability to build more than one new type of unit
‘These simply follow the rule that ifthe unit image is visble,
then the owner may build that type of usit.
new KEYWORDS
A.vatiety of new abilities are provided to units by keywords
con the new Combet cards, Technology cards and Faction
Sheets. The rules governing these sbilities are found below:
‘COLLATERAL DAMAGE”
If front-line unit with this ability is not destroyed dusing
the Resolve Skismishes step of battle, the owning player
‘may immedéstely choose to do one of the following:
+ Destroy one enemy base in the ere,
+_ Destroy one enemy installation in the aree
+) Destroy all enemy workers in'the area (on the
corresponding resource card)Note that this sbility is triggeredimmediately, evenif the
unit is later forced to setzeat or withdraw from the area,
“cLoaKin
‘A unit with this isted onits Faction Sheet is always
considered to have the cloaking ability during battle
(Gee “Cloaking” an page 38 af the care rulebook)
‘ACombat card with this keyward does the following.
‘Altthe end of the “destroy units and discard cards” step, the
opposing front-line unit is “stolen” The player thet used the
mind conizol card takes the stolen plastic fguce, and places
one of his mind control tokens beneath t. Whe the token
is present, he treats the figuce asf it belongs to him. During
battle, a mind controlled unit uses the top ard from its
original owner's combat card deck.
Example: A Stege Tankis in a skirmish against a Zealot and
‘supporting Dark Archon. The Stege Tank has sufficient
strength to destroy the Zealot, which also triggers the
splash damage on his card. The Zealot does not have
sufficient strength to destroy the Siege Tank, but the Dark
‘Archon had used a mind control reinjorcement card. and
steals (takes control of) the Siege Tank He places one of his
‘mind control tokens toider the Siege Tank to mark that itis
tunder his control. The splash damage of the Siege Tank's
combat cardis then triggered. and the Protoss player
chooses his Dark Archon to be destroyed.
Each Protoss fectioni¢ limited to two mind controlled units
at a time (but may voluntarily destroy units under their
control), Hero units may not be mind controlled.
“RECHARGE”
‘This ability may be used when the specified card type would
bbe discarded to instead return the card toits owner's band
Most zecharge abilities specify thet they may only be
used once pet action phase. To keep track of this, place &
depletion token on the card to mark that it hes been used,
‘Al'the end of the action phase, remove the depletion token
from the card
“SACRIFICE”
‘A frontline unit with this ability (listed onite Faction
Sheet) is automatically destroyed ducing the Resolve
Skismishes step of a battle regardless of whether or not the
opponent has sufficient strength to destroy it. This ability
is ignocedif the unit with the sacrifice ability is unable
to attack the opposing frontline unit (due to ts attack
capability.
Example: Two Scourge uruts (with the sacrifice ability) are
attacked by a Scout and Dragoon, forming two skirmishes.
During the Resolve Skormishes step, none ofthe units
have stffictent strength to destroy their opposing wot
The Scourge fighting the Scout is destroyed because ofits
sacrifice ability. The Scourge fighting the Dragoon is not
destroyed, because the Scota'ge is unable to attack ground
tits, (0 the sacrifice ability is not triggered)
NEW MODULES
‘Three new module types have been providedin this
expansion Although each fection has the same three types
cf modules, the cost of the module (Found on the back of the
tokes) varies depending upon the race. The new modules
provide the following elalities
DEFENSIVE MODULE
Cost (in gas)~ Zerg:2, Terran2, Protoss:]
When defending, after match-ups have been made for
a skirmish, the player may switch any two of his units,
bebween skirmishes (they may be frontline or support
‘units, but not assist unit3.A player may only switch a unit
info the front-line of « skirmish if the opponent's front-line
‘unit has the ebility to attack it,
Example: One Archon and one Zealot are attacked by a
‘Marine anda Siege Tank The Terran player matches the
‘Siege Tank with the Zealot, and the Marine 1 with the
Archon. Since the defending Protoss player has buat a
defensive modhle, he may then switeh the Archon with the
Zealot. The final skirmish match-aps are Archonys. Siege
Tank, and Zealot vs. Marine.
ASSIST MODULE
Cost in gas)- Zerg:2 Terran, Protoss.?
‘This module allows one of the player's assist unitsin an
sree to not count towards the unit limst This module also
allows single assist unit to not count towards unit limite
when attacking an eee
Example: Jim Raynor has four Marines and one Medic
(emassist taut) in an area that has a it limit of 4 He is
allowed to do this because he has built an assist mockile
This module also allows ham to legally attack a 2 wut limit
area with all five of these unts.1. Arcturus Mengsk is executing a Mobilize order
een eet
‘Since his opponent has built the Ais Support module,
Axcturus Mengsk is normelly aot allowed to transport
erent rere nent mois
However, ance Arcturus Mengsk es buat the
eres Ome eer
Fetal ne eres eset So
‘This module al
transports in order to evade (ig
Defense” ability of
umber of
eaning en ex ignoring his
post module, The player must then
att used to mave wits into th
ey
See Chee crescent eee
Prime to the area containing the enemy base
Peete ees ceca
reece ene eects ne
PRs ene eee ore er erences
Rerepeesreccy weer eee as
pera!Overmind Cerebrate
Installation tokens are used to xepresent special fecilities
that serve specific purposes Like bases, installations
are placedin areas and do not count towards the area's
‘unit limit, There ean be no more then one base or one
installation in each area.
Installations are destroyedin the same manner as bases,
bbut otherwise do not function as bases. They do not provide
resources from the planet. An area only containing an.
installation is conadered to be controlled by the player who
owns the installation.
‘The installations included in this geme are: Infested
Commend Centers, the Cerebrate, the Overmind, and the
Warp Gate, The rules governing these installations can be
found on the corresponding Leadership card or scenario. The
rules for Infested Command Centers ean be found below.
INFESTED COMMAND CENTER
Infested Commend Center Installation Tokens
Infested command center installations come into play
ie the Zerg “Infest Command Center” technology card
‘A Zerg player is zequired to have an Infested Command
Center on @ planet in order to build Infested Terran units
there. However, he is not requized to have a base on the
planet in order to build Infested Tessens
RESOURCE TOKENS
Minerals and Gas Resource Tokens
Certain Leadership and Event cards provide players with
resource tokens. These tokens may be discerded any time @
player is paying a resource cost toreduce the cost by one of
the appropriate type
Example: Jim Raynor has | gas resotirce token (provided
by his “Storage Facilities” Leadership card) During his
Research order, he wishes to purchase a Technology card
that costs 2 gas. He discards 1 of his gas resouwce tokens
to decrease the cost by 1. He pays the 1 remaining gas
following the normal rile for spending resources
THE DEFEND ORDER TOKEN
@ 9
A Defend Order Back A Defend Order Front
‘These unique orders are never placed in an oxde stack,
and are instead placed feceup in an area andimmediately
resolved dusing the Planning Phase. These orders cannot
bbe used for the Event card option (to deaw an Event card
instead of executing i). Each player may only execute one
Defend order per planning phase. These tokens heve a
‘unique shape and color to zemind players that they Function
afferently from most orders
RESOLUING @ DEFEND ORDER
Dosing the planning phase, the player places the arder in
one friendly’ axea on any planet He may then immediately
‘move and/r transport units to the chosen area, asf he were
executing a Mobilize order on the planet. Finally, he places
‘ guard token in the area andseturns the Defend arder to his
pile of unused order tokens
A Guard Token
‘At the start of a battle in the area, the defender may discard,
the guard token from the aree to gain +2 health in each
skizmish The tokens discerded f the player no longer
contrals the area,
Note thet this token may enly be used when defending.
and cannot be usedin conjunction with other elaities thet
provide a health bonus. For example, it provides no bonus if
player uses another defend token, a “Bunker” Technology
card, a “Flawless Defense Plan” Event card, ot another
guard token.
LEADERSHIP CARDS
‘These powerful cards provide unique abilities to each of
the sx factions They provide one-time or ongoing abilities
that can have a profound impact on a player's strategy.
Leadership cards come in thtee stages, and each playes has
the ebility touse one of them during each stage of the game,
for a totel of up to three cards (if the game reaches Stege IID.
‘The Stage l Leadership cards also specify which units a
player will start with during the “Galaxy Setup” step. These
‘units replace the ones that a player would normally start the
game with (found on the back af the old Faction Sheets)
Players may look at other players? (end their ows)
Leadership decks at any time, except during the “Choose
Leadership Cards" stepCHOOSING LEADERSHIP CARDS
Leadership cards are selected dusing the
Leaderstup Cards” steps of game setup, and the Regrouping
“Quick Reference” on page 20)
During the “Choose Leadership Cards” step, all players look
at all oftheir Leadership cards, choose ane that matches the
curent stage, and place it facedown Once all players have
chosen a card, they are simultaneously turned faceup and
resolved (see “Resolving Leadership Cards" below)
If players have already chosen Leadership cards for the
current stage, then this step of the Regrouping Phase is
skipped
RESOLVING LEADERSHIP CARDS
Leadership cards are always resolved starting with the first
player and proceeding clockwise
Most Leadership cards have one-time abilities thet
immediately take effect and are then removed from the
game, Some Leadership cards have the text "Place in your
play ares,” and stay in play for the remainder of the game
Leadership cazds with the “Special Victory” or “Hera” trait
also stay in play for the remainder of the game
SPECIAL VICTORY TRAIT
Each faction has a single Leadership card with the “Special
Victory” trait. These Stage I cards provide the player the
staility to complete his special victory condition once
Stage III hes been reached If a player does not choose his
‘Special Victory” Leadership card at the start oft
then he will only be able to win the game by collecting,
enough conquest points
HERO TRAIT
Each faction has at least one Stage Il Leadership card with
the “Hero” tit. These cards provide the player with a
special hero unit which is represented by anormal plastic
unit of a pasticulas type with « hero token underneath it
Hero Tokens
‘When a player gains «hero, he takes one of the figures of
the appropriate type from his unbuilt figures, places it in
any friendly area, and places a hero token beneathit, This
token semaine under the unt to mark thet itis aero, end
‘will mave with the unit
Heroes function the same as normal unite of the same type
(for example, they match combat cards of the same type)
‘They have all abilities listed on the Faction Sheet for thet
pavticulas unit plus any provided by the Leadership card,
If e player hes no friendly areas in which the hero can,
legally be placed (for example, if the hero is a ground unit
and the player controls only fiying unit limit areag, then,
he cannot gein the hero. If « player does not have enough.
plastic figures of the required type, he is allowed to destroy.
‘friendly unit of the appropriate type so he may gain the
hero.
Splash Damage Immunity
Allheroes are immune to splash damage, This means thet
‘a non-hero unst must always be chosen to be destroyed by
splash damage if posable If there are no other eligible units
to destroy, the splash damage is ignared,
Heroes are also immune to the mind control ability and all
‘Technology card abilities thet destroy units for example the
Protoss “Leg Enhancements” or Zerg “Spawn Broodling’)
During the “Choose Leadership
peregrine t Senter
Pees a oneness ert
his heto Leadership card, “Torsasque.”
Smee Tra stsertea a
appropriate type (Ultselisl) are alzeady
eae create a
ene cree
Same ester ee eereee Sorts
axea, end places a hero token under itOPTIONAL RULES
‘This section describes a vasiety of options that players can
use to enhance and alter their geme play experience. All
of the rules in this section are modular, and any number of
them cen be used during a given game
Before setup, players must all agree on which of these
options they wish to use. Any options that all players do not
agree on will not be used
RANDOMIZED FACTIONS
With this option, players do not choose factions dusing the
‘Choose Factions" step of setup, and are instead each given
arendom Faction Sheet
Since the new Faction Sheets all have a common back, they.
can easily be shuffied and randomized Each player is then
dealt one random sheet, which represents the faction he will
play for the remainder of the game
DISPOSABLE SPECIAL ORDERS
‘This option is recommended for advanced players who
wish to have more strategic decisions and flexibility with
special orders It allows players to always execute special
orders instead of discarding them to deaw Event cards
He may do this regardless of the number of Research and
Development modules he has on his Faction Sheet, at the
cost of permanently losing the ordet
‘Whenever a player executes @ special order end cannot (or
does not wish td) place it in his special order pool, he must
remove the taken from the game.
Any tokens removed from the game are returned to the
game bar, and may not used for the remainder of the game
MORE STARTING PLANET TOKENS
‘This option is intended for players who prefer more control
over Gelary Setup
With this option, exch player receives free starting planet
tokens Gnstead of two) and the corresponding planet tiles
ducing the “Receive Planets” step of setup Players still only
place two planets during Galaxy Setup. After each player
hhas placed two planets, all other planet tiles are returned to
the game bax
LARGER GALAKY
‘This option is intended for players who prefer a dover
‘buildup and like to see more high level units in the game
With this option, each player receives free starting planet
tokens (instead of tw0) and the corresponding planet tiles
ducing setup. After each player hes placed to planet tiles
ducing setup, each player (starting with the Brat player and,
proceeding clockwise) will place his third planet tile into
the galaxy.
Players must fellow normél placement rules, and wil sil
nly place « single base (although it can be on any of his
three planet, With this option, players donot use the special
snctory card from thes Leadership deck, end the number af
conquest paints required to win the game is increased to 25
If this option is used with the “No Leadership Cards"
option, each player simply starts with the units listed on his,
speciel victory Leadership card
NO LEADERSHIP CARDS
‘This options for players who prefer a more traditional
game of StarCraft: The Board Game.
‘With this option, each player begins the game with,
his special victory Leadership card, and the “Choose
Leadership Cards” steps of setup and the Regrouping Phase
are skipped
In addition, during step 6 of setup, remove the following,
cards from the event deck “Subtle Planning” (stage I),
“Heroic Strategy” (stage ID, "Inspizing Leadership” (stage
IID. Then remove one less than the susmber of random cerds
from each stage at listed under “Building the Event Deck”
(eee page 5)
GAME MODES
‘This section describes a variety of game modes thet
modify the victory conditions, as well as other key rules
of StarCraft: The Board Game. The game modes in this
section may not be used with the “Optional Rules” (page
1D), and amaximum of one geme mode can be used during
a given game.
Before setup, players must all agree on which game mode
they wish to use Gf any)
SURVIVAL GAME MODE
‘This version of the Galactic Conquest Variant makes for
a-quicker, more unforgiving game of eliminstion When
‘using this option, follow all rules for the “Galactic Conquest
Variant” (page 4? of the core rulebook) in addition to the
following rules
In this game mode, a player is eliminated from the game if
at eny tame he does not have any bases in play In addition,
‘when « player's base is destroyed, the token is removed,
from the game and returned to the game bat
Conquest paints are not accumulated when playing this
‘variant. Instead, each time a player would receive «
conquest point, he receives a resource token of his choice
Gee page 9)
SCENARIO GAME MODE
‘This game mode allows players to play specific story based
missions instead of playing anormal game of StarCraft:
The Board Game. ‘These aie a maber of scenstios to
choose from, each with different setups, victory conditions,
and factions The rules pertaining to all scenarios axe
listed in this section, and the scenarios themselves
appear on pages 13-16Before stasting a scenasio, players must decide which one
they wish to pley. Most scenarios can anly be played by
certain mumber of players, although some axe vaniable
“After egzeeing on a scenasi, players then follow the steps
below instead of performing normal game setup
1, Choose First Player: Randomly determine which
player will get to choose fections first. After choosing
Factions (step 2), anew player will become the first
player, as described by the scenario,
Choose Factions: Each player chooses # faction to play
from those listed in the scenssio. Scenarios will often
only include certain factions, end a player may only
choose factions listed the scenes.
Gather Faction Components: Each player receives
the Faction Sheet, tokens, cards, and plastic figures
corresponding to his Faction Some scenatios provide
players with additional pieces (such as plastic Rgures of
‘nother coloy). Also note that some scenarios may staxt
1 player with pasticulas buildings ot modules on his
Faction Sheet
Place Conquest Point Track: Although not all
scenarios use conquest points, most scenarios will use
the conquest point track for example to keep track of
the current game round, see page 12),
Place Tokens: Place all unised depletion, guard, and
resource tokens to one side of the play area. Players
may need to access these tokens throughout the game,
Prepare Event Deck: Some seentsios will specify
certain cards ar random card to be removed from the
Event deck. Ifthe scenario does not specifically remave
cards from the Event deck, then the deck will be used in
its entirety. After the cards have been removed, dauffle
tech stage ofthe deck seperately and buuld the Event deck
bby placing Stege Ion top of Stage II on top of Stage II
Galaxy Setup: Unlike e normal game of StarCraft:
The Board Game, exch scenssio specifies how the
galaxy will be set up This includes the placement
of planets, the placement of z-axis navigation routes
(marked with dotted lined, bases, and each faction’s
starting units (which must be placed an the specified
planets, starting with the first playe)
Separate Technology Cards and Combat Canis: Each,
player separates his Combat deck fram his Technology
deck and places each deck on the appropriate spaces of
hus Faction Sheet If the scenacio specifies adding certain
Technology cards to the Combat deck (ar placing thesm in
play), itis done at this time
Draw Combat Cards: Each player shuffies his Combat
deck end then draws Combat cards up to his hend limit
(aormelly 6)
VICTORY CONDITIONS
Inmost scenarios, players will not collect conquest points
fr use special victory conditions. Each scenario describes
‘what each faction (or team of factions must do in order
towin the game.
PLAY ORDER
Each scenario specifies which player begins the game as the
frst player and whet the play order for the scenario will be
‘After players have chosen their factions, they should follow
the specified play order for seating eround the table
Example: The scenario specifies that the play order is:
Queen of Blades, Jim Raynor, Tassadar. Therefore, the
layer controlling the Jim Raynor faction sits to the left af
the Queen of Blades player. and the Tassadar player sits to
the right of the Queen of Blades player.
COUNTING ROUNDS
‘Some scenarios will only lest a certain saumber of game
rounds, and recuure players to track the mmmber of the current
ound In order to do this place an umised conquest marker
‘onthe “I” space ofthe conquest track during setup Atthe end
of each Regrouping Phase, move this token one space up the
tack
TEAMS
‘Many scenasios break the factions into pesticules teams, The
rules for teams can be found an page 4? of the care rulebook
NO LEADERSHIP CARDS
Leadership cards are never used in @ seenasio unless
specified. For example, if a scenario staxts a player with,
‘particular hero, then ae also stasts the game with the
appropriate hero Leadershup card
SCENARIO ITEMS
@oo
Psi Emitter Khalis Crystal Urqj Crystal
‘The scenasio item tokens are only used in certain seenasios,
‘These scenasios will specify the purpose of the stem tokens,
and how to use them,
Most items can be carried by units in the game, although,
some scenarios may restrict which units ean caszy them Gor
example, a particular hero may be the only unit that ean
cerry an item). When a unit is carrying an item, the stem is
simply placed beneath the unut. When the unit moves, the
item is moved with bim. If the unit is destroyed, the stem is
placedin the area the unit was destroyedin.
In order to pick up an item thet is not being carried, the
player must control the area (have friendly units, and.no
‘enemy unite/bases in the ares). When executing a mobilize
ofder, the active player may choose one of is units thet
isin the same area as the item to carry (pick up) the item,
Each unit may only carry a single stem ata time
‘SPECIAL RULES
In addition to the rules found here, each scenario hes
special cules andzestrictions that must be followed. These
rules can be found under the “Speciel Ruled” section of the
ven ecenstio.ete a Sta ae RET) dg
Tay
The Confederation continuously fails to provide a cohesive
resistance to the Zerg menace. For the sake of survival Jim
Raynor forms a desperate alliance with the rebel forces of
Arcturus Mengsk.
‘SETUP
Planets: Antiga Prime, Bhekar Ro, Dylar IV (representing
Veet eta
ie
SS ee eee NONE LTE
Baa tay
Jim Raynor:Sim Raynor hero, 3 Marines, and 1 base on
Dylar IV (this base may not be located on the conquest point
space). Air Support module and 8 workers. Only draw 6
combat cards during setup, but place both Bunker
technology cards in hand,
Corey anette ey
Zerglings and 3 Hydralisks on Bhekar Ro. 6 workers.
Renee eee Ce eee ea et
ate
Cee a a Seen ers a ea
Raynor hero is destroyed,
Jim Raynor: Wins if the Overmind player has not won by
oer ee ete on?
bi ote) sy
Cd
‘The Event deck is not used as normal. Instead, each player
secretly selects four cards from the following list at the end
of setup. All unchosen cards are returned facedown to the
Presid
Jim Raynor: “Scouting Party.” “Defensive Strategy,”
erences Mon em
SD eretaa toe OMI Stettrag
OL ae ae era Sn Ua Ta
See sae ear oan a
pane aS a
During the “Play Event Cards” step of each regrouping
phase, each player executes one of the four (unused) cards
he selected during setup. Event cards must be played in
order, e.: a player may not play a Stage II card until he has
played all of his Stage I cards.
Pre et ee ete er
for any reason (see “Combat Card Option” below).
Pua
‘The Overmind player can only build Zerglings, Hydralisks,
and Mutalisks (the appropriate buildings are still required to
‘construct these units),
‘The Jim Raynor player can only build Marines, Firebats,
Medics, and Vultures (the appropriate buildings are still
Pere ecte ces)
Sere en ne eeree one eT
‘Queen of Blades and Arcturus Mengsk plastic units
peers
‘When the Jim Raynor player uses a special research order, he
Pee ec ren cscs met)
eerie
from his deck or discard pile and place
Co RL
‘When defending against an attack, the Jim Raynor player is
‘considered to have a base in any area that contains a guard
Poona ese eneg ees sna
ont
Whenever a player would normally draw an Event card, he
instead draws two Combat cards. This includes when a player
uses the “Event Card Option” to draw an Event card instead
eset etree
OPT
Players do not receive conquest points as normal. Each time a
player would receive a conquest point, he instead receives a
resource token of his choice (gas or minerals). This token can
be used as described under “Resource Tokens” on page 9.
pad
‘To move from Antiga Prime to non-conquest point areas of
Dylar IV, that faction must control the Dylar IV conquest
point space. Bases cannot be built on (or move to) the Dylar
IV conquest point space.em TG ata)
Ens cy
With the Zerg threatening to overrun Jim Raynor's forces his
only hope is to plant the Psi Emitter in a nearby Confederate
base so that he can escape. Meanwhile, Aldaris attempts to
ee eae ee ee
‘SETUP
bee a a ae ee Oem TN
(representing Mar Sara) Pridewater, Tarsonis, Torus
y
Play Order: Arcturus Mengsk (cepresenting the
fore omen nae Ene ae Ty
BIOs
Jim Raynor: Jim Raynor hero,2 Marines, 1 Firebat, 1 Wraith,
Pree Se Oecd
PS a ea ed cee ee)
Dea meer ee ee cy
Aldatis:2 Zealots, 1 Scout, Fenix hero, and 1 base on
Pridewater. § workers.
Overmind (non-playable}: 2 Zerglings, 1 Hydralisk, and 1
base on Antiga Prime. 2 Zerglings. 1 Hydralisk, and 1 base on
‘Tarsonis. 3 transports (see “Overmind Transports” below). 6
workers, “Endless Hunger” Leadership card and Level I spire
(building) on Faction Sheet
Prada)
ee NaS eet eS es
‘Stage I:*Navigation Error” x2, “Refinery Bombardment” x2,
See Cente eines
Subtle Planning,” “Encrypted Data Chip.
‘Industrial Strategy,” “Refinery Sabotage” x2, “Rich
aboteur” x2, "Xel’Naga Aruifac,” "Heroic
ee ern Cae oe oT
Time” x2, “Accelerated Progress” x2, “Inspiring Leadershi
Amt
Arcturus Mengsk: Wins by acquiring 12 conguest points or if
onan Donen eet nd
Aldaris: Wins if every Zerg base has been destroyed.
Aldaris does not gain conquest points.
Jim Raynor: Wins ifthe Confederate base on Dylar IV is
Peete ny Ate Tea ay
Por eee is
aie As
uc)
‘The Aldaris player may not place orders on Dylar IV.
ey
‘The Jim Raynor hero is carrying the Psi Emitter scenario item
at the stat of the game. It cannot be carried by any other unit
‘The Psi Emitter is automatically deployed (placed on the
planet) if Jim Raynor reaches Dylar 1V (see “Overmind Turn”
ESTE
ay
‘The Overmind faction is used to represent a Zerg force that is
‘outside of the players’ control. Although the figures are built a
and defended by the Jim Raynor player, they are not part of his Bi
forces, and can attack him (see “Overmind Turn’ below).
During setup, the Jim Raynor player takes the Faction Sheet,
plastic figures, combat cards, workers, module and building
frente erent
Se eg ee Meneses
omens
At the start ofthe game, place one Overmind transportin each
of the following navigation routes: Torus-Dylar IV.
Pomerat
‘These transports cannot be destroyed, moved, or used to evade
Senet en a seo ett
Berets
Before each Planning Phase (including the first Planning
Phase), the Overmind will execute one Build order on each
planet containing a Zerg base. When building, the Jim Raynor
faction selects and builds units, modules, und buildings of his
SOAS tee ein ces
spend workers and follow all normal building rules, except for
Duild limits (which he may exceed).
After the Psi Emitter has been placed on Dylar IV by Jim
Raynor, the Overmind can execute one mobilize order on Torus
‘or Dylar IV before building. Like a normal mobilize order,
‘Overmind units may not move into more than one enemy
controled area. Instead of starting a battle inthe area, all enemy
(non-Zerg) units are immediately eliminated in the area,
‘Overmind bases are destroyed inthe same manner in which
base would normally be destroyed but only if there are not any
onsen ers
Sete ae eee es eee nt
Pete ena eg rer arte
Peeper ence na est ant TT
str othe bade, he draws ards equal to the numberof
Corr rs PARP erga eA
Piero rent rer paar ee ete tts
cere ees ee ote Caren
eee ee ne eee ne
een ensBa TT at eT Ea ia
FOR URAJ € KHALIS Hees pou oped teeta
eee oer
a transport, and base on Antiga Prime, 7 workers
Se ee ee cs pee eee eee enter ee et snt
5 ca nara aoe eee tee ie een
aes eat ee eee
Bec g ud
Ce tree ete creer se a oe
SETUP Zecglings, | transport, 1 base, and 1 khelis crystal scenario
Ped ee ea Fone et en
era ent COC ee rene eee ea Temes reser
es Steerer Mee cece (e) femme rere reer paen reste
Sacer
base aay
ean aes otc
Se tee eS cee eS ed
Seer Pearey ai oeemes eee tats
Sih erence eerste)
Sree SUR oe Soe seers
Peer eiresid
Raa eee ae Coe eee cay
coer tetra ets eesti
roe Cette ash eeeere cee erere
Prete renee seme careers ee etn eres
and/or Tarsonis. Team 1 does not gein conquest points.
Pea eran tent een tet erred
Rareperetei nent cts
Poi) aes
eae
Ono reach og eee cere
Freres ee eee eee es teers
peer -ot eee’
Play Order: Queen of Blades tarts as fist played), The
Overmind, Tessades, Arcturus Mengsk (epresenting the
UED)eT Ts ate)
Ret en iat}
The Overmind has come to destroy all that the Protoss and
Terran hold dear and assimilate all who stand against it
Ifthe Overmind is not destroyed, the Zerg will become an
eee a
‘SETUP
Pare Un eae eS Sc
Ro, Chau Sara, Haleyon, Helios, Hydrax, Moria, Paladino
Belt, Pridewater, Tarsonis, Torus (representing Aiur)
Ren ees nace eect
Vereen nOs emer Lee tment rts
BI ey
A
Queen of Blades: 3 Zerglings and 1 base on Paladino Belt.
2 Zerglings, 1 Ultralisk, and 1 base on Braken. 2 transports
erecta cd
Overmind: 2 Zerglings, 1 Hydralisk, and 1 base on
Avemnus Station. 2 Zerglings, 1 Lurker, and I base on
Haleyon. 2 transports and the Overmind token on Torus, but,
do not use the Overmind Leadership card. 7 workers
Ay
PO Ae Leen
Sra CREC i et
PN ea eae
eeepc
AE
‘Tassadar: 2 Zealots, 1 Dragoon, 1 base, and 1 transport on
Pridewater. 7 workers.
Aldaris: 3 Zealots, I base, and 1 transport on Bhekar Ro,
Eee
Pasig ey
Remove all copies of “The End Draws Near” (Stage III)
from the Event deck. Ifthe Event deck runs out of cards,
RO es eee ners srt sg
VICTORY
‘Team 1: Wins if no other team has won the game by the end
of the seventh game round. Use the Overmind’ conquest
point marker to track the current game round.
‘Team 2: Wins if they have a friendly unit inthe area
containing the Overmind installation token at the start ofa
Sense
‘Team 3: Wins if they have a friendly unit in the area
containing the Overmind installation token at the start ofa
Seatac
boise May
ee
Players may choose not to destroy teammate’s bases in
friendly areas, They may also choose not to take Resource
ee sete
BO eda)
Players from Team 2 and Team 3 cannot use starting
resources (the resources printed on their Faction Sheets).
PE
Players do not receive conquest points as normal. Each time a
player would receive a conquest point, he instead receives a
resource token of his choice (gas or minerals). This token can
be used as described under “Resource Tokens” on page 9
eT ay
Per eer a eee etn eT cns
every Newer ete are Casa Sy
list of which factions to exclude:
Sey et
Sere TTR re eats
SET eta react
or Queen of Blades.
eee Neer ee eee ata em re
and transports corresponding to the unused faction of his race.
ee ese eke en
Raynor also places all units provided by the Arcturus Mengsk
setup.
Extra Units and Tokens: Each player may use plastic units,
transports, and workers belonging to the unused faction of his
race, These units and tokens are treated as if they were of his
eng
Extra Orders: Each player may use the onder tokens
belonging to the unused faction of his race. During the
Planning Phase, he places one order from his faction, and one
from the unused faction. This means that he will place two
‘orders each time he would place one order, for a total of eight
Peers ents
Queen of Blades Resources: If playing a three player game,
the Overmind player places the Queen of Blades Faction Sheet
beneath his sheet, so that the starting resources are visible. He
‘may use the starting resources on this sheet as if they were his
Coe ee Ct Cee Oe erty
Serene)Ta me SRS)
eT
AYVIUe
TTT E
a TTT Te !
AND minimum col
7 ° > 4 . SS =QUICK REFERENCE
GAME SETUP
1, Choose the first player
Choose factions
Gather faction components
3
4, Place conquest point track
5. Place depletion, resource and guard tokens
Prepare the Event deck
‘Oplapers: Remove Scards fromboth Sages Land It
Splayers: Remove 7 cards fromboth Stages Land II
4 plqvers: Remove 1 cards fromboth Stages Land IT
players: Remove 15 cards from both Stages Land Il
2 plqvers: Remove 19cards fomboth Stages Land It
6. Choose Stage I Leadership cards
7. Galaxy Setup
8. Separate Technology cards and Combat cazds
9, Draw Combat cards
1. Destroy bases installations and transposts
Lote Resouce cards
Grin Resource exrds
Retrieve workers and special orders
Choose Leadership cards (if necessary)
Grin conquest points
Chet: for normal victory
Chee for special victory
Play Event cards
10 Discard Combat cards
11 Pass the first player token
SPECIAL ABILITIES
“SACRIFICE”
‘A front-line unit with this sbility (listed on the faction
shee) is automtically destroyed during the Resolve
Skismishes step of battle regardless whether the opponent
hhas sufficient strength to destroy them or not. This ability
isignoredif the sacrifice unit is unable to attack the
opposing front line unit (due to ite attack capability)
“RECHARGE”
‘This bility may be used when the specified card type
would be discarded to instead return the card toits owner's
“COLLATERAL DAMAGE”
If a unit with this ability isnot destroyed during the
Resolve Skirmishes step of a battle, the owning player may
immediately choose to do one of the following,
+ Destroy one enemy base inthe area
+ Destroy one enemy installation in the area
+ Destroy all enemy workers in the area (on the
corresponding Resource card).
“mind CONTROL”
‘At the end of the “destroy units and discard cards" step, the
opposing front-line unit is “stolen” The player thet used the
mind control card takes the plastic figure, and places ane
of his mind contral tokens beneath it. While the tokenis
‘present, he treats the figue as if t belonged to him, During,
Dattle, a mind controlled unit uses the top card from its
original owner's combat card deck Hero unite may not be
mind controlled,
THE DEFEND ORDER
‘During the planning phase, the player
places the order in one friendly azea on
‘any planet. He may then immediately
‘move and/or transport units to the chosen
sree, asif he were executing a Mobilize
cordes on the planet Finally, he places a
guard token in the area and returns the Defend order to his
pale of unused order tokens
MODULE REFERENCE
DEFENSIVE MODULE
§ Cost (in gas) - Zerg? Terran:2, Protoss:1
When defending, after match-upshave been
‘made for a skirmish, the player may switch
any two of his units between skirmishes
(they may be front-line or support units, but
not assist unit). A player may only switch a unit into the
front-line of a skismishif the opponents front-line unit has
the alality to attack it.
ASSIST MODULE
(Cost fn gas) Zerg?, Terran | Protoss?
‘This module allows one of « playes's assist
‘nitsin an area to not count towards the unit
limit. This module also allows a single assist
‘unit tonot cout tawards unit Kimite when
attacking en area.
OFFENSIVE MODULE
Cost fn gas) - Zerg l Terran?, Protoss?
‘This module allows the player to destroy
fone of his own transports in order to
evade (Ggnote) his opponent's Air Support
module's "Limited Orbitel Defense” ability.