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a) J eri arias i —= THE BOARD GAME =— BROOD VVAR EXPANSION Tr lL ol a a OOo. Fo THE 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. PTT SSC hat] ee ee oy ry eereerie ery eny penny enn opomnnr race O rT 4 Lee EXPANSION 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" step CHOOSING 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 it OPTIONAL 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 13-16 Before 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 ens Ba 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.

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