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22-02-2009 - cesarpim@gmail.

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STARCRAFT – Game Round

You can only place an order on a planet that has friendly area(s) or
that is adjacent to one such a planet.
Planning You can use one special order per R&D module you currently have.
Phase
After uncovering an order, you may discard it and draw event card.
If all your orders are obstructed draw event card.
If you have no more pending orders you skip WITHOUT drawing
event card.
ACTIVE player can destroy his own units at any time, except during
Execution battle.
Phase
Any base in an area that has enemy units.
Any transport that is not directly connected to
Destroy Bases a planet with a friendly base.
& Transports

From any area that:


contains enemy units or bases, or
Lose Resource is in planet where you no longer have a base.
Cards & Workers

From any area that:


is friendly and is in a planet where you have
Gain Resource a base, or
Cards is empty and is in a planet where ONLY YOU
have a base.

Retreive Workers Assigned workers and unavailable workers.


Regrouping
Phase Only from areas you control.
Gain Conquest
Points
In the order: Normal Victory; Special Victory;
Elimination Victory.
In case of tie use tiebreakers (see bottom).
Check for Victory

If you are holding one or more “The End


Draws Near” cards play them; Otherwise you
Play Event Cards may choose a single event card and play it.
In case of End-Game Victory, the player with
most points wins; In case of tie use
tiebreakers (see bottom).
Discard
Combat Cards Tiebreakers:
To control an area 1. Conquest Points.
(to be friendly area) 2. Total Resources
you must have (and (not resource cards).
others can’t have): 3. Most Areas.
Pass First
- base, or 4. Most Bases.
- unit(s).
Player Token 5. Most workers in pool.
22-02-2009 - cesarpim@gmail.com
STARCRAFT – Battle
Attacker goes first.
Each side can use only one.
Use “Start of
Battle” Abilities
By default, attacker draws 3 and defender draws 1.

First, attacker pairs front-line units and assigns his supporting units;
Draw Combat Then, defender assigns his supporting units.
Cards Assist units can never be front-line, except when all of that side’s units
are assist; In such case, owner chooses ONE as front-line.

Establish Attacker goes first.


Skirmishes Alternatively, draw top card of combat deck and assign it to a skirmish,
without seeing it, and without placing reinforcement card.
When a card’s picture has the “specialty support” icon (yellow), that
card’s special abilities don’t require the portraited unit to be front-line
Place Combat (i.e., it can be supporting).
Cards
Attacker chooses next skirmish to be resolved.
If reinforcement card was played alone (e.g., if it was blindly drawn
from combat deck), continuously draw from top of combat deck until
you get a standard card, and replace it.
A (front-line or supporting) unit without the necessary ground/flying
combat capability provides 0 attack.
Notice that scourges and assist units have none of the two types of
combat capabilities, so they provide 0 attack. They do, however, have
health, when in front-line. As explained before, there is a special
situation in which an assist unit can be front-line, but (since there are
Resolve no standard combat cards for assist units) its health will correspond to
Skirmishes the small green number of the played card.
When one has sufficient strength to destroy enemy’s front-line unit
and lacks the necessary combat capability, but has the necessary
combat capability against supporting unit(s) (of the same skirmish),
enemy must choose one of those units and destroy it.
Withdrawal of cloaked unit happens during its skirmish’s resolution.
Forcing a cloaked ghost to withdraw doesn’t cancel its eventual nuke.
Abilities with keyword “cancel” must be resolved before all others;
Other than that, if certain abilities are to be resolved at the same time,
attacker’s abilities are resolved first (e.g., attacker’s cloaked units
withdraw before defender’s cloaked units OF THE SAME SKIRMISH).
Resolve Splash
Damage NOT restricted to units from the skirmish where it was triggered.
Forcing cloacked unit to withdraw also triggers splash damage.
Victim chooses which units to destroy but must maximize # casualties.

FIRST, if both sides have surviving units: If defender has only assist
Resolve units, defender retreats, otherwise attacker retreats.
Retreats AFTER, if attacker stays but is exceeding area unit limit, he must
retreat the excess units (of his choice).
Retreating must be to ONE area; Units exceeding the chosen area’s
unit limit are destroyed.

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