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A Post-Apocalyptic Turn Based Strategy Game - page 24 / 58

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Armageddon Empires

marked with the controlling faction’s symbol and an icon of a structure. A large structure icon indicates a stronghold, outpost, or other major facility. A small icon indicates just the presence of resource collector facilities. Bases are examined in the Base Viewer Interface, which can be accessed by left clicking on a base counter. A base is always fixed in location and can never move. The following rules govern bases:

Bases are usually built around a stronghold or outpost.

Only certain facilities can be deployed to a hex location that does not contain a stronghold or outpost. These are: resource collectors and minefields.

The total number of facilities besides resource collectors that can be deployed to a base location is limited by the facility level of the stronghold or outpost. One facility can be deployed for each level of the outpost or stronghold.

To increase the number of facilities that can be deployed to a hex location, the stronghold or outpost must be upgraded. Right click on the facility card representing the stronghold or outpost and select “Upgrade Facility” from the pop up menu.

Bases can hold captured prisoners. If a prisoner is being held at a base the Base Viewer Interface will offer a button to view the captured prisoner.

Bases are essential for extending supply. All stronghold and outpost cards contain the “Supply” special ability which provides supply to all hexes within the supply range of the player’s faction (see supply rules).

Prisoners

Once captured, enemy heroes appear in the prisoners section of your nearest in supply and non-beseiged base. For each prisoner that you control in an in supply and non-beseiged hex you receive a 3 Action Point bonsus. By right clicking on the prisoner’s card in the base viewer you can elect to either transfer the prisoner to another stronghold or execute the prisoner. Clicking on the transfer option allows you to drag and drop the prisoner card onto a different in supply and non beseiged stronghold or outpost hex. Selecting execute removes the prisoner card from the game.

Card Hand

At the beginning of any game the player’s deck is shuffled and a hand of 7 cards is drawn off of the top of the deck. The player can view these cards at the bottom of the “Game Interface” in the “Player Hand Viewer.” Cards are then drawn for the deck and placed in the hand and are played to the game board by dragging them from the hand and dropping them onto the board or other cards in some cases. The following rules govern the operation of the player’s hand:

The default maximum number of cards in a player’s hand is 8. This can be increased or reduced by special abilities on other cards in play or the effects of espionage operations by your opponents.

The default cost to draw a card is 3 Action Points. This can be increased or reduced by special abilities on other cards in play or the effects of espionage operations by your opponents.

To discard a card you must right click on a card and select “Discard” from the pop up menu.

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Tactics Hand

At the beginning of any game, the player does not have any tactic cards in his “Tactics Hand.”These cards must be created by a hero with the “Tactician” special ability at a hex that possesses a friendly Academy facility. If a “Create Tactic Card Challenge” is passed by the hero, the appropriate tactic card is placed in the “Tactics Hand.”The player can view these cards at the bottom of the “Game Interface” in the “Player Hand Viewer” by clicking on the “Tactics” button. Tactic cards are then played during “Challenges” by dragging them from the hand and dropping them onto the “Tactics Card Slot” on the “Challenge Interface.”The following rules govern the operation of the player’s hand:

The default maximum number of tactic cards in a player’s hand is 4. This can be increased by deploying academy facilities to the board. Each deployed academy increases the maximum number of cards in the hand by 1 to a maximum of 7 cards.

To discard a card you must right click on a card and select “Discard” from the pop up menu.

Playing Cards

Cards are played from the player’s hand in several different ways depending on the type of card:

Heroes, Units and Facilities

These cards are played during your turn by dragging them directly to the game board and releasing them with the cursor over the hex to which you wish to deploy the card. The following rules govern the deployment of these types of cards:

A hero or unit can only be deployed to a hex containing a stronghold or outpost that has the “Barracks” special ability. The stronghold or outpost must not be besieged.

An outpost can only be deployed to a hex that contains a friendly army with a hero or a unit with the “Engineer” special ability. The hex must be in supply and uncontested for control.

A facility card in a player’s hand other than a minefield can only be deployed to a hex containing a friendly stronghold or outpost that is in supply and not besieged. The level of the stronghold or outpost card must be at least 1 greater than the number of facility cards in the hex excluding the stronghold or outpost and any collector cards. For example a level 2 outpost can have 2 facilities deployed to its hex in addition to any collector cards that are built there.

Minefields can be deployed to any in supply and uncontested hex that has a friendly army containing a unit with the “Engineer” special ability.

You must be able to pay the Action Point and Resource costs of the card.

Attack Cards

These cards are played during your turn by dragging them directly to the game board and releasing them with the cursor over the hex that you wish to target. The following rules govern the employment of these types of cards:

If not destroyed during the challenges, aircraft and helo cards return to the player’s hand. Missile cards are discarded.

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