Colonial Space Wars: New Horizons
Colonial Space Wars: New Horizons Rulebook
Table of Contents
Table of Contents
Section 1. Recruit Training: Basic Rules
1.1 The Game
"Colonial Space Wars" is a table-top tactical game in which two or more armies, belonging to one or more of the available factions, battle each other. The action develops in a future solar system in a fantasy universe. Each army is composed of square game pieces which represent the units. During the game, these pieces move across a board divided into squares arranged in 10 rows and 12 columns.
1.2 Combat Swords
In a game of Colonial Space Wars: New Horizons, each player has a variable number of pieces, which are called "Combat Swords", and markers. Each "Sword" is attributed to the player depending on the faction they are playing (See Chapter 3), but the type and number of units cannot be modified unless players decide to use advanced rules (See Chapter 4).
Therefore, in the basic game there are four different "Swords" available for players to choose from; each of them has a different colour that characterizes it among the factions:
- Union of Terra. (Blue or Grey)
- Centauri Brotherhood (Red or Black)
- Heimdall Industries (Green or Violet)
- Ascaryan Infestation (Yellow or Brown)
Each "Combat Sword" is described in detail in Chapter 3: Legendary Armies and the different units are shown with their attributes and skills. Because of their rules, Terra and Centauri are recommended for beginner players, while the Ascaryan and Heimdall factions are more complex, and would be appreciated by more experienced players.
1.3 Game Pieces and Markers
Pieces in Colonial Space Wars represent units of troops or vehicles that form a task force. As shown in Figure 2, each piece has two sides, a front and a back, which give different information.
FRONT:
- Illustration: Allows a fast and easy identification of the unit. The colour of the border clearly indicates the faction to which it belongs.
- Health marker: Shows if the unit has suffered any kind of damage (See section 2.5.3.3).
BACK:
- Name: Identifies the type of unit among others in that faction. The background colour indicates the faction to which it belongs.
- Attributes: These values indicate generic characteristics (See Section 1.4).
- Skills: These are simple advanced rules of this particular unit. In section 2.5.3.4 there is a list and description of all skills included in Colonial Space Wars: New Horizons.
1.4 Attributes
All pieces in Colonial Space Wars: New Horizons have attribute stats. Each of which is represented by an icon and a numeric value between 0 and 10. The basic attributes of every unit are:
COMMAND (CMD)
This is the number of command points that must be spent in order to use this unit. This attribute is very important, since higher values make them more difficult to be used during that turn.
MOVEMENT (MOV)
Indicates the total number of squares that this unit may move in a turn. If the unit has the special skill "AGILE" or "FLY", the numeric value will be accompanied by an "A" or "F" respectively.
CLASS (CLS)
Units in Colonial Space Wars are classified in two groups:
- Light: These are generally represented by infantry units in the game.
- Heavy: Represented as machines or big monsters that are different from light units because of their huge size, toughness or special capabilities.
If a Light or Heavy unit has the skill "PROTECTED", the icon will be surrounded with a golden crown (See Figure 3).
ATTACK (ATA)
This is the damage that can be done to enemy units. This attribute is given with two values separated by one bar (*/*). The first value is referred to light units, while the second is for heavies.
RANGE (RNG)
It indicates the maximum distance the unit can reach with an attack.
PROTECTION (PRT)
This attribute indicates how resistant the unit is to damage, and it is related to the armor or stamina of the unit.
As an example, the attributes of a "Brigade" from Terra and a "Hoplite" Centauri are shown in Figure 3. The grey colour of the "Brigade" and black of the "Hoplite" tell us that they belong to the factions of Terra (Grey) and Centauri (Black). Both are light units that require 1 point of CMD to be activated.
But the resemblance among them ends here, because by checking the attributes of MOV, ATA, RNG and PRT we can see that a "Brigade" is a fast unit ready to shoot at medium distance. On the other hand, a "Hoplite" is slower but well protected and capable of receiving and doing a lot of damage in close combat.
Finally, in Figure 3 is also included an "Agent" of Heimdall, in violet. It is important to point out that this is a "PROTECTED" unit, since the CLS icon is marked with a golden crown.
These units represent the basic troops of their factions, but they have very different characteristics.
1.5 Markers
In addition to the pieces that represent units, markers are available (See Figure 4). The front of the marker is called "Impact marker", and the back an "Activation Marker".
Section 2. Fire and Wrath: Game Rules
This chapter is dedicated to describing the rules and the objectives of the game.
2.1 The Objective
There are different ways to play Colonial Space Wars, and many others can be developed by players in the future. However, a typical game would be "sudden death", which is won by the player who eliminates his opponent's ability to activate units. To achieve this goal in Colonial Space Wars, a player is defeated if, during the game he cannot activate any unit.
This kind of game is recommended for fast matches, where both sides have a common objective which is simple and known beforehand.
Sudden death in Colonial Space Wars is similar to games such as chess, where a player wins if he eliminates the opposing king.
However, in Colonial Space Wars this depends on the faction faced. Thus, when playing versus Terra, Centauri or Heimdall we need to eliminate only those units that give points of CMD (See section 2.5.1), but an Ascaryan infestation only is defeated when the last unit is destroyed. The importance of CMD points is explained in depth in section 2.5, which is dedicated to the Game Turn.
If none of the above objectives are achieved, the game will end in a draw if:
a) Both players agree.
b) Both Players repeat the same actions during 3 consecutive turns (See section 2.5).
c) All the survival units in the board are theoretically insufficient to eliminate the enemy.
2.2 The Initiative
When two sides fight, the attacker and the defender are first decided (see below).
The attacking armies have some advantages, like initiative and choosing the best location from where to launch the assault. The army waiting for the attack is known as the defender and has the advantage of fighting in its own domains; it is also able to place units in the optimal position for an ambush.
To represent this situation, at the start of the game both players will decide who is the attacker and who defender. They can also roll a dice or chose another method to decide which player chooses. Once these roles are set, they start their deployment following this order:
- The attacker will choose his deployment zone on the board.
- The attacker will start deploying all his units according to the Rules for Deployment (See section 2.4).
- Once the attacker finished his deployment, the defender will deploy his units following the same rules.
- After both armies are deployed the game starts. The attacker has the first turn.
This system represents the fact that attackers can surprise, while defenders stay in a friendly battlefield and their units occupy the most optimal positions to repel the attack.
2.3 The Battlefield
2.3.1 The Board
Games in Colonial Space Wars are played on boards divided into squares of 3x3cm (See Figure 5). A typical basic board has 10 rows and 12 columns, but players are able to combine two or more boards if it is decided that the battlefield is to be expanded for bigger games.
In these cases we recommend using 12x20 boards if playing two "Combat Swords" per side, and 20x24 for three.
The game comes with one board of these dimensions (10x12 squares) and two different types of terrain in each side. These have been developed to recreate possible worlds from the Colonial Space Wars universe.
2.3.2 Types of Terrain
According to the previous section, an advanced map like the type 2 (Figure 5) can represent different kinds of terrain. These are specified by a little mark in the square. A unit that is located in this square will get automatically a "Status" (See section 2.5.1) that could modify temporarily his attributes. The different types of terrain are:
- Square without mark. This represents normal terrain.
- Square with mark "A". This represents "Abrupt" terrain. A light unit in this square gets "Covered" status.
- Square with mark "B". This represents "Extreme" terrain. A light unit in this square gets "Covered" status.
- Square with mark "C". This represents "Impenetrable" terrain.
In addition to these four types, a square could present one of two modifications:
- Mark "D". This is reserved for non-favorable terrain. A unit in this square gets "Uncovered" status.
- Mark "F". This represents defensive buildings or fortifications. Units located in this type of square get "Fortified" status.
The effects of different types of terrain and modifications will be described later.
2.4 Deployment
Each board has a map that represents a battlefield divided into 3 "battlezones" by two imaginary lines: Own Base, Neutral Zone and Opponent's Base (See Figure 6).
When deploying an army, we must consider that each player is only able to put his units in squares inside of his own base.
If the game is played on a map like Figure 6, each player can use only his first two rows for this. The 6 rows located between both bases are considered Neutral Zone that cannot be occupied. The only exceptions are special units with the "VANGUARD" rule (see section 2.5.3.4).
2.5 Game Turns
In "Colonial Space Wars" the battles are resolved with the actions of each player in alternate turns, in a similar way to other strategic games. However, in Colonial Space Wars each side will carry out one or more "movements" in the same turn; this will depend on the number of CMD points available for the army.
2.5.1 Status, CMD Points and Activation of Units
Status
The units present a different "status" depending on circumstances of the game. These will affect their availability to be used or their performance.
The types of "status" and the descriptions of effects produced by them are included in Table 1:
Table 1. Status
| Status | Effect |
|---|---|
| RESERVE | Unit that can be activated by using CMD points. |
| ACTIVE | Unit that has been now activated and can be used by his owner player. |
| NON ACTIVE | Unit that has been activated and ended actions in that turn. This status is indicated by adding an "Activation Marker". All these markers are retired at the beginning of the opponent's turn. |
| CONNECTED | Unit from Heimdall in "Reserve" and in RNG of a friendly unit with "NET" special rule. |
| DISCONNECTED | Unit from Heimdall in "Reserve" but out of RNG of a friendly unit with "NET" special rule. |
| CLOAKED | Units attacking "cloaked" targets will always use RNG 1 instead of their own RNG attribute. |
| FORTIFIED | The unit gets +1 PRT. This is cumulative with "COVERED". |
| COVERED | The unit gets +1 PRT. This is cumulative with "FORTIFIED". |
| UNCOVERED | The unit gets -1 PRT. This is cumulative with "FORTIFIED". |
Therefore, in general at the beginning of his turn a player has all his units in "Reserve", and only these can be chosen and be activated by spending CMD points.
Points of CMD
This value indicates how many points can be spent by the player each turn to activate units.
Thus, each unit requires a certain number of CMD points to be used in that turn; this is called "Activation" of that piece.
Example: One army has 5 CMD points. The player declares that he decides to activate three units of CMD 1 and one unit of CMD 2.
The source of CMD points depends on the race/faction chosen:
- Terra/Centauri: These armies get CMD points from units with the skill "LEADER". At the beginning of their turn, the player adds all points of CMD that each leader gives. These are the total CMD points that are available for that turn to be spent in activation of units in "Reserve" status.
- Heimdall: In this faction only those units with the skill "NODE" give CMD points at the beginning of the turn. The main difference of Heimdall castes is that only units in "Connected" status can be activated.
- Ascaryan: Ascaryan units are organized in trophic levels that indicate the activity of the infestation. The trophic level is given by the friendly unit with the highest trophic level (See Chapter 3). At the beginning of his turn, the Ascaryan player gets the same amount of CMD points as is double the trophic level of his army. These points can be spent on the activation of own units in "Reserve" status, like Terra or Centauri.
2.5.2 Movements with Activated Units
During his game turn, the player can activate any unit among those in his army that have not been previously activated in the same turn. Once it is declared which unit is to be activated, the player spends his CMD points required to activate the piece and he will start "movements".
"Movements" are defined as the sum of actions that can be carried out by one single unit. Thus, during his "movement", the player will choose which actions and execute them on the table.
Remember that the player must declare which is the "Active" unit while he is using it, so it is necessary to keep control of how many CMD points have been spent.
When one unit ends his movement, an "Activation Marker" is put on it and it won't be able to be activated until its owner's the next game turn. However, the player can choose another unit if he still has CMD points available.
When one player does not have more CMD points or units for activation it is considered the end of his game turn. Then, all "Activation Markers" are removed from his units and the opponent's game turn starts.
Game tips: To keep track of the CMD points you can use dice or markers. At the beginning of your turn, mark one dice or take as many markers as CMD points available. You must reduce the number in the dice or take out markers as you activate new units.
2.5.3 Actions during Movements of Activated Units
In Colonial Space Wars a game dynamic called Movement-Action-Movement (MAM) is developed. This is very different from other wargames that separate actions among several phases (movement, shooting, ...), because in Colonial Space Wars all these aspects are integrated. Units in this game can move through the board and execute actions along their way without a pre-established order.
The available actions are:
- Movement. For each point of MOV units can move 1 square on the board.
- Embark in/Disembark from a transport. This action requires 1 point of MOV.
- Attack.
- Use one or more "Active Skills".
2.5.3.1 Movement
Each piece has a number in its attribute of MOV that allows them to move on the board. The more MOV they have, the further the squares they can reach in a single activation.
Example: The points of the attribute of movement of one Brigade are 3. This means that he can be moved up to three squares during the game turn in which it is activated.
The four rules that you must follow when moving a piece are:
- The movement can be to any adjacent square, no matter if this is in a vertical, horizontal or diagonal direction.
- It is allowed to move over the same square more than once during the same game turn if the unit has enough MOV points.
- Movements through squares occupied by enemy pieces are forbidden, except for those units with the skill "Fly".
- It is not allowed to end a movement over an occupied square (friendly or not). The only exception are transports, because they allow certain friendly units to remain in them whilst being transported.
In advanced maps it is common to find elements to simulate forests, lakes, rivers, ruins… (See section 2.3.2). Therefore, the type of terrain that is crossed by one unit could make his movement difficult, and certain criteria must be applied:
- Normal terrain: This requires only 1 MOV point for each square.
- Abrupt terrain (type A): This requires 2 MOV points for each square to be crossed. These are for example some forests, ruins or hills.
- Extreme terrain (type B): This terrain requires 2 MOV for each square to be crossed by light units, and 3 for heavies. These are mainly mountains, deep rivers or swamps.
- Impenetrable terrain (type C): This is a type of terrain whose squares cannot be crossed. In addition if one unit does not have enough MOV points to reach one square (due to terrain restrictions), that kind of terrain is considered impenetrable.
A proposal to classify each terrain is indicated in each square of the maps, but players can modify this at their own will.
Units with the skill "AGILE" consider abrupt and extreme terrain as normal when moving through. Units with the skill "FLY" consider all kinds of terrain as normal when moving.
However, remember that "status" produced by terrain ("Covered" or "Uncovered" or "Fortified") are still applied on them.
2.5.3.2 Embark and Disembark in Transports
Units with the skill "Transport X" can load inside one unit that has an equal or less attribute of PRT. Light transports only can load light units, while heavy transports can get both.
To embark one unit, the embarking unit is the one which must spend 1 MOV point, and it must be previously on a square adjacent to that of the transport that is not occupied by enemy pieces.
Once embarked, put the piece of that unit below the piece of the transport. From that moment until it disembarks it won't make any action but move together into it.
To disembark a unit, it is this unit which must spend again 1 MOV point, and it is then located to any square adjacent to the transport that is not occupied by enemy pieces.
2.5.3.3 Attack
Units have one attribute that shows their offensive capabilities against light and heavy units (ATA), and another that tells the maximum distance from their current position that they can reach with the attack (RNG).
Example: An Hoplite has ATA 4/2, which means that he can cause up to four hits on light units and two on heavies. Since his RNG is 1, it could affect only enemy units located in adjacent squares.
The five rules that you must follow when attacking with one unit are:
- Attacks in movement. Units can declare an attack at any moment of his movement, so they can alternate between movements and attacks or other skills without limitations.
- Attacks in range. Only those enemy units located within distances of equal or less than that of the attacker's attribute of RNG can be the target of attacks. Example: The Centauri Myrmidon, RNG 2, can only target one of Terra's Support Brigades.
- Unblockable attacks. When the attribute of RNG is 2 or higher, the unit can select any enemy unit as target, and it does not matter if other pieces or elements of terrain block the shortest trajectory of the attack. Example: The Terra's Support Brigade, RNG 4, can attack the Centauri Spearman, although a Healer is located between both.
- Split attacks. Units can attack spending less points than their maximum ATA, and using these leftover points, go on to target other enemy units (or after moving again). Example: The Support Brigade, ATA 3/2, spends two ATA points to hit the Spearman and one on the Healer.
- Maximum attack. If units attack more than one target, the maximum points of ATA used in that game turn never can be greater than the highest value shown in the ATA attribute. Example: In this case, the Sergeant Brigade inflicted two hits on light units, which is the maximum value given by the ATA.
Example: If one Brigade (ATA 2/1) chooses to split attacks to target two different Hoplite units (light units), he can only hit each one once by spending his maximum ATA points available against light units. If the same Brigade chooses to split attacks to target one Hoplite (Light unit) and one Chariot (Heavy unit), he can only hit to each one once, because he cannot spend more ATA points than 2, which is the maximum value given in his ATA attribute. And obviously he cannot target the Chariot more than once because his ATA versus heavy units is 1.
Health levels and damages
In Colonial Space Wars all pieces have a Health Marker in the upper part of the front side, which is used as rotatory marker. Thus, the position of the arrow in the square towards his controlling player indicates the number of wounds/damages that have been suffered by that unit.
All units in Colonial Space Wars have 4 health levels, so we can find units:
- Undamaged.
- With minor damages.
- Damaged. The unit adds +1 to the CMD attribute while being in this state.
- With major damages. The unit adds +2 to the CMD attribute while being in this state.
Units lose one health level for each hit received as attack points from one or more enemy units in the same game turn.
The state or health level of one unit is established by the position of the arrow every piece in the game has. Each 90 degrees turn (clockwise) indicates the loss of one health level.
If one unit with major damages suffers more hits, it must be taken out of the game as it has been destroyed.
Moreover, if a transport is destroyed while other unit is inside, both pieces must be retired.
Protection
Units have an attribute that represents their defensive skills or the difficulty to be damaged, the protection (PRT).
Thus, the value of PRT shows how many points of ATA the unit can absorb before being damaged.
Example: One Hoplite has PRT 3, which means that he can suffer up to three hits before losing health levels.
Despite the PRT being negated after receiving several hits, this attribute is not lost completely. An attacked unit that survives a complete enemy game turn recovers his PRT for the following turn.
Example: One Hoplite gets 4 hits from two units of Brigades. His PRT absorbs 3 points of ATA, but it cannot avoid the last hit and he loses one health level, receiving minor damage status. However, the Terran player does not have more ATA available to annihilate him, so in the next turn the wounded Hoplite would have his PRT 3 renewed against future attacks.
An attack against a unit is affected by the types of terrain in which the unit is located, since this can modify their resistance to harm. These modifiers are cumulative to PRT, and they are applied as follows:
- Light units get +1 PRT while they occupy fortifications, abrupt terrain or extreme terrain.
- Heavy units get +1 PRT while they are located in fortifications.
- All units get -1 PRT (down to a minimum of 0) while they are in non-favorable terrain (type D).
Example: One Hoplite is in a bunker (fortification type F) located in mountains (terrain type B). He has PRT 3 as standard, but gets two additional PRT points for being a light unit "Fortified" and "Covered". This unit would need up to five hits before losing the first health level!
2.5.3.4 Skills
Some units in Colonial Space Wars have exceptional skills that are noted in the lower part of the back of the markers. These skills are classified in two types:
- Passives: They do not require the activation of the unit to be in effect.
- Actives: These require the activation of the unit, and the player must declare that he is using it at any point during the movement. Unless otherwise stated, one unit can only use the same active skill once per game turn.
The skills shown in units of the Combat Swords presented in Colonial Space Wars: New Horizons are the following:
- Agile: Passive – The unit moves considering abrupt and extreme terrain as normal.
- Chaos X: Passive – Enemy units in RNG X require an additional CMD point to be activated. In case that X is not shown, a value of 1 is considered.
- Caste (Heimdall): Passive – The unit has the skills "NEXUS" and "SYMBIOTIC".
- Cloak: Passive – The unit has "Cloaked" status by default (See Table 1, section 2.5.1).
- Control X: Active – Choose one enemy unit in RNG and put an "Activation Marker" on it. With "X" it indicates that only one class of units (light or heavy) can be the target of this skill.
- Feed: Passive – The unit recovers one health level (90 degrees non-clockwise turn) each time it eliminates an enemy unit.
- Fly: Passive – This unit moves considering all terrain as normal.
- Frenzy: Passive – Once per turn the unit recovers all his ATA points if it eliminates an enemy unit.
- Heal X: Active – Choose one friendly Light unit in RNG 1 to recover 1 health level (90 degrees non-clockwise turn). It can be used X times in the same turn.
- Horde: Passive – When activating a "HORDE" unit by spending CMD points you can automatically declare an "Active" status for another friendly unit with "HORDE" skill without damages and in "Reserve". The movements for this second unit must be done immediately after the first gets "Non-active" status.
Section 3. Legendary Armies: Factions
Each faction's "Combat Sword" is listed below with its units as printed. The attributes (MOV, ATA, RNG, PRT, CMD, CLS) and skills of every unit are given in Table 2 (See section 4.2). Faction background text is omitted as flavour.
Union of Terra
Combat Sword
- 2 Brigades (light units, the base of Terra's combat forces).
- 2 Support Brigades.
- Tech (Brigade).
- Med (Brigade).
- Sergeant (Brigade).
- 2 Hunters.
- Major (Brigade).
- 2 Battleloids.
Centauri Brotherhood
Combat Sword
- Polemarch (Chariot).
- Enomotarch (Hoplite).
- Chariot.
- 2 Hoplites.
- 2 Spearmen.
- 2 Myrmidons.
- 2 Healers.
Heimdall Industries
Combat Sword
Racial Skill: All units in this combat sword have the skill "CASTE (HEIMDALL)".
- Agent.
- Steel Wizard.
- Cybermerc.
- 2 Screamers.
- 4 GBOTs.
- Annihilator.
Ascaryan Infestation
Combat Sword
Racial Skill: All units in this combat sword have the skill "FEED" and "PLAGUE". Moreover, any Ascaryan unit can select as target and attack other friendly Ascaryan units of an equal or lesser trophic level.
Trophic Level 3
- Estranger.
- 2 Medusae.
Trophic Level 2
- 2 Xenomorphs.
- Centipede.
Trophic Level 1
- 3 Plagues.
- Swarm.
- 2 Infected.
Section 4. Spiral of Disorder: Advanced Rules
The last chapter is dedicated to those players that want to submerge themselves deeper into the options that Colonial Space Wars offers. It is represented with a couple of alternative sceneries and a simplified version of the method for army building.
4.1 Big Games Set Up
As mentioned in previous chapters, players can choose to set up bigger battles simply by increasing the size of the board and/or the number of "Combat Swords" controlled by each one. For these cases the limits are imposed only by your own imagination, but we can recommend the following board-number of Swords relations:
- 1 Sword: 1 10x12 squares basic board.
- 2 Swords: 2 10x12 squares basic boards combined, resulting 12x20 squares.
- 3 Swords: 4 10x12 squares basic boards combined, resulting 20x24 squares.
Figure 13: Example of combined boards and new deployment zones.
4.2 Building "Combat Swords" V1.0
In chapter 1.2 we said that "Combat Swords" were fixed blocks composed of a determined number of units described in Chapter 3. However this is only applicable to the basic game, which is focused on training new players. Therefore, players can create their own Combat Swords if they desire to do so. If that is the case, you must follow the next steps:
-
Concept of "Sword". Each Sword has 25 resource points. Depending on the faction selected these resources are called points of honor, credits, energy or entropy, but they are all equivalent.
-
Allied "Swords". Mixed Swords are forbidden, which means that units from different races cannot be included in the same Sword. However, players are allowed to play with one or more "Swords" from different races.
-
Unit costs. Players spend resource points to get units and create their Swords. The cost of each unit is given in Table 2.
Example: The purchase of an Hoplite demands 2 points of honor, which leaves 23 points left to complete the Centauri "Sword".
- Level of units. Units from Terra, Centauri and Heimdall are classified in Levels that indicate their availability. Level X Units can be purchased only if we have previously acquired a "LEADER" or "NODE" of equal or higher Level. However Ascaryan units are not restricted by this rule.
Example: The acquisition of a Major Brigade unlocks the option of purchasing Terran units from Level 1 or 2.
- "Sword's" command. When creating a Sword, the maximum amount of points of CMD available at the beginning of turn is 6. You can get more units "LEADER" or "NODE" but you cannot surpass this value, the only advantage is that you might keep the same CMD points even after losing some "LEADER" or "NODE" units during the game.
Table 2. Unit Attributes (part 1)
| Faction | Resource | MOV | ATA | RNG | PRT | CMD | CLS | Skills |
|---|---|---|---|---|---|---|---|---|
| General | ||||||||
| Messenger | - | 2 | 0/0 | 0 | 3 | 0 | L | |
| Bastion | - | 0 | 4/4 |
* Unit with "PROTECTED" skill.
Table 2. Unit Attributes (part 2)
| Faction | Resource | MOV | ATA | RNG | PRT | CMD | CLS | Skills |
|---|---|---|---|---|---|---|---|---|
| Heimdall Level 1 | Energy | |||||||
| Annihilator | 3 | 1 | 7/0 | 5 | 1 | 1 | H | Shrapnel |
| Screamer | 2 | 6F | 2/1 |
* Unit with "PROTECTED" skill.
4.3 Alternative Missions
In the first part of this rulebook players learned that a game ends when one of the sides doesn't have enough CMD points available to activate units (or all units were eliminated!), which is declared as defeated.
This kind of game is commonly known as "Kingslayer", but it is just the most simple of many other objectives. Thus, there are other missions that advanced players may play, and we will describe a couple of examples as follows.
4.3.1 The Messenger
Background: This mission recreates a situation in which one army plans the assassination of an emissary while he is under enemy protection. This is part of a more complex plan that could arise future hostilities between enemy factions.
Description: This is a "Kingslayer" game in essence, but the defender has an additional unit called "The Messenger" (See Table 2) that must cross the enemy lines and escape.
For this mission players must follow the next steps:
- Select board game terrain and roll for initiative as explained in section 2.2. The exception is that players must use the short board side (10 squares) for their own base, but expand it up to the third column.
- Armies are deployed as usual according to section 2.2, but defender must include "The Messenger" in his own base too.
- The attacker starts with first turn, the players alternate turns as when playing a standard "Kingslayer" game.
- The attacker wins if he kills "The Messenger", while he is defeated if "The Messenger" moves out of the board through the attacker's short side. Any other result is a draw.
4.3.2 War of Attrition
Background: This kind of game recreates two regions in conflict that fight for supremacy. This is a long campaign that requires the management of available resources and building an army strong enough to destroy the enemy factories.
Description: At the beginning of the game neither side has units under command, but a "Bastion" (See Table 2) from which units can be created during the game. The mission is played as follows:
- Set up the board and roll for initiative (See Section 2.2).
- Each player gets one "Bastion" unit, that represents his command center.
- Defender deploys his "Bastion" in any corner of the board.
- Attacker puts his "Bastion" in the opposite corner of the board and he starts with the first turn.
- At the beginning of each turn that player gets 1 Resource point.
- The player plays his turn, activating units if he got CMD points as normally.
- At the end of his turn, once declared that no other units will be activated, the player can create a friendly unit in contact (RNG 1) to the "Bastion" by spending the required points of Resource*.
- Repeat this procedure alternating turns. The game ends when one of the sides destroys opponent's "Bastion", in which case he is declared the winner.
These points can be spent later to create units at a certain cost (See Table 2), but they can also be accumulated to buy more expensive units in following turns.
* When creating a unit you must follow the rules given in Section 4.2 (Building Combat Swords). This means that a player with Terra, Centauri or Heimdall cannot create units of certain Levels until he doesn't have on the board "LEADER" or "NODE" units of that level.
Designer's note: This mission is especially fun when 4 players (allied or all vs all) play simultaneously. In this case we recommend a 20x24 square board, and each side puts the "bastion" in one corner following the order of initiative.