Demon's Run
Demon's Run Rulebook
Table of Contents
Table of Contents
- 000 Introduction
- 100 Set Up And Preparation For Play
- 102 How To Use The Ship Set Up Sheet
- 200 Game Rules
- 204 Movement
- A. Ship Placement
- B. Movement Sequence
- C. General Movement Rules
- D. Forward Movement
- E. Turning Movement
- F. Placement Markers
- G. Easy Buoy Movement
- H. Free Floater Movement
- I. High Roller Buoy Movement
- J. Hell Hound Movement
- K. Ship Movement In Null Hexes
- L. Ship Movement In Hell Hole Gravity Well Hexes
- 205 Buoy Recovery
- 206 Laser And Scrambler Attacks
- 206/207 (Errata) Null Zone Attacks
- 207 Hell Hound Attacks
- 208 Hell Fire Attacks
- 209 Hell Hole Attacks
- 210 Damage
- 211 Victory
- 212 The Racing Season
- Tri-D Broadcast Of The 43rd Cycle, Starcup Challenge Racing Series: Demon's Run
- Reference Card
000 Introduction
001 What Is A Simulation
If you have never before participated in or studied a simulation, or wargame such as this, a short explanation may help you to understand what games of this type are all about. Simulations are done in many different types of media. A movie or television program is a-'visual' simulation. A scene described in a book is a 'written' simulation. The parts that make up this game represent a 'gaming' simulation. Absolute realism in any simulation is, of course, impossible. But enough realism is present in this game to give you a 'feel' of what a futuristic race set in outer space, beset with awsome obstacles would be like and still make the game simple to play. In other forms of simulations you play a passive role. You watch T.V. or read books. In the context of this game you take an active role. You and your ship are a symbiotic partnership engaged in the most prestigious and dangerous test of courage and piloting skill in the known universe. You will indeed enter the DEMON'S RUN.
002 Demon's Run As A Simulation
DEMON'S RUN is a game of racing skills in outer space. Players begin the game by designing the ship the players will pilot during the race. Once this procedure has been completed, all ships will be placed on the gameboard and the game will commense. Ships will move, and if desired fight, based on the functions allocated to the ship at the beginning of each Turn. Players must seek out and recover marker buoys to obtain points scored towards Victory while at the same time seeking to avoid various deadly pitfalls strewn throughout the course. Some of these pitfalls could very well be the opposing racers as ships can carry offensive weapons if the player desires to design them into the craft. The others include 'Hellfire' (zones of intense radiation), 'Null' (a curiosity that denies time and space with commensurate disorientation to any ship unlucky enough to enter this zone), 'Hellholes' (black holes and their surrounding gravity well), and the awsome 'Hell2' and 'Hell3' (massive black holes surrounded by bands of intense radiation).
Deliberate and well planned movement is the key to wining this game as speed is of the essence, though to recover marker buoys very slow speeds guarantee the best results. Advance planning of movement and action is a necessity because the buoys worth the greatest Victory Points move randomly. Courage is a premium because the most lucrative of all buoys are locked in a tight orbit through the intense radiation zones surrounding the monsterous Hell2 and Hell3 black holes. The pass to snare these buoys (if you have the guts to even try) must be fast and sure because a mistake will fry you to a crisp, stretch you like a piece of spaghetti miles long, and totally annhilate you and your ship. For the victor; all that a hero-worshiping galaxy has to offer. For the losers, well, there is always next season. . .unless your pass at Hell3 was a little to close or to slow.
003 Game Scale
Each ship counter represents a single ship. Each hexagon on the gameboard represents 100 kilometers. Each Game Turn represents approximately 3 minutes of real time. Each buoy represents a single buoy.
004 Game Parts
Included in each game are the following: A gameboard, a rulebook, a single sheet of four Ship Set Up Sheets, and one sheet of die-cut cardboard playing pieces.
A. The Gameboard
The gameboard forms the playing surface on which the playing pieces are laid out and moved. The gameboard represents the area of space in which the players will 'run' their race. A hexigonal grid has been superimposed on the gameboard to facilitate movement, firing, and the grecise positioning of the playing pieces. An individual exagon is refered to as a 'hex' in the rules. On the right side of the gameboard is the 'Game Tables' area. This area contains all of the tables needed to play the game. Beneath this area is a series of numbered boxes, numbers 1-30. These boxes are the Turn Record Track. This is used to note the passage of Game Turns. By this are four boxes that are the 'Movement Sequence' boxes. This is used to note the order in which players will move during the course of a Game Turn.
Shown below are illustrations of the different markings on the gameboard and what each of these illustrations represents.
Black Hole. The black hole covers seven hexes. The center hex is the black hole hex. The hexes adjacent to the black hole represent the Gravity Well of the black hole. The direction of the spiral arms in the Gravity Well shows the direction of rotation of that black hole, either clockwise or counterclockwise. A black hole will be called a 'Hell Hole' in the rules.
Intense Radiation Zone. The Intense Radiation Zone is represented on the game-board by the light blue colored hexes. Some Intense Radiation Zones are in a Black Hole Gravity Well hex. A ship entering one these hexes is in both an Intense Radiation Zone and a Gravity Well hex. An Intense Radiation Zone will be called 'Hell Fire' the rules.
Null Zone. The Null Zone is represented on the gameboard by the purple colored hexes. Some Null Zones are in a Black Hole Gravity Well hex. A ship entering one of these hexes is in the Null Zone only. A Null Zone is called 'Null' in the rules.
Stationary Buoy (colored red). The Initial Placement hex of the stationary buoy is represented on the gameboard by the red triangle symbol. A stationary buoy will be called an 'easy' buoy in the rules.
Moving Buoy (colored orange). The Initial Placement hex of the moving buoy is represented on the gameboard by the orange triangle symboL A moving buoy will be called a 'free floater' in the rules.
Hell2 Buoy (colored yellow). The Initial Placement hex of the Hell2 Buoy is represented on the gameboard by the two yellow triangle symbols. The Hell2 Buoy for the Hell 2 Black Hole at the top of the gameboard will be called the 'Astaroth Buoy' in the rules. The Hell2 Buoy for the Hell Black Hole at the bottom of the gameboard will be called the 'Belial Buoy' in the rules.
Hell3 Buoy (colored white). The Initial Placement hex of the Hell3 Buoy is represented on the gameboard by the white triangle symbol. The Hell3 Buoy will be called the 'Lucifer Buoy' in the rules.
Mine (colored yellow). The Initial Placement hex of the Mine is represented on the gameboard by the three Mine symbols. Mines will be called 'Hell Hounds' in the rules.
NOTE. There are three Black Holes in the center of the gameboard. Each of these is surrounded by Intense Radiation Zones in all Gravity Well hexes. The top Black Hole is a Hell 2 Black Hole. The middle Black Hole is the Hell3 Black Hole. The bottom Black Hole is a Hell2 Black Hole.
B. Playing Pieces
There is one sheet of die-cut cardboard unit counters. These unit counters are the playing pieces. There are four ship counters colored light green, pink, light blue, and tan. A player will take one ship counter and the ship's corresponding Placement Marker, Initiative Marker and enough Action Markers to note all ship Functions. The other counters, the Buoys and Mines are placed on the gameboard. Shown below are examples of the unit counters.
Front. Action Marker; Placement Marker; Initiative Marker; Stationary Buoy; Moving Buoy; Mine; Hell2 Buoy; Hell3 Buoy.
C. Ship Set Up Sheet
Each ship in the game has a separate Set Up Sheet. There are four Set Up Sheets printed on a single piece of paper. These sheets are perforated.
D. Rulebook
There is one Rulebook included in each game. The Rulebook contains all of the information needed to play the game.
E. Items Not Included
Items not included in the game but necessary for the play of the game are a pair of dice and a ruler or any straight edge, scratch paper and pens or pencils.
005 Understanding The Ship Set Up Sheet
Each ship is composed of a number of different Functions. Each of these Functions represents some aspect of the ship's total operation. Listed below are all of the Functions and a brief description of what each of them represents. Each ship will use a single Set Up Sheet.
A. Fuel (F)
The Fuel Function represents all of the energy that is available to the ship to power the various Functions of the ship that require Fuel.
B. Structural Integrity (SI)
Sturctural Integrity represents the physical construction of the ship and how well the ship can absorb damage and continue to operate.
C. Pilot Integration (PI)
The Pilot Integration Function represents the degree of symbiosis between Pilot and Ship. The higher this Function, the greater the partnership between Pilot and Ship.
D. Main Engines (ME)
The Main Engines Function represents the propulsion unit of the ship that drives the ship forward.
E. Maneuver Engines (me)
The Maneuver Engines Function represents the 'side thruster' propulsion units that turn the ship from side to side. The first number in the box represents the number of Turning Movements the ship may make in a single hex. The second number represents the maximum number of Turning Movements the ship may make in a single Game Turn.
F. Tractor (T)
The Tractor Function represents a 'gravity' beam that is used to grab onto and recover Buoys.
G. Laser (L)
The Laser Function represents an offensive beam weapon that is used to damage or destroy an opposing ship, Buoy, or Mine.
H. Scrambler (S)
The Scrambler Function represents an offensive weapon that is used to damage the 'senses' of a ship and to disorient that ship.
I. Screens (SC)
The Screens Function represents an energy field that is generated to protect a ship against attacks from Laser and Scrambler weapons as well as the Intense Radiation Zone and Mine detonations.
J. Velocity (V)
The Velocity Function represents the forward speed of the ship. The first number printed in the box represents the speed of the ship. The second number printed in the box represents the maximum number of Turning Movements the ship can make while moving at that Velocity.
K. Levels
Above each ship Function are several numbered boxes. Each of these boxes is called a Level.
- All numbered boxes above a ship Function letter code represent the Levels for that Function.
- The box with the highest number printed in it is the maximum Level a ship may have in that particular Function.
EXAMPLE: Above the Laser letter code are twelve boxes numbered from 0-11. These are the Levels for that Laser Function. The Laser may not be greater than Level 11.
- The box with the '0' printed in it represents no Levels in that particular Function. This is Level 0.
- The higher the Level, the more efficient the Function.
- Level 0, the first Level, does not have to be purchased for any Function other than the PI Function. a. All Functions other than the PI Function are purchased beginning with Level 1. b. The PI Function is purchased beginning with Level '-2'.
L. Understanding The Levels
Each Level in each Function represents the 'degree of performance', efficiency, and physical limitation of the Function. Listed below are the explanations of the Levels in each Function.
- Fuel: Level 0 Fuel indicates that the ship is out of Fuel and may no longer allocate Levels in any Function. The ship may have a maximum of 290 Fuel Levels.
- Structural Integrity: If a ship has Level 0 SI, the ship has been broken up and reduced to a cloud of debris. The ship is destroyed. A ship may have a maximum of Level 20 SI.
- Pilot Integration: Level -2 indicates that the ship and Pilot are operating in a very poor partnership as communication between the two has fragmented. The numbers in each Level are the PI modification made to many dice rolls in the game.
EXAMPLE: A Level 9 modification is +3. Four will be added to the dice roll.
- Main Engines: Level 0 indicates the Main Engines may no longer power the ship in forward movement. The ship may not accelerate or decelerate for the remainder of the game. All other levels represent the maximum number of Levels of Velocity a ship may accelerate or decelerate during a single Turn.
EXAMPLE: If the ME Level is '3', the ship may gain up to a maximum of three Velocity Levels in acceleration, or may lose a maximum of three Velocity Levels in deceleration.
- Maneuver Engines: Level 0 indicates that the ship may make no turning movements for the remainder of the game. All other Levels represent the maximum number of turning movements a ship may make in a single hex and the total number of turning movements a ship may make in a single Turn.
EXAMPLE: Level 6 is '2/2'. The ship may make two turning movements in a single hex, and may make a maximum of two turning movements in a single Turn.
- Tractor: Level 0 indicates that the Tractor may not be used for the remainder of the game. All other Levels represent the maximum number of Tractor factors that may be used during the game.
- Laser: Level 0 indicates that the Laser may not be used for the remainder of the game. All other Levels represent the maximum number of Laser factors that may be used during the game.
- Scrambler: Level 0 indicates that the Scrambler may not be used for the remainder of the game. All other Levels represent the maximum number of Scrambler factors that may be used during the game.
- Screens: Level 0 indicates that the Screens may not be used for the remainder of the game. All other Levels represent the maximum number of Screen factors that may be used during the game.
- Velocity: Each Velocity Level represents the number of hexes a ship must enter for the Turn and tells the maximum number of turning movements the ship may make during the Turn.
006 Game Terminology
The following list of terms is used in the play of DEMON'S RUN. This terminology will be used in the rules.
- Black Hole: Hell Hole
- Intense Radiation Zone: Hell Fire
- Null Zone: Null
- Stationary Buoy: Easy
- Moving Buoy: Free Floater
- Moving Buoy in a Hell Hole Gravity Well: High Roller
- Hell2 Buoy: Astaroth or Belial
- Hell3 Buoy: Lucifer
- Mine: Hell Hound
100 Set Up And Preparation For Play
A. Playing Pieces
- All playing pieces are pre-cut and must be punched out of their frame. Simply apply gentle, increasing pressure to the playing piece and it should punch out easily. Be careful not to force or tear the playing pieces. It may be helpful to take a razor blade knife and run it along the creases between the counters to completely loosen them.
- There are four different colored counters for the ships as well as four like colored playing pieces that are used as the Placement Markers and Initiative Marker for the ships. Each player will take one ship playing piece and that ship's Position and Initiative Marker as well as enough Action Markers for the ship to note the ship's Functions.
- In a four player, game, all ships and their corresponding markers will be used. In a three player game only three ships and their corresponding markers will be used. In a two player game the players may each take a single ship, or both players may take two ships and their corresponding markers. In a solitaire game, the single player may take a single ship, or may take one ship for that player to use, and may take any number of other ships for that player to play against.
B. The Gameboard
- The ideal playing surface for DEMON'S RUN is a large table though any stable flat surface will do. There must be sufficient room for the placement of the game-board and the Ship Set Up Sheets for each player. Players should sit facing the four sides of the gameboard.
- Players should place the various Buoys and Mines on the appropriate hexes on the gameboard: All Easy Buoys on the red triangle hexes, all Free Floater Buoys on orange triangle hexes, the Astaroth and Belial Buoys on the yellow triangle hexes, the Lucifer Buoy on the white triangle hex, and all Hell Hounds on the hexes with the Mine symbol in them. The Turn Record Marker is placed on the Turn Record Track on box '1'.
- Ships must be placed on the gameboard corners labelled 'A', 'B', 'C, or 'D' in a four player game. Corners 'A', 'B', 'D' in a three player game, and Corners 'A' and 'D' in a two player game.
C. Ship Set Up Sheet
- There are four Ship Set Up Sheets printed on a single piece of paper. Each of these Sheets is perforated. Carefully tear along the perforated lines to separate the four sheets.
- Each player will have one Ship Set Up Sheet per ship.
102 How To Use The Ship Set Up Sheet
Players must determine the Functions for each ship individually. In effect this allows the players to 'build' their own ships for each game and allows for new strategies and a different game each time.
A. Purchasing Levels
- Players must 'purchase' the Levels for each Function.
- Each Level 'costs' one point to 'purchase' for all Functions other than the PI Function.
- The PI Function costs three points per Level.
- A player may spend no more than 80 points on a single ship.
- Players are not required to purchase Levels in any Function.
- Players may not purchase Levels in any Function that would exceed the maximum Level allowed for that Function.
EXAMPLE: The maximum Level allowed for the Fuel Function is '290'. A player may not purchase Level 300 for the Fuel Function. The player may purchase no more than Level 290.
- Players should not look at the Set Up Sheet of an opposing player during this procedure.
- When this procedure has been completed by all players, another player should check to be sure that no ship exceeds the 80 point limit, and that each Function does not exceed its maximum.
NOTE: The Fuel Function is purchased in units of '10'. 10 Fuel Levels are purchased for 1 point. Players may not purchase less than 10 Fuel Levels.
EXAMPLE: A player may not purchase 163 Fuel Levels. The player must purchase 160 or 170 Fuel Levels.
B. Marking Levels On The Ship Set Up Sheet
When players purchase Levels for ship Functions, the Level purchased must be marked on the Set Up Sheet for that ship.
- All Levels purchased are marked on the Set Up Sheet by using an inverted Action Marker.
- This inverted Action Marker is placed on the Level desired by the player for any Function in which Levels are purchased.
- If no Levels are purchased in a Function the inverted Action Marker is placed on the '0' Level for that Function. This shows that the ship does not have this particular Function.
Shown below is an example of a completed ship on the Set Up Sheet.
Note that this ship has Level 210.Fuel (21 points). Level 14 Structural Integrity (14 points), Level 3 Pilot (9 points). Level 6 Main Engines (6 points), Level 6 Maneuver Engines (6 points), Level 10 Tractor (10 points), Level 4 Screens (4 points), Level 10 for the Laser (10 points), and Level 0 for the Scrambler (0 points) (the ship is not equipped with this weapon). 21 + 14 + 9 + 6 + 6 + 10 + 4 + 10 = 80. This player has spent 80 points on this ship. Note that there is no Level purchased for the Velocity Function. No Level is purchased for this Function.
200 Game Rules
201 Introduction To The Game Rules
The Game Rules cover all of the information needed to play DEMON'S RUN. Although there are quite a few rules, the game is quite easy to play once all players are familiar with them. The Game Tables are included on the gameboard to serve as a quick reference. If there is a rules problem that cannot be solved with these Tables, consult the rules. For the most part this will not be necessary. It is not necessary to memorize the rules. Read them carefully and use the Game Tables when playing the game. Don't worry about winning or losing the first couple of games, just practice the game to understand the rules. In particular, the first couple of games are necessary to allow players a better idea of how to 'design' their ships.
202 Sequence Of Play
STEP A: Pre-Movement Phase
- A. Dice For And Move Free Floaters
- B. Dice For And Move High Rollers
- C. Draw Initiative Markers
- D. Allocate Ship Functions
- Place all Action Markers
- Note Fuel Expenditure
STEP B: 1st Moving Player Phase
-
A. Conduct Laser And Or Scrambler Attacks
- State weapon being used and Level of use
- Nominate Target
- Determine Range To Target
- Determine hit or miss
- Determine damage if hit
- Check for Critical Hit
- Target ship player will note all damage received
- Remove destroyed targets
-
B. Null Escape Attempts
- Escape attempt determination
- If successful, move ship
- If unsuccessful, do not move ship
-
C. Hell Hole Escape Attempts
- Make escape attempt
- If successful, move ship
- If unsuccessful, do not move ship a. Check for damage from Hell Hole attack b. Check for Critical Hit c. Note all damage received d. Remove ship if destroyed
-
D. Ship Movement
Several actions may occur during ship movement. These actions will not necessarily occur in the sequence given below.
- Hell Fire Attacks a. Determine Hell Fire attack factor b. Conduct Hell Fire attack c. Check for Critical Hit d. Note all damage received from the attack e. Remove ship if destroyed
- Hell Hole attacks a. Conduct Hell Hole attack b. Check for Critical Hit c. Note all damage received from the attack d. Remove ship if destroyed
STEP C: 2nd Moving Player Phase (Repeat STEP B)
STEP D: 3rd Moving Player Phase (Repeat STEP B)
STEP E: 4th Moving Player Phase (Repeat STEP B)
STEP F: Hell Hound Movement/Attack
- Determine Hell Hound movement
- Conduct Hell Hound Attacks
- Attacked player will note all damage received and make all Critical Hit checks.
- Remove Marker for attacking Hell Hound.
- Remove all destroyed ships.
STEP G: Fuel Loss
- All ships in a NULL hex will note Fuel loss.
- All ships with a Fuel loss received through a Systems Crisis result will note the Fuel loss.
STEP H: Turn Adjustment
- Move Turn Record Marker to next Turn on Turn Record Track
- Return placement marker to ship hex.
- Play reverts to STEP A.
203 Allocating Ship Functions
This procedure is used to note which Functions are going to be used by the ship for the Turn and the Level at which the Function will be operating. This represents the total ship performance for the Turn.
A. General Rules
- Players allocate actions to ship Functions.
- An allocated action shows that a particular Function's use is planned by the player for that Turn.
- An 'action' is the Level at which the Function will operate.
- Anytime a player allocates an action to a ship Function the Level of this action must be noted on the ship's Set Up Sheet.
- A player may allocate Levels in any ship Function at that player's option as to the Functions chosen and the Level in that Function.
- A player may allocate Levels in ship Functions for that player's ship only.
- A player may never allocate a Level for a ship Function that exceeds the maximum Level allowable for that Function.
EXAMPLE: A player designs a ship with a maximum Laser Level of 8. When allocating ship Functions, the player may never use more than '8' Laser Levels.
- If a Function does not have any Levels allocated for it the Function will not be used during that Turn and will be treated as being at Level '0' for the entire Turn.
EXAMPLE: If no Levels are allocated for the Screens Function the Screens will be at Level 0 for that entire Turn.
- If the maximum Level for a Function is '0', no Levels may be allocated for that Function at any time during the game.
- Once a player notes the maximum Levels for all ship's Functions, and the Level of a Function for a Turn, these notations may not be 'done over'. A player is required to abide by the player's first choice.
- The allocation of these Levels should be kept secret from opposing players. Players may not look at an opposing player's Set Up Sheet during this procedure.
- Levels are not allocated for the Velocity, Maneuver Engines, or Pilot Integration Functions. Levels must be allocated in all other Functions. The maximum Level for each Function is the allocated Level for the Turn. The player may use any Level up to and including the maximum Level.
EXAMPLE: The 'me' maximum Level is Level '7'. The player may use up to 2/2 turning movement for the Turn. (Subject to the Velocity Level)
B. Noting Ship Functions
- The player will place an Action Marker on the Level the player desires to allocate in each Function.
- If using the Main Engines Function, players must place an 'A' or 'D' Action Marker on the Level desired. a. The 'A' Action Marker is used to note 'Acceleration' (increasing Velocity). b. The 'D' Action Marker is used to note 'Deceleration' (decreasing Velocity).
- The Action Marker placed on the Velocity Function will be placed on the Level that results from Acceleration or Deceleration. a. If an 'A' Action Marker is used for the Main Engines Function, add the M.E. Level to the Velocity Level. Place the Velocity Marker on this new Level immediately. b. If a 'D' Action Marker is used for the Main Engines Function, subtract the M.E. Level from the Velocity Level. Place the Velocity Marker on this new Level immediately. c. If no Levels are allocated to the Main Engines Function, the Velocity Level will remain as it is.
EXAMPLE: Velocity Level 4, an 'A3' Level for Main Engines is used. 4 + 3 = 7. The Velocity Level is now '7'. Velocity Level 4, a 'D3' Level for Main Engines is used. 4-3 = 1. The Velocity Level is now '1'. Velocity Level 4, no Action Markers are placed in the Main Engines Function. The Velocity Level remains at '4'.
- If no Levels are allocated in a Function, do not place the Action Marker on that Function.
(Figure: a completed example of the allocation of Levels for a single ship. Level 6 is allocated to the Laser Function, Level 3 to the Screens Function, and Level A2 to the Main Engines Function. All other Functions are at Level 0 for this Turn. Velocity changes to Level 6 (4 + 2 = 6). The dark boxes represent the maximum Level in the Function; the blank boxes represent the Levels being allocated.)
C. Fuel Expenditure
- The use of some Functions will cause the ship to expend Fuel Levels. Listed below are all such Fuel expenditure situations. a. Each Acceleration will expend two Fuel Levels per Acceleration Level. b. Each Deceleration will expend two Fuel Levels per Deceleration Level. c. Each Turning Movement will expend one Fuel Level per Turning Movement. d. Each Screen Level allocated will expend one Fuel Level. e. Each Tractor Level allocated will expend one Fuel Level each time the Tractor is used during the Turn. f. Each Laser Level allocated will expend one Fuel Level. g. Each Scrambler Level allocated will expend two Fuel Levels.
- All Fuel expenditures must be noted immediately as they are allocated.
- Each Turning Movement Fuel expenditure must be noted at the end of the Turn in which one or more Turning Movements were made.
- Additional Tractor Fuel expenditures must be noted immediately as each successive Tractor use in a Buoy Recovery attempt is made during the Turn.
- Fuel Levels may be expended in unsuccessful Null or Hell Hole escape attempts.
- Fuel Levels will be expended if a ship is in a Null hex at the end of all movement for a Turn.
- Fuel Levels may be lost as a result of a Critical Hit received because of damage in a Hell Hole, Hell Fire, Laser, or Hell Hound attack.
- Levels allocated to any ship Functions will expend Fuel Levels even if that Function is not used during the Turn in which Levels were allocated for it.
EXAMPLE: A player allocates 10 Levels to the Screen Function for a Turn. The Screen Function is never used during the Turn (the ship is not attacked). These 10 Fuel Levels will still be lost as they were allocated to the Screen Function.
204 Movement
A. Ship Placement
- A ship counter must be placed to face a hexside rather than a hex-angle.
- If a ship is facing a hex-angle, the facing of the ship may be adjusted by an opposing player to either of the two hexsides in question. Opposing players should flip a coin or toss dice for the privilege.
EXAMPLE: (Figure: a ship shown CORRECT, facing a hexside, and INCORRECT, facing a hex-angle.) In the Incorrect diagram shown above an opposing player may face the incorrectly faced ship to either hexsides 'A' or 'B' at that player's option.
- Ships may be faced to any hexside desired by the owning player in the ship's Starting Hex.
B. Movement Sequence
- Ship movement in DEMON'S RUN is made in a predetermined sequence.
- This sequence is used for the Turn in which it is determined only. Each Turn will have a different Movement Sequence.
- One player will invert all Initiative Markers and will 'shuffle' them on the table top. Another player will. . . a. Pick one of the Markers, Turn it over, and place it on the box labelled '1st Moving Player' by the Turn Record Track on the gameboard. b. This procedure will be followed for all Initiative Markers until all Initiative Markers have been placed in the four boxes.
- The player owning the ship that is the same color as the 1st Moving Player Initiative Marker will move that player's ship first. All other players will follow movement in sequence.
C. General Movement Rules
- A player may move only that player's ship.
- Ship movement is based on the Level in the ship's Velocity Function.
- Each Velocity Level is called a Movement Point (hereafter called an 'MP' in the rules).
EXAMPLE: Velocity Level 5 represents five Movement Points.
- A ship may never exceed the ship's Movement Point in movement.
EXAMPLE: A ship with '5' MPs cannot use more than 5 MPs in movement for the Turn.
- A ship must enter one hex for each MP the ship has for that Turn.
- A ship is required to use all of that ship's MPs for the Turn in that Turn.
EXAMPLE: A ship with 5 MPs must expend all 5 MPs during movement for the Turn. This ship must enter 5 hexes during the Turn.
- Ships must move through continuous hexes. A ship may not skip hexes during movement.
- Ships may move in two ways: a. Ships may move Forward. b. Ships may make a turning movement.
- Ships that are in the same hex will not collide. Ships may not collide in this game.
D. Forward Movement
- A ship making a Forward movement will move one hex directly to the front of the moving ship.
- Each hex a ship enters in a Forward movement will expend 1 MP.
(Figure: the ship makes three Forward movements and expends 3 MPs, one for each Forward movement.)
E. Turning Movement
- A turn is a ship movement made within a hex.
- A turning movement is made by moving the front of the ship from one hexside to another directly adjacent hexside.
- The number of turning movements a ship may make in a single Turn is dependent on: a. The Velocity Level of the turning ship, and b. The Maneuver Engine Level.
- The second number printed in each Velocity Level box represents the maximum number of turning movements a ship is allowed to make during that Turn while moving at that Velocity.
EXAMPLE: If the number were '2', the ship would be allowed to make only two turning movements during that Turn.
- Each Maneuver Engine Level contains two numbers. a. The first number represents the maximum number of turning movements a ship can make within a single hex. b. The second number represents the maximum number of turning movements a ship can make during the entire movement Turn for that ship.
EXAMPLE: The Maneuver Engine Level for a ship is '2/3'. This ship may make a maximum of two turning movements within a single hex (see diagram 'A' below) and can make a total of three turning movements during the movement Turn (see diagram 'B' below).
(Figures 'A' and 'B': In diagram 'A' the ship has turned two hexsides, from hexside 1 to hexside 3. In diagram 'B' the ship has turned two hexsides, from hexside 1 to hexside 3, has made one forward movement, and has turned one hexside, from hexside 3 to hexside 2. The ship has made a total of three turning movements (two of which were in the same hex). The ship could have made three turning movements one each in three different hexes.)
- Turning movements do not cost MPs to perform. Turning movements expend no MPs.
- Turning movements allowed in the Velocity Level take priority over turning movements allowed in the Maneuver Engine Level of the ship.
EXAMPLE: A ship with a Maneuver Engine turning capacity of '2/3' is moving at a Velocity Level that allows only 1 turning movement. This ship may make only '1' turning movement for the Turn even though its engines would allow it to make three turning movements. The faster a ship is moving, the slower it will be able to turn.
- A ship may make no turning movements in a Null, or Gravity Well hex.
F. Placement Markers
- Placement Markers are used to note the location of a ship and the direction the ship is facing.
- Placement Markers are placed under the ship counter.
- When a ship moves, the Placement Marker remains in that hex.
- The Placement Marker is used to note the position of the ship before it moved. This is done so that if difficulties arise during movement the ship can be returned to its original hex and can be moved again.
- After the ship moves, the Placement Marker is placed under the ship.
G. Easy Buoy Movement
- Easy Buoys do not move.
- Easy Buoys remain in the hex they were placed in at the beginning of the game unless recovered by a ship.
H. Free Floater Movement
- Free Floater Buoys may move.
- One player will move all Free Floater Buoys. This player will be determined before the game begins.
- That player will determine the movement for each Free Floater Buoy individually.
- Free Floater Buoys will move one time per Turn only if the Buoy moves at all.
NOTE: It is recommended that Free Floater Buoys be moved in order on the gameboard from left to right, top to bottom to insure that all Buoys are moved and moved one time only.
- To determine Free Floater movement the player will roll one die: a. A result of 1-3 on the die roll indicates that the Buoy will move this Turn and the number of hexes the Buoy will be moved. b. A result of 4-6 on the die roll indicates that the Buoy will not move this Turn and will remain in that same hex.
- If the Buoy moves (a die roll of 1-3 is made) a second die roll is made to determine the direction of movement for the Buoy.
- The direction of Buoy movement is determined on the 'Buoy Movement' diagram. This diagram is printed on the gameboard. Each hexside is numbered. These numbers correspond to the die roll made in No. 6 above. The result indicates the hexside the Buoy will move through.
EXAMPLE: The first die roll is a '2' and the second die roll is a '5'. The Buoy will move two hexes through hex-side No. 5.
- A Free Floater may not move off of the gameboard. a. A Free Floater whose movement would take it off of the gameboard will instead stop in the last full hex passed through before the Buoy's movement would carry it off of the gameboard. b. The Buoy will remain in this hex until a movement result is determined that will carry the Buoy in directions '3', '4', or '5'.
- Free Floater movement is not affected by Null hexes. Movement of a Free Floater into a Null hex is treated as normal movement.
- A Free Floater's movement is not affected by a Hell Fire hex. Movement of a Free Floater into a Hell Fire hex is treated as normal movement.
- A Free Floater's movement will be affected by a Hell Hole Gravity Well hex. a. If the Free Floater's movement ends in the first Hell Hole Gravity Well hex entered, the Free Floater will become a High Roller. b. If the Free Floater's movement does not end in the first Gravity Well hex entered, the Free Floater will be 'Whipped' by the Gravity Well (see Section 204 O.).
I. High Roller Buoy Movement
- High Roller Buoys may move. A High Roller Buoy is any Buoy in a Hell Hole Gravity Well hex.
- High Roller Buoys orbit a Hell Hole by moving in that Hell Hole's Gravity Well hexes only.
- A player who did not move the Free Floater Buoys will move all High Roller Buoys.
- Movement for all High Rollers is done individually for each Buoy.
- A High Roller Buoy will move one time per Turn only.
- To determine High Roller Movement the player will roll one die. The result of the die roll is the number of hexes the Buoy will move in the direction of rotation of the Hell Hole.
EXAMPLE: In the diagram, hex 'A' is the location of the Buoy prior to movement for the Turn. The die roll is a '4'. The Buoy will move four hexes to the right (this Hell Hole has counter-clockwise rotation) and will end movement in hex 'B'.
- The Hell 2 and Hell 3 Buoys will always remain in orbit around their respective Hell Holes. They will never move to a hex that is not in the Hell Hole's Gravity Well.
- Any Free Floater Buoy that becomes a High Roller Buoy (the Free Floater ends its movement in a Hell Hole Gravity Well hex) will remain a High Roller for that Hell Hole as long as the Buoy does not move during normal Free Floater movement. (The Buoy does not move during its own Phase and so remains a High Roller and moves during the High Roller movement Phase.)
NOTE: Even though the Free Floater has become a High Roller its movement is checked first as a Free Floater. If it does not move as a Free Floater (a die roll of 4-6) it will be moved as a High Roller.
J. Hell Hound Movement
- Hell Hounds may move.
- The player who has not moved any Buoys will move all Hell Hounds.
- Movement will be determined for each Hell Hound individually.
- A Hell Hound will move one time per Turn only.
NOTE: It is recommended that Hell Hounds be moved in order on the gameboard from left to right, top to bottom to insure that all Hounds are moved and moved one time only.
- To determine Hell Hound movement use the same procedure as used in Free Floater movement. A Hell Hound moves exactly like a Free Floater.
NOTE: A Hell Hound, like a Free Floater, may become a High Roller.
- A Hell Hound's movement will stop at its closest point of approach (within two hexes) of any ship. It will then attack the ship.
K. Ship Movement In Null Hexes
- A ship that enters a Null hex will be 'attacked' by the Null hex.
- A ship will be attacked by each Null hex the ship enters immediately as that ship enters the Null hex.
- A ship that is unsuccessfully attacked will be able to move out of the Null hex in normal movement.
- A ship that is successfully attacked by a Null hex will stop all movement for the Turn. a. Any remaining MPs for the ship will not be used. b. All allocated ship's Functions will be reduced to Level 0. (Note that this applies only to ALLOCATED Function Levels, not to Function maximum Levels.)
- A ship may make no turning movements in a Null hex.
L. Ship Movement In Hell Hole Gravity Well Hexes
- If a ship enters a Hell Hole Gravity Well hex at a Velocity Level of 1-4, the ship will use the 'Gravity Whip' (see Section 204 O.).
- If a ship enters a Hell Hole Gravity Well at a Velocity Level of '5' or higher, the ship will not use the Gravity Whip and will move normally through the hex.
- A ship may not make a turning movement in a Gravity Well hex.
M. Ship Movement In A Hell Hole Hex
- If a ship enters a Hell Hole hex at a Velocity Level of 5-8 the ship will be 'captured' and attacked by the Hell Hole.
- If a ship enters a Hell Hole hex at a Velocity Level of 9 or greater the ship will move through the Hell Hole normally and will not be attacked.
- A ship captured by a Hell Hole will end its movement for the Turn in the Hell Hole hex. Any remaining MPs for the ship will not be used. The Velocity Level of the ship will be reduced to Level 0.
- A ship captured by a Hell Hole will be attacked immediately by the Hell Hole.
- A ship captured by a Hell Hole will not be able to leave the Hell Hole hex until the ship accelerates to Velocity Level 4.
- If a ship captured by a Hell Hole escapes (by attaining a Velocity Level of 4 or greater), '3' Velocity Levels will be subtracted from the ship's Velocity Level on the Turn in which the ship escapes.
EXAMPLE: A ship captured by a Hell Hole accelerates to Velocity Level 4 and so escapes. 4 - 3 = 1. The ship may move one hex and will be at Velocity Level 1. A ship captured by a Hell Hole accelerates to Velocity Level 6 and so escapes. 6 - 3 = 3. The ship may move three hexes and will be at Velocity Level 3. This represents expending sufficient power to escape the pull of gravity of the Hell Hole, and the commensurate reduction of movement because of this gravity.
N. Ship Movement In A Hell Fire Hex
- A ship entering a Hell Fire hex will be attacked by the Hell Fire immediately as the ship enters the Hell Fire hex.
- The Hell Fire will not effect the movement of the ship entering the Hell Fire hex.
O. Ship, Buoy, And Hell Hound Movement In A Gravity Whip
- Whip movement is made through Gravity Well hexes. The ship, Buoy, or Hell Hound will use the force of gravity of the Hell Hole to be 'whipped' around the Hole.
- Buoys and Hell Hounds in a Gravity Whip movement will move three hexes in the direction of rotation for the Hell Hole and will then move normally out of the Whip if any MPs remain. (If MPs do not remain, all will be treated as High Rollers.)
- Ships in a Gravity Whip movement will move from 1-6 hexes through the Gravity Well.
- The exact number of hexes the ship will move is at the option of the owning player.
- A ship may not make a turning movement while in a Gravity Well hex.
- A ship, Buoy or Hell Hound will expend no MPs for hexes moved in a Gravity Whip movement.
- Each Gravity Well hex the ship moves through in a Gravity Whip movement will increase the ship's Velocity Level by +1 for each hex so moved.
- This addition of Velocity Levels will be noted at the end of the ship's movement and will apply to the NEXT TURN. The ship will not gain this Velocity Level increase for the Turn in which the increase is received.
- This gain in Velocity Levels will not exceed '4' Levels no matter how many excess MPs may be gained by Gravity Whip movement.
EXAMPLE: A ship could not make a Gravity Whip movement of two complete orbits around a Hell Hole and add +12 Velocity Factors (6 + 6 = 12). '4' is the absolute maximum that can be achieved.
EXAMPLE OF BUOY OR HELL HOUND MOVEMENT IN A GRAVITY WHIP: (Figure: a Buoy moves two hexes, enters a Gravity Well hex, moves three hexes in Gravity Whip movement in the direction of rotation of the Hell Hole, and then moves its last remaining MP out of the Well.)
EXAMPLE OF SHIP MOVEMENT IN A GRAVITY WHIP: (Figure: a ship enters a Gravity Well hex at a Velocity of '4'. This ship will move through four Well hexes and will continue its movement normally. Velocity will be increased to '8' next Turn because of the Gravity Whip movement. In the diagram above, the ship moves two hexes, enters the Gravity Well, moves five hexes in Gravity Whip movement and then expends its last 2 MPs in normal movement. Note that the ship did not make a Turning Movement during Gravity Whip movement.)
205 Buoy Recovery
A. General Rules
- Only ship can make a Buoy Recovery attempt.
- Only a ship's Tractor Function may make a Buoy Recovery attempt. No other ship Function may make this attempt.
- A Tractor must have Tractor Levels allocated to make a Buoy Recovery attempt.
EXAMPLE: A Tractor at Level 0 may not make a Buoy Recovery attempt. A Tractor at Levels 1-10 may make a Buoy Recovery attempt.
- The Tractor Function may not be used against a ship or Hell Hound. The Tractor may only be used against Buoys.
- A Tractor may attempt to recover one Buoy at a time only.
- A Tractor may make more than one attempt per Turn to recover a single Buoy.
- A Tractor may make Recovery attempts against more than one Buoy in a single Turn.
- A Tractor may make one Buoy Recovery attempt for every MP expended in movement.
- A Buoy Recovery attempt may be modified by position or circumstances of the Buoy and the ship making the attempt.
B. Modification To Buoy Recovery Attempts
- Listed below are all modifications to Buoy Recovery attempts.
- These modifications are added or subtracted from the Tractor Factor (See Buoy Recovery Procedure). a. Each Velocity Level over '3': -1 each Level b. Each hex away from Buoy hex: -2 each hex c. Buoy in Hell Fire hex: -1 d. Buoy in Hell 2 Hell Fire hex: -5 e. Buoy in Hell3 Hell Fire hex: -6 f. Buoy in Hell Hole Gravity Well hex: -2 g. Second or successive attempt in same Turn: -1 each successive attempt h. Pilot Integration Level: + or - Level
C. Buoy Recovery Procedure
- The player making a Buoy Recovery attempt will announce, in this order: a. The attempt is being made, and b. The Buoy the player is attempting to Recover, and c. The number of Tractor Levels used in the Recovery attempt.
- The player attempting to Recover a Buoy will roll one die and add the score of this die roll to the Tractor Levels allocated for the Turn.
- The player will then add all relevant modifications (as found in 205 B) to this total. This final result is the Tractor Factor.
D. Buoy Recovery Attempt Results
- If the modified Tractor Factor is '5' or greater the Buoy Recovery attempt is successful and the Buoy is recovered by the ship.
- If the modified Tractor Factor is less than '5' the Buoy Recovery attempt is unsuccessful and the Buoy is not recovered by the ship.
- If a Recovery attempt is successful the player recovering the Buoy will: a. Remove the Buoy marker from the gameboard and b. Place it on that player's gameboard edge (to show that it has been recovered and is being carried by the ship).
NOTE: Buoys that are recovered are placed on the gameboard edge moving from left to right. This is done so that the player will be able to tell at a glance which Buoy was the last Buoy recovered. This is necessary as there is a Critical Hit that calls for the loss of the last Buoy recovered.
- If a Recovery attempt is unsuccessful the Buoy marker remains on the gameboard in the same hex.
NOTE: "The player may make another attempt to recover the Buoy after making one Forward or Forward and Turning Movement.
EXAMPLE OF A BUOY RECOVERY ATTEMPT: (Figure: a ship beginning its movement in hex 'A' with a Velocity Level of '5', a Pilot Integration Level of 0, and a Tractor Level of '10' moves two hexes and attempts to Recover a Buoy in hex 'B'. Hex 'B' is a Hell Fire hex.) The player rolls a '4' on the die. The modified Tractor Factor will be '7'. 10 (the Tractor Level) + 4 (the die score) - 2 (Velocity Level of 5 is '2' Levels greater than '3') - 4 (the Buoy is two hexes away from the ship making the Recovery attempt) - 1 (the Buoy is in a Hell Fire hex) + 0 (the Pilot Integration Level) = 7. (10 + 4 - 2 - 4 - 1 + 0 = 7). This Buoy Recovery attempt is successful.
206 Laser And Scrambler Attacks
A. Field Of Fire
- All Laser and Scrambler weapons have a 60 degree Field of Fire.
- The Field of Fire is a cone extending from the front hexside of the firing ship's hex. The shaded area of the diagram below is the Field of Fire for a ship.
(Figure: the shaded Field of Fire for a ship.)
- A ship, Buoy, or Hell Hound (called a target) in any fully or partially shaded hex of the Field of Fire may be fired on with the Laser. Scrambler weapons may fire on ships only.
- A target not in a fully or partially shaded hex of the Field of Fire may not be fired on with the Laser or Scrambler weapons.
B. General Rules
- Only the Moving Player may make a Laser or Scrambler attack.
- A ship may make a Laser or Scrambler attack only if one or more Laser or Scrambler Levels have been allocated for the Turn in which the ship makes the attack.
- If a ship has no Laser Levels allocated the ship may not fire Lasers.
- If a ship has no Scrambler Levels allocated the ship may not fire Scramblers.
- A ship may make a Laser or Scrambler attack against one target per Turn only. a. The Laser may attack only one target. b. The Scrambler may attack only one target.
- If both weapons are to fire in the same Turn, both may fire on the same ship, or may fire on separate targets.
- A ship fires a Laser or Scrambler beam along a straight line between the firing ship and the target being fired on.
- The Laser or Scrambler beam will pass through each hex along this straight line.
C. Determining Ranges
- A ship may fire at a target that is 12 hexes or less in distance from the firing ship. A ship may not fire at a target that is greater than 12 hexes from the firing ship.
- The firing player will place the edge of a ruler on the center of the firing ship unit counter and the target unit counter.
- The firing player will count the number of hexes along this straight edge exclusive of the firing ship's hex, inclusive of the target ship's hex. This line is called the Line of Fire.
(Figure: in the diagram above, the distance to the target is '7' hexes.)
D. Modifications To Laser Fire And Scrambler Fire
- Laser and Scrambler Fire may be reduced in effectiveness by certain obstacles along the Line of Fire or by firing at certain targets.
- These obstacles or targets fired on will reduce the chance for the attack to hit the target.
- Listed below are the obstacles and targets and the effects each has on Laser and Scrambler fire. a. Line of Fire passes through a Hell Fire hex: -1 each hex. b. Line of Fire passes through a Hell2 Hell Fire hex: -4 each hex. c. Line of Fire passes through a Hell3 Hell Fire hex: -6 each hex. d. Line of Fire passes through a Hell Hole Gravity Well hex: -2 each hex. e. Line of Fire passes through a Hell Hole hex: -3 each hex. f. Firing at a Moving Buoy (Free Floater or High Roller): -3 g. Firing at a Hell Hound: -4 h. Pilot Integration Level: + or - Level
- Laser and Scrambler fire may not pass through a Null hex. If the Line of Fire passes through a Null hex, the fire automatically misses.
E. How To Hit A Target With Laser And Scrambler Fire
- The firing player will roll two dice and add all appropriate modifications under 206 D to the score of the dice.
- The result must equal or exceed the range to the target to hit the target. If the total does not equal or exceed the range to the target the target is missed.
EXAMPLE: A player fires at a target '7' hexes away. The Pilot Level is '+2', the Line of Fire passes through a Hell 3 Well hex. The player rolls a '9'. 9 + 2 - 6 = 5. The target is missed.
F. Effects Of Laser Fire
If the target is missed by Laser Fire there is no effect on the target. If the target is not missed by Laser fire, there may be an effect on the target. To determine the effect of Laser fire on the target:
- Subtract the Screen Level of the target ship from the Laser Level of the attacking ship.
- If the result is greater than '0' the target ship is damaged.
- If the result is not greater than '0' the target ship is not damaged.
- If the target ship is damaged, each number over '0' is treated as one hit.
- A ship will lose one Structural Integrity Level for each hit that ship receives.
EXAMPLE: Laser Level 7, Screen Level 4. 7 - 4 = 3. Three hits are scored against the target. Laser Level 7, Screen Level 7. 7 - 7 = 0. No hits are scored against the target. Laser LEVEL 7, Screen Level 8. 7 - 8 = -1. No hits are scored against the target.
- If the target is a Buoy or Hell Hound, another player will roll two dice. The score of this dice roll will be the Screen Level for the target.
- If the firing player scores two or more hits against the Buoy or Hell Hound, the Buoy or Hell Hound is destroyed. If two or more hits are not scored, the target is undamaged.
G. Effects Of Scrambler Attacks
- Subtract the Screen Level of the target ship from the Scrambler Level of the attacking ship.
- If the result is greater than '2' the target is damaged.
- If the result is '2' or less, the target is not damaged.
- If the target ship is damaged the attacking player will roll one time on the 'Systems Crisis' Table (see Critical Hits).
206/207 (Errata) Null Zone Attacks
- A ship that enters a Null hex will be immediately attacked by the Null hex.
- The moving player will roll two dice and add the PI modification. a. If the result is '5' or less the attack succeeds and the ship is 'lost' in Null. b. If the result is '6' or more the attack fails.
- If the attack succeeds the ship must: a. End movement for the Turn in the Null hex. b. Reduce all allocated functions to level '0' (this includes the velocity level also). c. A ship lost in Null will lose five fuel levels per Turn.
- If the attack fails the ship may continue movement.
- A ship 'lost' in Null must allocate functions normally for the next Turn and must then attempt to escape the Null hex using the procedure under 2 above. If the Null attack succeeds, the ship may not leave the Null hex. If the Null attack fails, the ship may leave the Null hex. The facing of the ship will be determined randomly before the ship's movement is made. Use the diagram for Buoy movement to determine this random facing.
207 Hell Hound Attacks
A. General Rules
- A Hell Hound will attack ships only. A Hell Hound will not attack Buoys or other Hell Hounds.
- A Hell Hound will attack any ship that moves within two or less hexes of the Hell Hound during the ship's movement.
- A Hell Hound will attack any ship that is within two or less hexes of the Hell Hound during the movement for the Hell Hound.
- A Hell Hound will attack a ship at the closest point of approach of the ship to the Hell Hound (within two or less hexes).
EXAMPLE: A Hell Hound (in hex '1') moves towards a ship (in hex 'B'). The Hell Hound moves from hex 1 to hex 2 and finally to hex 3. The Hell Hound will not detonate (attack) until it reaches hex 3 even though it could have attacked in hex 2. Hex 3 is the closest point of approach to the ship reached by the Hell Hound during the Hell Hound's movement.
(Figure: a ship (in hex A) moves from hex A through hexes 1-6. The Hell Hound (in hex X) will detonate (attack) when the ship enters hex 3 as hex 3 is the closest point of approach the ship will make to the Hell Hound.)
B. Hell Hound Attack Procedure
- The player moving the Hell Hounds will determine the attack results for the Hell Hounds.
- If the ship being attacked by the Hell Hound is: a. Two hexes from the Hell Hound hex the player will roll two dice. b. One hex from the Hell Hound hex the player will roll three dice. c. In the same hex as the Hell Hound the player will roll four dice.
- The total Score of the dice roll represents the Hell Hound Attack Factor.
- The ship player will subtract the Hell Hound Attack Factor from the ship's Screen Level. a. If the result is '+1' or greater the ship will be damaged by the Hell Hound attack. b. If the result is '0' or less the ship will not be damaged by the Hell Hound attack.
- If the ship is damaged, each number over '0' is treated as one hit.
- A ship will lose one Structural Integrity Level for each hit that ship receives in a Hell Hound attack.
208 Hell Fire Attacks
A. Determining The Hell Fire Attack Factor
- The Moving player will determine the Hell Fire Attack Factor.
- The Moving player will roll two dice and add any of the applicable modifiers below: a. Attacked by a Hell2 Hell Fire hex: +2 b. Attacked by a Hell3 Hell Fire hex: +4 c. Maximum Turns Allowed: + Turns allowed for that Velocity*
*For example if the ship entering a Hell Fire hex is moving at Velocity Level 4, '+3' would be added to the dice score (at Velocity Level 4 a ship may make a maximum of '3' turning movements). This modification is included because the slower a ship is moving the longer it is exposed to Hell Fire.
B. Hell Fire Attack Procedure
- The Moving player will subtract the Hell Fire Attack Factor from the Screen Level of the ship being attacked.
- If the result is '+2' or greater the ship has been damaged by Hell Fire.
- If the result is less than '+2' the ship is not damaged by Hell Fire.
- For every two points of damage received (every '+2' result) the player will roll on the 'Systems Crisis' Table. If more than one roll is made on this table, and the results obtained are contradictory the ship automatically receives Result '7' on this Table.
209 Hell Hole Attacks
A. Determining The Hell Hole Attack Factor
- If the ship is in a Hell Hole hex, another player will roll one die. The score of this die roll will be the Hell Hole Attack Factor.
- If the ship is in a Hell2 hex the player will roll two dice.
- If the ship is in a Hell3 hex the player will roll three dice.
B. Hell Hole Attack Results
- The Hell Hole Attack Factor eliminates Structural Integrity Levels.
- Each Hell Hole Attack Factor will eliminate one Structural Integrity Level.
- The Screen Level of the ship being attacked does not effect a Hell Hole attack. There is no defense against a Hell Hole attack.
210 Damage
A. How To Note Damage
- When a ship receives damage, the player owning that ship must immediately note that damage on the damaged ship's Set Up Sheet.
- Damage is noted by moving the inverted Action Marker from the current maximum Level for that Function to the new Level caused by the damage.
EXAMPLE: A ship receives four Levels of damage to the Structural Integrity Function. If that Function were at Level '9' before the damage was received the Function would be reduced to Level 5 (9 - 4 = 5). The Action Marker for the Structural Integrity Function would be placed on Level 5 to reflect this damage.
- This procedure is followed for damage to any Function.
- When a Function is reduced to Level 0, that Function may no longer be used by the ship.
EXAMPLE: A ship's Maneuver Engine Function is reduced to Level 0 because of damage. This ship may not Maneuver for the remainder of the game (may not make any turning movements).
- If a ship's Structural Integrity Level is reduced to '0' the ship is destroyed.
B. Excess Damage
- Any Function that is reduced to less than Level 0 by damage causes Excess damage.
- All excess damage scored against a Function counts as Structural Integrity hits instead.
EXAMPLE: A ship loses 2 Screen Levels because of damage. The ship has only one Screen Level remaining. This ship will lose one Screen Level and one Structural Integrity Level as excess damage.
C. Critical Hits
- When a ship receives damage there is a chance that the ship will receive a Critical Hit because of that damage.
- Each time a ship loses an even numbered Structural Integrity Level there is a chance that the ship will receive a Critical Hit.
- To determine if a Critical Hit takes place the attacking player will roll one die. a. A result of 1-4 does not result in a Critical Hit. b. A result of 5 or 6 does result in a Critical Hit.
- This Critical Hit Check must be made for each even Structural Integrity Level lost through damage. This check is made for each individually.
EXAMPLE: A ship with Level 9 Structural Integrity receives 5 Structural Integrity damage points. Levels 9, 8, 7, 6, and 5 are lost because of this damage. This ship has a possibility of two Critical Hits as Structural Integrity Levels 8 and 6 are lost. One die must be thrown for the Level 8 loss and after the results of this Critical Hit are determined (if there is one) a second die will be tossed for Level 6.
- Shown below is the Critical Hit Table. If a '5' or '6' is rolled on the Critical Hit Check, the attacking player will roll two dice and consult the table below.
Critical Hit Table (roll two dice)
- System Crisis*
- Lose 30 Fuel Levels
- Lose 2 Tractor Levels
- Lose 2 Laser Levels
- Lose 1 Maneuver Engine Level
- Lose 1 Screen Level
- Lose 1 Main Engine Level
- Lose 1 Scrambler Level
- Lose 1 Tractor Level
- Lose 40 Fuel Levels
- System Crisis*
*To determine the nature of this Critical Hit, roll one time on the 'System Crisis' Table.
a. On the left side of the table are the numbers 2-12. These numbers represent the total dice score made for the Critical Hit Check. b. Opposite each of these numbers is the Critical Hit result. c. If a Critical Hit is scored against a Function that is currently at Level 0, the last Buoy the player receiving the Critical Hit Recovered will be 'cast loose' by the Critical Hit.
- If the last Buoy Recovered was an Easy Buoy, the Buoy will remain in the same hex as the ship that just lost it.
- If the last Buoy Recovered was a Moving Buoy, the Buoy will begin moving again next Turn following normal Free Floater movement procedure. d. If a Critical Hit is scored against a Function that is currently at Level 0 but the player has recovered no Buoys, the Critical Hit will be 'Lose 30 Fuel Levels' instead.
- Shown below is the Systems Crisis Table. If a '2' or '12' is rolled on the Critical Hit Table the attacking player will roll two dice and consult the table below.
System Crisis Table
- May not use Tractor Function next Turn.
- May not use Tractor Function next Turn.
- May not use any Weapon next Turn.
- May make no turning movements next Turn.
- May not Accelerate next Turn.
- Systems Failure. May allocate no Levels to any Function next Turn. Lose one 'PI' Level.
- May not use Screen Function next Turn.
- May not Decelerate next Turn.
- Must Accelerate next Turn. Roll one die for Velocity Levels gained in Acceleration.
- Must Decelerate next Turn. Roll one die for Velocity Levels lost in Deceleration.*
- Lose 5 Fuel Levels per Turn for the remainder of the game.**
- May not Decelerate into ' - ' Velocity. May decelerate down to '0' Velocity only.
** Fuel is lost during the Null Fuel loss STEP in the Sequence of Play.
a. If the player receiving a Systems Crisis result has moved this Turn, the System Crisis determined will take effect during the next Turn. b. If the player receiving a Systems Crisis result has not moved this Turn, the System Crisis determined will take effect during the current Turn. c. If a player receives two Systems Crisis results in the same Turn that are contradictory ('must accelerate', 'must decelerate' for example) the contradictory results will be ignored, and result No. 7 will be used instead.
211 Victory
A. Running The Course
- A ship will start in each of the lettered corner hexes on the gameboard (letters 'A', 'B', 'C', 'D'). These are called the Starting Hexes.
- The ship will start with no allocated Functions. The Velocity Level will be '0'. Play will begin with Sequence of Play STEP A.
- Ships must finish the race before the end of Turn 30 in the diagonally opposite lettered hex. This is called the Finish hex. a. The ship in Starting Hex 'A' must end the race in Finish Hex 'D'. b. The ship in Starting Hex 'D' must end the race in Finish Hex 'A'. c. The ship in Starting Hex 'B' must end the race in Finish Hex 'C'. d. The ship in Starting Hex 'C' must end the race in Finish Hex 'B'.
- A ship that leaves the gameboard is disqualified and may not return to the race.
- Ships must have a Velocity Level of '1' to enter the Finishing Hex. A ship with a Velocity Level greater than '1' may not enter the Finish Hex but will 'fly past it'. If the ship leaves the gameboard it is disqualified.
B. Victory Points
- The race will continue until all ships have: a. Finished the race, or b. Have been disqualified for leaving the gameboard, or c. Have been destroyed, or d. The 30th Turn has been completed.
- When the race has been completed all players will determine the Victory Points scored by their ship during the race.
- The player with the highest Victory Point Total is the winner of the race.
- The player with the second highest Victory Point Total is the second place finisher.
- The player with the third highest Victory Point Total is the third place finisher.
- The player with the fourth highest Victory Point Total is the fourth place finisher.
- Listed below are all of the Victory Points that a player may score during the course of a game. a. Each Easy Buoy recovered: 10 points. b. Each High Roller or Free Floater recovered: 35 points. c. Each Hell 2 Buoy recovered: 70 points. d. Each Hell 3 Buoy recovered: 100 points. e. Each Fuel Level remaining: 1 point (up to a maximum of 100 points). f. Finish race 1st: 50 points. g. Finish race 2nd: 25 points. h. Finish race 3rd: 10 points. i. Finish race 4th: 0 points.
- A player who's ship leaves the gameboard scores no points for the race.
212 The Racing Season
Players may desire to give additional purpose to their races by playing several races as a part of a 'campaign' or racing season.
A. Pilot-Ship Improvement
- Pilot and Ship may improve with experience gained from previous races.
- The amount of experience gained is based on the Victory Points a Pilot-Ship team gains during a race.
- Experience is rated for the Pilot-Ship team by adding additional Levels (above the 80 originally purchased) to various ship Functions.
- These additional Levels may be given to any ship Function desired by the player.
- Victory Points not used for additional Levels may be carried over and added to the Victory Points scored in the next race or races.
- Listed below are the additional Levels that may be obtained by experience: a. 10 Fuel Levels b. 1 Level of any single Function other than the PI Function. c. 1 Level of PI
B. Experience
- For every 75 points scored the player may award 212 A.6. 'a' or 'b' to the ship.
- For every 200 points scored the player may award 212 A.6. 'c' to the PI Function.
C. Ship Damage
- All damage other than damage to the PI Function received by a ship during a race is considered repaired for the next race the ship enters.
- Damage to the PI Function may be repaired at a rate of 1 PI Level for each race the ship enters and completes.
- A destroyed ship may not race again.
- A destroyed ship will score no points for the race in which the ship was destroyed.
D. Racing Season Victory
- Players may have a maximum of three ships that may be entered in the Racing Season.
- No single ship may enter two consecutive races.
- If a player has a ship destroyed during a race the player may design a replacement ship at the end of that race.
- Individual Pilot-Ship Victory is awarded to the ship that has scored the greatest number of Victory Points during all races in the Series.
- Team Victory is awarded to the team that has scored the greatest number of Victory Points during the races.
NOTE: It is recommended that if a Racing Season is to be used, the season should consist of a minimum of 12 races.
Tri-D Broadcast Of The 43rd Cycle, Starcup Challenge Racing Series: Demon's Run
[Flavour fiction omitted: the source's Tri-D broadcast page is a short piece of story text following the Racing Season rules, not rules content.]
Reference Card
The following is the separate Reference Card packaged with the rulebook in the Vassal module, transcribed as printed.
Sequence Of Play
- Ship Setup Expenditure
- Damage
- Critical Hit Table
- System Crisis Table
- Scoring
STEP A: Pre-Movement Phase
- A. Free Floater Movement
- B. High Roller Movement
- C. Draw Initiative Markers
- D. Allocation and Fuel Expenditure
STEP B: 1st Moving Player Phase
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A. Laser and Scrambler Fire
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B. Null Escape Attempts
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C. Hell Hole Escape Attempts
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D. Ship Movement (hex type adjustments)
Several actions may occur during ship movement. These actions will not necessarily occur in the sequence given below.
- Hell Fire Attacks
- Hell Hole Attacks
- Null attacks
- Hell Hound Attacks
- Buoy Recovery attempt
STEP C: 2nd Moving Player Phase (Repeat STEP B)
STEP D: 3rd Moving Player Phase (Repeat STEP B)
STEP E: 4th Moving Player Phase (Repeat STEP B)
STEP F: Hell Hound Movement/Hell Hound Attacks
STEP G: Fuel Loss
- All ships in a NULL hex will note Fuel loss.
- All ships with a Fuel loss received through a Systems Crisis result will note the Fuel loss.
STEP H: Turn Adjustment
- Move Turn Record Marker to next Turn on Turn Record Track
- Return placement marker to ship hex.
- Play reverts to STEP A.
Free Floater And Hell Hound Movement (FF/HH)
- Roll one die: a. A result of 1-3, indicates the Buoy moves, and the number of hexes moved. b. A result of 4-6, no Buoy movement.
- Roll one die for direction of Buoy movement.
Movement is not effected by Null or HellHole hexes.
Movement in Hell Hole Gravity Well Hexes: If the FF/HH ends its movement in a Hell Hole Gravity Well hex, it will become a High Roller, otherwise:
a. The FF/HH will be 'whipped' around the Hell Hole. b. Including the hex in which it enters the Gravity Well, move it for three hexes in the direction of rotation of the Hell Hole. c. The FF/HH will continue in the original direction of movement until the MP are exhausted.
High Roller Movement (HR)
- Roll one die for number of hexes moved in direction of rotation of Hell Hole.
A Free Floater that has become a High Roller, will remain a HR unless moved during the FF movement phase.
Ship Movement In Specific Hexes
- Null hexes: a ship will be immediately attacked upon entering a null hex. If unsuccessful, movement continues as normal. If successful, all allocated functions and remaining movement points will be reduced to '0'. A ship may make no turning movements in a null hex.
- Hell Hole Gravity Well hexes: Entering at velocity level 5 or higher will move normally through the hex, otherwise the ship will use the "Gravity Whip". Ships may not make turning movements in Gravity Well hexes. a. Gravity Whip: the ship will move the players choice of 1-6 hexes (inclusive of the first Gravity Well hex entered) in the direction of rotation of the Hell Hole, and then complete its movement. Each hex moved in the Gravity Whip will add one Velocity Level to the ship to be added at the end of the Turn, not to exceed 4 additional Velocity levels.
- Hell Hole hexes: Entering at velocity level 5-8, the ship will be 'captured' and immediately attacked by the Hell Hole, otherwise the ship will move normally through the hex. Ships captured will end their turn in the Hell Hole and have Velocity immediately reduced to '0'. The Ship may not attempt to escape until the following Turn.
- Hell Fire hexes: Ships will be immediately attacked upon entering a Hell Fire hex. Hell Fire hexes have no effect upon the movement of a ship, and once the attack is completed, they may continue their movement.
Buoy Recovery (BO)
a. Conduct Buoy Recovery attempt (below) b. Place captured Buoy on gameboard edge c. Note Fuel expenditure for successive Tractor use
- Roll one die and add to the Tractor Level
- Add or subtract the following applicable modifications: a. Each Velocity Level over '3': -1 each level b. Each hex away from Buoy: -2 each hex c. Buoy in Hell Fire hex: -1 d. Buoy in Hell2 Hell Fire hex: -5 e. Buoy in Hell3 Hell Fire hex: -6 f. Second or successive attempt: -1 each g. PI Level: + or - Level h. Buoy in Hell Hole Gravity hex: -2
- The result must equal or exceed '5' to Recover.
You may make one buoy recovery attempt for each MP, against the same or different buoys, but are required to move at least one hex after each attempt.
Hell Hound Attacks
a. Conduct Hell Hound Attacks. b. Attacked player will note all damage received and make all Critical Hit checks. c. Remove Marker for attacking Hell Hound. d. Remove all destroyed ships.
- Determine the Hell Hound Attack Factor: a. Range of two hexes: roll two dice. b. Range of one hex: roll three dice. c. In same hex: roll four dice.
- Subtract the defending ship's Screen Level from the Attack Factor.
- If the result is higher than '0', subtract that number from the Structural Integrity of the defending ship. Check for Critical Hits.
Hell Hounds will attack any ship that comes within two hexes of the Hell Hound during either the ship's movement or the movement of the Hell Hound, and will attack at the closest point of approach (including within the same hex as the ship).
Null Attacks / Null Escape Attempt
- A ship that enters a Null hex will be immediately attacked by the Null hex.
- The moving player will roll two dice and add the PI modification. a. If the result is '5' or less the attack succeeds and the ship is 'lost' in Null. b. If the result is '6' or more the attack fails.
- If the attack succeeds the ship must: a. End movement for the Turn in the Null hex. b. Reduce all allocated functions to level '0' (this includes the velocity level also). c. A ship lost in Null will lose five fuel levels per Turn.
- If the attack fails the ship may continue movement.
- A ship 'lost' in Null must allocate functions normally for the next Turn and must then attempt to escape the Null hex using the procedure under 2 above. If the Null attack succeeds, the ship may not leave the Null hex. If the Null attack fails, the ship may leave the Null hex. The facing of the ship will be determined randomly before the ship's movement is made. Use the diagram for Buoy movement to determine this random facing.
Hell Fire Attacks
a. Determine Hell Fire attack factor b. Conduct Hell Fire attack (below) c. Check for Critical Hit d. Note all damage received from the attack e. Remove ship if destroyed
- Determine the Hell Fire Attack Factor by rolling two dice.
- Add the applicable modifications below: a. Hell2 Hell Fire hex: +2 b. Hell3 Hell Fire hex: +4
- Add the number of turns allowed for that velocity.
- Subtract the Screen Level of the defending ship from the Attack Factor.
- If the result is '+2' or higher, roll on the Systems Crisis table once for every even number (i.e., +2, +4, +6, etc.).
Any ship entering a Hell Fire hex will be attacked immediately, but will continue its movement once the results are determined.
Hell Hole Attacks
a. Conduct Hell Hole attack (below) b. Check for Critical Hit c. Note all damage received from the attack d. Remove ship if destroyed
- Determine the Hell Hole Attack Factor: a. If a Hell Hole, roll one die. b. If a Hell2 Hell Hole, roll two dice. c. If a Hell3 Hell Hole, roll three dice.
- Subtract the result from the Structural Integrity of the defending ship.
Hell Hole Escape Attempts
- Make escape attempt a. Ships will not escape the Hell Hole until the ship accelerates to Velocity Level 4 or higher. b. Once escape Velocity is achieved, three levels of Velocity will be immediately subtracted.
- If successful, move ship at reduced Velocity/Movement Point value.
- If unsuccessful, do not move ship: a. Check for damage from Hell Hole attack b. Check for Critical Hit c. Note all damage received d. Remove ship if destroyed
Laser And Scrambler Fire
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State weapon being used and Level of use
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Nominate Target
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Determine Range To Target
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Determine hit or miss (below)
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Determine damage if hit
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Check for Critical Hit
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Target ship player will note all damage received
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Remove destroyed targets
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Firing player will roll two dice.
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Add the following applicable modifications. Line of Fire passes through a: a. Hell Fire hex: -1 b. Hell2 Hell Fire hex: -4 each hex c. Hell3 Hell Fire hex: -6 each hex d. Hell Hole gravity well hex: -2 each hex e. Hell Hole hex: -3 each hex f. Firing at a Moving Buoy: -3 g. Firing at a Hell Hound: -4 h. PI Level: + or - Level
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Result must equal or exceed the range to target to succeed.
Results for successful fire:
- Laser against ship: Subtract the Screen Level of the defender from the Laser Level of the attacker. If the result is higher than '0' subtract that number from the Structural Integrity of the defending ship. Check for Critical Hits.
- Laser against Buoy or Hell Hound: as per Laser against ship, rolling two dice to determine the screen level. If the result is '+2' or more, the BO/HH is destroyed, otherwise it is unaffected.
- Scrambler against ship (may only be used against ships): Subtract the Screen Level of the defender from the Laser Level of the attacker. If the result is greater than '+2', roll one time on the Systems Crisis table.
You may only fire the laser and scrambler once each per turn, and you have the choice of the same or different targets.
Laser and Scrambler fire will not pass through a Null hex.
Damage
Every time a ship loses an even-numbered Structural Integrity Level, you must roll a die to see if the ship received a Critical Hit:
- Roll one die. a. If the roll is 1-4, no critical hit is received. b. If the roll is 5-6, roll two dice and consult the Critical Hit table.
Critical Hit Table
- System Crisis: roll one time on the System Crisis table
- Lose 30 Fuel Levels
- Lose 2 Tractor Levels
- Lose 2 Laser levels
- Lose 1 Maneuver Engine Level
- Lose 1 Screen Level
- Lose 1 Main Engine Level
- Lose 1 Scrambler Level
- Lose 1 Tractor Level
- Lose 40 Fuel Levels
- System Crisis: roll one time on the System Crisis table
If a Critical Hit is scored against a function that is currently at Level 0, the last Buoy recovered by that player will be 'cast loose' by the Critical Hit and become a regular Buoy again placed in the same hex as the ship. If the player has no Buoys, the result will be 'Lose 30 Fuel Levels'.
System Crisis Table
- May not use Tractor Function next Turn.
- May not use Tractor Function next Turn.
- May not use any Weapon next Turn.
- May make no turning movements next Turn.
- May not Accelerate next Turn.
- Systems Failure. May allocate no Levels to any Function next Turn. Lose one 'PI' Level.
- May not use Screen Function next Turn.
- May not Decelerate next Turn.
- Must Accelerate next Turn. Roll one die for Velocity Levels gained in Acceleration.
- Must Decelerate next Turn. Roll one die for Velocity Levels lost in Deceleration (Do not decelerate below '0' velocity).
- Lose 5 Fuel Levels per Turn for the remainder of the game (taken during the Null Fuel loss step of each turn).
If the player receiving the Systems Crisis has moved this turn, then the Crisis will take place on the following turn, otherwise it will take place on the current turn. If the player receives two contradictory System Crisis results on the same turn (i.e. accelerate and decelerate) then the results will be changed to No. 7.
Scoring (Victory Points)
a. Each Easy Buoy recovered: 10 b. Each High Roller or Free Floater recovered: 35 c. Each Hell2 Buoy recovered: 70 d. Each Hell3 Buoy recovered: 100 e. Each Fuel Level remaining: 1 (to a maximum of 100 points) f. Finish 1st: 50 g. Finish 2nd: 25 h. Finish 3rd: 10 i. Finish 4th: 0
Ship Setup Expenditure
- Players have 80 points to spend to purchase Levels in each Function.
- Each Level of a Function costs one point to purchase, with the exception of the PI Function, which costs three points.
- Players are not required to purchase Levels in any Function.
- Each level of Fuel is 10 fuel units, and single units may not be purchased. The maximum Fuel level is 290 Levels.
- The maximum Structural integrity is 29 Levels.
- All Functions are '0' until Levels are purchased, with the exception of PI, for which the first purchase is Level -2 (at a cost of three purchase points).
- No Levels are purchased in the Velocity Function.
Allocation And Fuel Expenditure
- Place all Action Markers.
- Note Fuel Expenditure.
- Allocate Levels for Main Engines, Tractor, Laser, Scrambler, and Screens.
- Immediately deduct fuel expenditures for ME, L, T, S, and SC. a. Each Level of Acceleration or Deceleration allocated will expend two Fuel Levels. b. Each Laser Level allocated will expend one Fuel Level. c. Each Scrambler Level allocated will expend two Fuel Levels. d. Each Screen Level allocated will expend one Fuel Level. e. Each Tractor Level allocated will expend one Fuel Level.
- Each additional time the Tractor is used (after the first usage) during the turn, each Tractor Level allocated will expend one Fuel Level. This expense is deducted from the Fuel Function immediately.
- At the end of the player's turn: for each Turning Movement (maneuver engines) made during the Turn, deduct one Fuel Level.
Fuel Levels will be expended for any function allocated for that turn, even if the Function is not used for that Turn. Fuel levels may be expended for: unsuccessful Null or Hell Hole escape attempts, ending a turn in a Null hex, and Critical Hits.