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Escape from Altassar

Escape from Altassar Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 General Course of Play
  • 3.0 Game Equipment
  • 4.0 Sequence of Play
  • 5.0 Movement
  • 6.0 Stacking (More Than One Unit Per Hex)
  • 7.0 Combat

1.0 Introduction

The 300 Years War had ravaged scores of planets in the Andromeda Galaxy, and involved the armies of over a dozen advanced societies. Passive, agrarian civilizations, such as Qrelles and Ishatafa IV, were quickly and mercilessly overwhelmed by the awesome tide of events. Gradually the surviving combatants aligned themselves into two armed camps: the Spikus and the Galacta Confederation. By 4116 the Confederation troops were thrown back onto the multi-star cluster perimeter of the galaxy. The last series of deep-space battles with the Spikus had left their fleet devastated as defeat followed defeat. Spikus forces followed their victories by establishing a series of underground forts and surface POW penal camps on the planets of which they had gained control. Thousands of Confederation troops from numerous races were left to fend for themselves in the general retreat.

The Confederation prisoners were of more immediate value to the Spikus than were the newly conquered territories. Although a high-technology society, the Spikus were also carnivorous. Twice a year every Spikus male required a basic energy replenishment, a ritual known as Renewal, in order to live. Thus the steady flow of Confederation troops provided a much needed source of biological nourishment for the Spikus males.

At the POW camp on Altassar, a newly established penal colony, several prisoners of various races had been randomly selected for execution. The prisoners were forewarned, however, when a team of crack commandos managed to break into the complex. They told the prisoners that a subsonic transport vessel would make a landing in the area to pick up escapees. Unfortunately, the transport's stay would be brief, due to the fact the Spikus had secured most of the planet. If, by 2100 hours on January 16th, they did not arrive at the rendezvous point, the ship would depart without them. Already the execution chambers were being made ready for the condemned prisoners at the camp. Under the cover of darkness, the prisoners managed to break into the Spikus armory and obtain weapons. While most of the Spikus soldiers were sleeping, they blasted their way to freedom, at least temporarily.

2.0 General Course of Play

ESCAPE FROM ALTASSAR is a two-player game which re-enacts the breakout of the Confederation prisoners from the POW camp on Altassar. One player will take the part of the prisoners, and will attempt to successfully move them to the rendezvous point, where a friendly escort ship will be waiting. The second player will represent the carnivorous Spikus soldiers, who must recapture and/or destroy the escapees before they are moved off of the edge of the mapsheet.

2.01 This set of rules has been cross-referenced to aid players in locating and understanding certain rules. When first reading the rules, a player may wish to go immediately to a referenced section when he comes across a reference number, and learn about the related item. On the other hand, the player might prefer to read the rules straight through, learning about each item as he comes to it in the rules.

2.02 One player will control the Confederation units, and will be known as the Confederation Player. The other player will control the Spikus units, and will be known as the Spikus player. ESCAPE FROM ALTASSAR is played in a set number of turns called Game Turns. During each Game Turn players will move their playing pieces, engage in combat, and attempt to achieve certain goals in order to win the game. To win the game the Confederation player must eliminate the Spikus units and must then exit his own units off the mapsheet edge. The Spikus player must eliminate and/or capture the Confederation prisoners in order to win.

2.1 GAME LENGTH

Each complete Game Turn of ESCAPE FROM ALTASSAR represents an hour of actual time. The entire game lasts twelve complete Game Turns.

2.2 GAME SCALE

Each playing piece in ESCAPE FROM ALTASSAR represents 1 Confederation prisoner, 1 Spikus soldier, 1 vehicle, or 1 piece of equipment.

3.0 Game Equipment

3.1 THE GAME MAPSHEET

The game mapsheet represents the area of Altassar where the Spikus established the POW camp. The game mapsheet is divided into small hexagons (or hexes). These hexes are used to regulate the positioning and movement of the units on the mapsheet.

3.2 THE PLAYING PIECES

The playing-pieces (also known as units) represent the Confederation prisoners and "dummy" units, and the Spikus soldiers and their vehicles and equipment. The purple-colored units represent the Confederation and the yellow-colored units represent the Spikus. Each unit contains certain information important to the play of the game. Following is an illustration of the different types of units in the game:

[Figure: unit counter key. Labelled counter diagrams: SPIKUS SOLDIER (with Attack, Defense and Movement values); TERRAN PRISONER (with Evasion Rating and Movement); CLKGO PRISONER; SILIAN PRISONER; PHATAKIAN PRISONER; TRIP NET; TRACKER; RECOVERY WAGON; BADTE PRISONER.]

3.3 DEFINITION OF TERMS

Attack Strength — The Attack Strength is the basic attacking ability of a unit, and is stated in terms of Attack Strength Points.

Defense Strength — The Defense Strength is the basic defensive ability of a unit, and is stated in terms of Defense Strength Points.

Movement Allowance — The Movement Allowance is the maximum number of hexes through which a unit may be moved in a single Movement Phase; each such hex will require the expenditure of one or more Movement Points of the Movement Allowance.

Range — The Range is the maximum distance (in hexes) a unit may fire when using Ranged Fire. This Range is calculated from the hex of a firing unit to the defending unit's hex.

Evasion Rating — The Evasion Rating is the Confederation unit's ability to perform an evasive maneuver prior to combat, in an attempt to lessen the effect of the attack. The two evasive maneuvers available are Flight and Camouflage.

3.4 GAME CHARTS AND TABLES

Various aids are provided with the game in order to simplify and illustrate certain game functions. These play aids include the COMBAT RESULTS TABLE (7.71) and the TERRAIN EFFECTS CHART (5.31). Each of these Charts and Tables will be fully explained in the rules.

3.5 GAME EQUIPMENT INVENTORY

A complete game of ESCAPE FROM ALTASSAR will contain the following items:

  • 1 mapsheet
  • 54 playing pieces
  • 1 rules book

Also needed for play, but not included in the game, is a six-sided die.

4.0 Sequence of Play

4.1 THE GAME TURN

The play of the game is divided into Game Turns. Each of the twelve Game Turns is divided into two Player Turns. During his Player Turn, each Player will move his units, and then resolve combat. At the end of the final Game Turn, the players consult the Victory Conditions (20.0) and a winner is declared.

4.2 OUTLINE OF THE SEQUENCE OF PLAY

Each Game Turn consists of a Spikus Player Turn and a Confederation Player Turn. The Player whose Player Turn is currently in progress will be referred to as the Phasing Player. The other player will be referred to as the non-Phasing Player. The Sequence of Play must be followed in the exact order given.

SPIKUS PLAYER TURN

The Spikus player will always move his units first. However, before the start of the first Game Turn, the Confederation player will make his initial "Breakout" (12.0), and the Spikus Signal Posts (13.0) will be positioned. Otherwise, the general Sequence of Play for the entire game will be as follows:

  1. Movement Phase: The Spikus Player may move all, some, or none of his units.
  2. Combat Phase: The Spikus Player makes his attacks.

(Note that prior to the resolution of ranged fire or close combat by the Spikus player, the Confederation player may attempt to perform Evasion (9.0) with his units which are being attacked.)

CONFEDERATION PLAYER TURN

The Confederation player then becomes the Phasing Player and follows the Sequence of Play as above.

GAME TURN INTER-PHASE

This will end one full Game Turn. Players may wish to use the Game Turn marker to keep track of Game Turns. To do this, the players will place the Game Turn marker in hex number 0101 and advance it one hex at the end of each Game Turn. Note that the Game Turn marker is not a unit, and does not affect play in any way. At the end of twelve Game Turns the game will be ended, and the winner (20.0) will be determined.

5.0 Movement

During the Movement Phase, the Phasing Player will move some, all, or none or his units as he desires. During a Movement Phase, each unit may be moved as many or as few hexes as the Phasing Player wishes, as long as the Movement Allowance for the unit is not exceeded. Unused Movement Points may not be accumulated from turn to turn, nor may they be used by another unit.

5.1 HOW TO MOVE UNITS

Units are moved one at a time, from hex to adjacent hex. As each unit enters a hex, it must pay one or more Movement Points from its Movement Allowance. The number of Movement Points which a unit must pay to enter a given hex depends on the type of terrain in the hex. The cost to enter each type of hex is shown on the TERRAIN EFFECTS CHART (5.31). Units may be moved in any direction or combination of directions, but once the units have been moved they may not be moved again.

5.2 MOVEMENT RESTRICTIONS

A player's units may not be moved during the enemy player's Movement Phase, or during either player's Combat Phase. A player may not move units into or through a hex containing enemy units (with the exception of Renewal); however, he may do so in hexes containing his own units, but must not end the Movement Phase in violation of the stacking limit (6.0).

When a unit has used all of its Movement Points for a Movement Phase, it must cease movement for the turn. If a unit does not have enough remaining Movement Points to enter the next hex, it may not do so.

5.21 A unit may not be moved off, nor may it retreat off the mapsheet, except to fulfill the victory conditions. A unit which would be forced to retreat off the mapsheet for any reason will be eliminated. A unit eliminated in this way may not return to the game.

5.22 Confederation units, with the exception of those units which have been captured or exposed due to being involved in a combat, are always moved face down.

5.3 TERRAIN AND MOVEMENT

There are seven different types of terrain represented in the game. A ground unit's Movement Allowance is measured in Movement Points. When moving, a unit expends a certain number of Movement Points to enter each hex in its path. The cost (in Movement Points) to enter a hex depends on the type of terrain in the hex being entered, and is shown on the TERRAIN EFFECTS CHART (5.31). Trip Nets (14.0) and Drystals (16.0) have somewhat different movement rules, which will be covered in their respective rule sections.

5.31 TERRAIN EFFECTS CHART (See page 16)

6.0 Stacking (More Than One Unit Per Hex)

6.1 With the exception of Recovery Wagons transporting prisoners, Trip Nets, and the Renewal process, units may not stack.

6.2 A maximum of four Trip Nets and one Spikus soldier, OR one Trip Net and one prisoner/dummy unit, may end the Movement Phase stacked together.

6.3 During the Renewal process (10.0), a maximum of two Spikus soldiers may end the Movement Phase in a hex containing one eliminated prisoner, or one eliminated Spikus soldier.

6.4 A Spikus Drystal (Air unit) may end the Movement Phase in the same hex with a friendly (only) ground unit; however, it is not considered to be stacked with the ground unit; it is considered to be hovering above it.

6.5 Signal Posts do not count against the stacking limit. Any other unit may end the Movement Phase stacked with a Signal Post.

7.0 Combat

Combat between adjacent opposing units is not mandatory. Units with the ability to perform Ranged fire may attack enemy units in non-adjacent hexes.

7.1 WHICH UNITS MAY ATTACK

During a player's Combat Phase, that player may conduct an attack against any enemy unit which is adjacent to at least one of his own units. The Phasing Player may resolve these attacks in any order he desires.

7.11 Any units possessing ranged fire capabilities may attack any enemy units that are within range. A unit with ranged fire capability does not necessarily have to be adjacent to an enemy unit in order to attack it with ranged fire (7.32).

7.12 It is possible that a defending unit may be attacked by units in as many as six adjacent hexes. In addition, it is possible that there may be a ranged fire attack.

7.13 No unit may make an attack more than once per Combat Phase, and no unit may be attacked more than once per Combat Phase.

7.14 A unit may not attack while it is stunned.

7.2 MULTIPLE UNIT AND MULTI-HEX COMBAT

7.21 Units in two or more hexes may combine their Attack Strengths in an attack on a hex, provided that all of the attacking units are adjacent to, or within range of, the enemy-occupied hex.

7.3 FIRE COMBAT

Units with ranged fire capability may participate in combat from adjacent as well as non-adjacent hexes. The unit's Attack Strength will be used to make an attack on any enemy unit. Units with ranged fire capability need not be adjacent to, but must be in range of, the defending unit. When attacked, a ranged fire unit will defend with its Defense Strength.

7.31 All of the combat units may use ranged fire. These include the prisoner units, the Spikus soldiers, the Trackers, and the Drystals. The prisoners and the Spikus soldiers possess a range of three hexes; the Trackers (17.0) possess a range of four hexes; and the Drystals (16.0) possess a range of five hexes.

7.32 Ranged fire units will be allowed to attack non-adjacent enemy units up to the extent of their Range Allowance. However, they are never forced to attack an enemy unit merely because it is within range.

7.33 The range from the hex of the firing unit to the target hex is counted by including the target unit's hex, but not the firing unit's hex.

7.34 Ranged fire units may only attack a single enemy-occupied hex. They may, however, make a combined attack with other units that are making adjacent attacks.

7.35 Units using ranged fire will suffer no Combat Results due to their attack; they will never be eliminated or retreated as a result of their own attack. Of course, other units cooperating with the ranged fire unit(s) adjacent to the unit being attacked would be affected by the Combat Result.

7.36 If a concealed (face down) prisoner unit uses ranged fire, it must become revealed (face up) for the remainder of that turn.

7.37 COMBINED ATTACKS

There are several options which may be available to a unit using ranged fire. They may attack alone, or together with other units using ranged fire, or together with any units in range that are making adjacent attacks. To do so, they will add their Attack Strength to the attack. Attacks involving units that are using ranged fire together, or in conjunction with units making adjacent attacks, are called Combined Attacks.

7.4 ADJACENT ATTACKS

When adjacent to one or more enemy units, a ranged fire unit may participate in an attack against that adjacent enemy unit or units.

7.41 When attacking from an adjacent hex, a ranged fire unit may attack as many units as it is adjacent to; however it may not attack a non-adjacent unit if the attacking unit is used to attack an adjacent unit.

7.42 Ranged fire units attacking from an adjacent hex must suffer all the Combat Results of their attacks.

7.43 When a unit is attacking an adjacent unit only, the player may add 1 to the Attack Strength.

7.5 EFFECTS OF TERRAIN

7.51 Units involved in combat may have their strength temporarily changed, due to the type of terrain in the hex they occupy.

7.52 The effect a certain type of terrain will have on a particular combat will be found on the TERRAIN EFFECTS CHART (5.31). These temporary changes will depend on the type of terrain the defender is in at the time of attack. The effects are as follows:

TERRAIN TYPEEFFECT ON COMBAT
QuagmireShift 1 column to the right
HillsShift 1 column to the left
CascadesShift 1 column to the right
Rain ForestShift 1 column to the left
RoughShift 1 column to the left

7.6 COMBAT RESOLUTION

In order to determine the Combat Results, the attacking Player should total the Attack Strength of all of his attacking units involved in a specific attack. Then the defending Player should total the Defense Strength of all defending units that are the object of that particular attack. The players should then determine if there is any effect on combat due to terrain type, and should adjust their totals accordingly. The relationship of the Attacker's Strength to the Defender's Strength will then be expressed as an Odds Ratio. (Note: Players should drop any fractions.)

The Players should consult the COMBAT RESULTS TABLE (7.71) and locate the proper Odds Ratio for the specific attack. The attacker will roll one six-sided die, and cross-index the die roll with the proper Odds Ratio; this will yield a Combat Result. This should be immediately applied to the affected unit(s), before the Players resolve any other combat. Separate combats may be resolved in any order that the attacker wishes, as long as all combats are resolved during that Combat Phase.

Example: If prisoner units totaling seven Attack Strength Points were attacking a Spikus Tracker unit with two Defensive Strength Points, the Odds Ratio would be "3-1" (seven divided by two), and the attack would be resolved on the "3-1" column of the Combat Results Table. If the Spikus Tracker was in a Cascades terrain type hex, the Phasing Player would shift one column to the right and roll on the "4-1" column of the Combat Results Table, rather than the "3-1" column.

7.7 EXPLANATION OF COMBAT RESULTS

The following is an explanation of the results of the COMBAT RESULTS TABLE (7.71):

STUN (ST): The affected unit must remain in place through the end of its following Movement Phase. It will be able to attack and defend at normal strength. If the "stunned" unit is a Confederation unit, it will be placed face up until the start of its next Movement Phase, at which time it will again be free to move. If a prisoner becomes "stunned", it may be transported back to the prison in a Recovery Wagon (18.0). Only a "stunned" prisoner may be transported to prison.

NE: No effect.

EXPOSED (EX): If the unit is a prisoner or dummy unit, it will be placed face up, and will remain exposed until the end of the Confederation Player's turn. A Spikus unit that receives an exposed result must be retreated three hexes in the direction of the prison. If the Spikus unit is surrounded by prisoners and is unable to retreat, it will be eliminated.

AE: The Attacking unit is eliminated, and removed from the game. However, the Players should check for the possibility of Renewal (10.0) before removing units from the mapsheet.

DE: The affected defending unit is eliminated, and removed from the game. If the unit attacked is a "dummy" unit, there is no effect. If, however, the unit is a Spikus soldier or a Confederation prisoner, there is a possibility that Renewal (10.0) will take place.

(7.71) COMBAT RESULTS TABLE (See page 15)

(8.0) RETREATS

Whenever the Combat Result (an "EX" result) requires a Spikus unit to be retreated, the Owning Player must immediately move the unit(s) away from their combat position in the general direction of the prison complex. This movement is not considered normal movement, and will be subject to the following restrictions. If the unit is unable to retreat within the restrictions, it will be eliminated.

8.1 Wherever possible, a retreating Spikus unit must retreat through hexes which contain no unit. If no other route is available, a player may move a unit through hexes containing his own units; but the retreating unit may not end its movement in violation of the stacking limit (6.0). If forced to do so, it will be eliminated.

8.2 In all cases, the retreating unit will be required to end its retreat the indicated number of hexes away from its former combat position. If it cannot do this, and is able to retreat only a portion of the number of hexes, the retreating unit will be eliminated in the last hex into which it is able to retreat.

8.3 A player may not cause one of his units to be forced out of a hex when retreating another of his units. Instead, he would move the retreating unit through the hex containing the unit.

8.4 No unit may, during the course of its retreat, enter the same hex twice.

8.5 A retreat as a result of combat is not considered to be normal movement, and does not require the use of Movement Points by the retreating unit.

9.0 EVASION

Each prisoner has an Evasion Rating, which represents its ability to avoid the full effects of combat. The evasion rating printed on the unit will apply if the unit is in Rain Forest, Hill, or Quagmire terrain. For other terrain types, the player should subtract one from the unit's Evasion Rating.

9.1 Before the Spikus player rolls to determine the combat result, the Confederation player may choose to attempt an evasive maneuver with the unit being attacked. Evasion may take the form of either Flight or Camouflage.

9.2 Flight — The Confederation player will roll one six-sided die once. If the number rolled is equal to or less than the evasion rating of the unit that is attempting Flight, the unit may trade places with any dummy unit within six hexes of it. The Spikus player must turn his head while the player switches the units. Combat will take place against the switched (dummy) unit, and there will be no effect on the prisoner.

9.3 Camouflage — A unit may attempt to "blend into the surrounding terrain" by using camouflage. The Confederation player should roll one six-sided die once, and compare the roll to the evasion rating of the unit attempting to use the Camouflage. If the die roll is lower than the evasion rating of the unit, the Spikus player subtracts the difference from the following combat results die roll. If the die roll is higher, the Spikus player adds the difference to his combat results die roll. If the roll is equal, there will be no effect on the combat resolution die roll.

9.4 The Confederation player must declare prior to rolling for the combat result if he plans to use the evasion option, and, if so, which evasive maneuver he will attempt for the unit(s) in question. If the flight option fails, combat against the Confederation unit immediately follows.

9.5 If a prisoner is exposed due to combat, it may not attempt an evasive maneuver until such time as it is again able to become concealed.

10.0 RENEWAL

Renewal is the essential revitalization of the Spikus soldiers. It is possible that Renewal may take place anytime a prisoner or a Spikus soldier is eliminated as the result of combat.

10.1 Whenever a prisoner or a Spikus soldier is eliminated, any Spikus soldiers (up to two) within three hexes of the eliminated unit must immediately be placed in the same hex in order to "feed off the corpse". Once placed for the Renewal process, the Spikus soldier(s) may not be moved, nor used to attack, in the following Spikus Player Phase. However, they may defend at normal strength if attacked.

10.2 Renewal is an exception to the prohibition against stacking (6.0).

10.3 After Renewal has taken place, the eliminated unit(s) are removed from play, and the Spikus soldier(s) may again move and initiate combat.

10.4 If there are more than two soldiers within three hexes of an eliminated unit, the Spikus player may choose which two soldiers he wishes to move into the hex for Renewal.

10.5 Movement for the purposes of Renewal is not considered normal movement, and does not require the use of Movement Points on the part of the Spikus soldier(s).

11.0 ATTRITION

Although the prisoners were of many different races, the climate of the planet was well suited to them. The same cannot be said for the Spikus, however, as the solar radiation was harmful to them once out of the safety of the prison complex. Beginning with the Spikus Player Phase of Turn number eight, the Spikus soldiers are subject to attrition, which takes the form of a rapid biological disintegration.

11.1 The Spikus player must remove one soldier of his choice at the start of his Movement Phase of each turn beginning with turn eight. The eliminated soldier will be removed from the game; but he will not be subject to Renewal since he is not considered to be dead, but merely in a weakened condition.

11.2 There are no benefits or losses in terms of victory points (20.0) due to a soldier being eliminated by attrition.

12.0 BREAKOUT

Breakout is the initial escape of the prisoners. Breakout will take place before the Spikus Movement Phase of the first Game Turn.

12.1 The Confederation player sets up his units (prisoners and dummy units) face down on any prison hexes. An unlimited number of units may be stacked before the breakout. The units will be moved DOUBLE their normal movement allotment for the purposes of Breakout only.

12.2 By the end of Breakout movement, the Confederation units must conform to the stacking limits. Any units in violation of the Stacking limit by the end of the Breakout movement will be eliminated.

12.3 Following Breakout movement, the Spikus player places his signal posts (13.0) and begins with his Movement Phase of Turn one. Thereafter, the normal sequence of play is in effect.

13.0 SIGNAL POSTS

Signal Posts are short-range sensors which monitor the movement of escaped prisoners. The following rules detail the setup and use of Signal Posts.

13.1 The four Signal Posts are placed on any four hexes (a maximum of one per hex) of the mapsheet. These are placed immediately following breakout, and prior to the Spikus Movement Phase of the first Game Turn.

13.2 When a prisoner or a dummy unit is moved within two hexes of a Signal Post, the unit will immediately be turned face up. The unit will remain exposed until such time as it has been moved four or more hexes away from the Signal Post. At this time it will immediately be turned face down again.

13.3 If a Confederation unit is exposed due to combat, and is already in face up status when it enters the range of a Signal Post, the Signal Post will have no further effect on the unit. The unit must still, however, remain exposed until it is moved four or more hexes away from any Signal Post(s).

13.4 Once in place, a Signal Post may never be moved or attacked. A hex containing a Signal Post may be passed through and stopped on by friendly or enemy units, without counting the signal post against the stacking limit (6.0).

14.0 TRIP NETS

The four Spikus Trip Nets represent low-flying robot snares, with the ability to identify and restrain prisoners.

14.1 Up to four Trip Nets may stack and travel with a Spikus soldier.

14.2 At the beginning or end of any Spikus Player Movement Phase, the Trip Nets may be launched. To do so, the Spikus Player moves them up to eight hexes in a straight line in any one direction. The direction they are launched will be the choice of the Spikus Player. They may only be moved one direction, in a straight line, each Spikus Movement Phase.

14.3 They will be moved at the rate of one Movement Point per hex entered, regardless of terrain type.

14.4 If a Trip Net enters a hex which contains an escaped prisoner or a dummy unit, it will stop movement for the turn. The Confederation unit is turned face up, and remains revealed. The unit revealed by the Trip Net cannot move until the subsequent Confederation Movement Phase. The Trip Net may not be moved again, once it enters a hex containing a face down unit.

14.5 Trip Nets may not be attacked. Once used, a Trip Net will be removed from play, and cannot re-enter the game.

14.6 A unit exposed by a Trip Net may not attempt to perform any evasive maneuver in the turn it is exposed.

15.0 DUMMY UNITS

Dummy units are "fake" units intended to disguise the movement of the escaping prisoners.

15.1 Dummy units have a Movement Allowance of eight Movement Points. They must pay all terrain costs.

15.2 They can not attack or attempt any evasive maneuver (with the exception of switching places with a prisoner that successfully performs Flight). Dummy units have a Defense Strength of one.

15.3 Terrain modifiers apply to dummy units being attacked in a terrain type which gives a combat modifier.

15.4 Dummy units are never removed from play. The Confederation Player should treat an "Eliminated" result as an "Exposed" result for combat resolution purposes.

16.0 DRYSTALS

Drystals are high-speed reconnaissance and attack airships of the Spikus. They can either use ranged fire or close combat when attacking.

16.1 Drystals can be attacked by any units within range, but are only affected by an "Eliminated" result. Other results will have no effect.

16.2 Drystals do not benefit from terrain modifiers.

16.3 Drystals move at the rate of one Movement Point per hex entered, regardless of the terrain type.

17.0 TRACKERS

Trackers are tractored search vehicles which have a limited fuel range, and an Attack and a Defense rating of two.

17.1 Trackers never receive a benefit due to terrain modifiers.

17.2 Trackers may never perform adjacent combat alone. At least one Spikus soldier must be stacked with and attack with the Tracker, if it is to perform adjacent combat.

17.3 On turn eight, all Trackers are considered immobile, and can move no further for the remainder of the game. They may continue to execute combat when possible, and will defend at their normal strength.

18.0 RECOVERY WAGONS

Recovery Wagons are used for transporting prisoners back to the prison. Recovery Wagons cannot attack; however, they have a Defense rating of one, if attacked. Recovery Wagons do not benefit from any terrain modifiers.

18.1 Each Recovery Wagon may transport one prisoner to the prison, once the prisoner is recaptured.

18.2 Only "stunned" prisoners may be transported back to the prison.

18.3 To execute a recovery, the Spikus player must move the Recovery Wagon onto the hex occupied by the "stunned" prisoner. "Stunned" prisoners can never defend themselves against being recovered by a Recovery Wagon. While held captive, a prisoner cannot attack or be moved, except by the Spikus player. The Spikus player places the prisoner under the Recovery Wagon to signify its status as a "recovered" prisoner.

18.4 Once a recovered prisoner has been transported to and unloaded in a prison hex, the Recovery Wagon is free to attempt further recoveries.

18.5 An "Eliminated" combat result will remove a Recovery Wagon from the game. All other combat results will have no effect.

18.6 If a Recovery Wagon is eliminated, any captured prisoners inside are freed, and may return to normal play.

18.7 A prisoner that is returned to the prison cannot move or engage in combat for the remainder of the game.

19.0 GAME SET-UP

After players have chosen which side they will represent and have separated their units, they must deploy their forces on the mapsheet, according to the following instructions:

  1. Breakout — The Confederation player places all of his units in any normal prison hexes (face down). He then proceeds to move them double their normal Movement Allowance, in any direction he desires. These units are subject to terrain costs in the hexes entered.
  2. Signal Posts — The Spikus player places his four Signal Posts anywhere that he desires. This is done prior to the time that he will be allowed to set up any of his other units.
  3. First Game Turn — The Spikus player places all of his remaining units on any of the prison hexes, and then begins his pursuit of the prisoners at the normal movement rate.

Game Turns — There are twelve Game Turns in a complete game. After both players have completed Movement and Combat Phases in a turn, one turn of play will be completed. At the conclusion of turn twelve, play will cease and the winner (20.0) will be determined.

20.0 VICTORY CONDITIONS

The Confederation player may receive the following victory points:

  • 1 point for every Spikus non-soldier unit eliminated as a result of combat.
  • 2 points for every Spikus soldier eliminated as a result of combat.
  • 3 points for every prisoner exited from the mapsheet edge directly opposite the prison. This does not, however, include the dummy units exited off the mapsheet.

The Spikus player may receive the following victory points:

  • 1 point for every prisoner (only) which is on the mapsheet at the end of the game. This does not include any prisoners transported to the prison.
  • 2 points for every prisoner eliminated as the result of combat.
  • 3 points for every prisoner recovered and transported to the prison.

Each Player totals his victory points at the end of the game. The Player with the greatest number of victory points wins the game. If the players have an equal number of victory points, the Spikus player is considered to be the winner.

21.0 OPTIONAL RULES

21.1 ALTERNATE ATTRITION RULES

To add to the suspense of the game, players may wish to have both sides face the possibility of attrition due to planetary flora, fauna, and conditions. Each turn, before his Movement Phase, each player should roll two dice. On a roll of "12", the player must lose one unit of his choice. The Confederation player may lose only prisoner units, and the Spikus player only soldier units. Losses taken due to attrition do not count for victory points.

21.1 ESCORTING PRISONERS

(Note: the printed rulebook gives the number 21.1 to both this section and the Alternate Attrition Rules above; both are reproduced as printed.)

In addition to transporting prisoners back to the prison via the Recovery Wagons, another method for the Spikus Player to return prisoners to the prison would be for the Spikus soldiers to "escort" the prisoner, with one soldier per prisoner, at the movement rate of the slowest unit. At the beginning of each Confederation Movement Phase, the Confederation player may roll for the possible escape of the escorted prisoner (but not prisoners in Recovery Wagons). On a roll of "1", the prisoner is shot while trying to escape; and on a roll of "6", the prisoner escapes. Any other roll has no effect. If he escapes, the prisoner must be moved face up until he is not adjacent to any Spikus soldier. He is, however, considered to be unarmed for the remainder of the game, and may not attack. The owning player will have to keep track of which of his units are unarmed.

22.0 PLAYERS NOTES

ESCAPE FROM ALTASSAR is a game of pursuit, combat, and evasion. The Confederation player is at a disadvantage in terms of overall attack strength, and therefore must rely on terrain, evasion, dummy counters, and elusive tactics to move the prisoners to safety. These factors, along with sound tactics, will provide a safety margin sufficient to offset the initial imbalance of strength. One particular tactic which can be used to effectively slow down the relentless pursuit of the prisoners is to eliminate any soldier within two hexes of other soldiers. When these creatures converge on the corpse to participate in Renewal, the player should use the time gained by the temporary halt of the soldiers to put distance between his prisoners and the pursuing Spikus units. The trick is for the prisoners to outrun the soldiers while, at the same time, avoiding exposure by the Trip Nets and Signal Posts, or to ranged fire. It is not an impossible task, but one which requires clever forethought. The player's initial breakout should follow a "shotgun" approach; he should develop several diverse escape routes, and avoid the bunching together of his units. He should make the Spikus player commit himself early, and cause him to spread his resources thin. This maneuver will add to the general confusion following the Breakout. As the sirens start wailing and the skies begin to fill with deadly Drystals searching the terrain below, the Confederation player should keep his wits about him. Somewhere, not too far away, a relief ship awaits, and he must reach it by playing an aggressive hand of tricks.

The Spikus player must rely on his different unit types to capture and/or to eliminate the elusive prisoners. Unfortunately, time is not on his side, since attrition, when it takes effect, can quickly whittle down any early strength advantage he may have gained. He should use the Signal Posts to form a straight line "listening" corridor on one side of the mapsheet, while the Drystals move ahead of the main body of soldiers. Once a prisoner has been positively identified, he should zero in on the prisoner with his units, and make every attempt to recover or eliminate it. He should not keep his units in clusters, if he can at all avoid it. He should make use of Trackers and Drystals as back-up attack forces used to create favorable combat odds. At first glance, it may seem wise to simply move the Spikus units swiftly to the mapsheet edge where the prisoners must exit, and wait there. However, there are too many prisoners and dummy units to insure the success of this gambit. A hot pursuit of the prisoners with a combined arms approach will yield far greater results. Trip Nets are invaluable for running a prisoner to ground, but will need to be used judiciously, because once used, they are removed from play. The Spikus player will need to have an overall game plan that ensures the capture and/or the elimination of the prisoners by turn eight. Once attrition has set in and his Trackers run out of fuel, the going can get very tough.

7.71 COMBAT RESULTS TABLE

Die Roll1-2*1-12-13-14-15-16-1*
1NENENENEEXEXST
2NENENEEXEXSTST
3NENEEXEXSTSTDE

* Treat odds of 1-2 or less as 1-2 and odds of 6-1 or greater as 6-1.

Explanation of Combat Results

  • NE — No effect.
  • ST — The unit is "stunned", and may not move in its next Movement Phase.
  • EX — The unit is exposed if Confederation. If Spikus, it is retreated three hexes in the direction of the prison.
  • AE — The attacker is eliminated.
  • DE — The defender is eliminated.

5.31 TERRAIN EFFECTS CHART

Terrain TypeMovement CostEffect on Combat
Quagmire4 MPShift 1 column to the right
Hills3 MPShift 1 column to the left
Prison1 MPNo effect
Clear1 MPNo effect
Cascades3 MPShift 1 column to the right
Rain Forest2 MPShift 1 column to the left
Rough2 MPShift 1 column to the left

(The printed chart also shows a hex symbol for each terrain type, which is not reproduced here.)

4EXEXEXEXSTSTDE
5AEEXEXSTSTDEDE
6AEAESTSTSTDEDE