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Guardians of Xobos

Guardians of Xobos Rulebook

Table of Contents

Table of Contents

  • 1. Game Components
  • 2. Game Objective
  • 3. Setup
    • Player Sheet overview
    • Production Sheet overview
    • Board overview
    • Choosing a Leader
    • Selecting the first player
  • 4. Playing the Game
    • Movement Phase
      • Units movement
      • Destroying and seizing Buildings
      • Declaring attacks
      • Counterattack
      • Evading attacks and pursuit
    • Development Phase
      • Production
      • Connecting Guardians
        • Reinforcement
        • Healing
        • Breaking connections
  • 5. Winning the Game
  • 6. Technology Tiles
  • 7. Buildings Overview
  • 8. Combat
    • Units' Power
    • Resolving a battle
    • Resolving an attack
    • Combat: Retreat
  • 9. Combat Examples
    • Combat: Direct attack
    • Combat: Counterattack
  • 10. Game Variants
    • Normal variant (Fog of War)
    • Checks and Balances
    • Training Ground
    • Three-player game
    • Two-player game
  • 11. FAQ
    • Building & Constructing
    • Technologies
    • Connections
    • Combat / Movement
    • Watchtower
    • Scoring

1. Game Components

  • 4 Player Sheets (base game version; "The Clash of Clans" version on the reverse, with ability)
  • 16 Guardians of Xobos, 1 set per player
  • Double-sided Game Board
  • 36 Technology Tiles
  • 4 Player Screens
  • 88 Building Tokens, consisting of:
    • 16 Mines
    • 20 Energy Wells
    • 16 Technology Buildings
    • 20 Watchtowers
    • 16 Reactors
    • 12 Attack Tokens
    • 8 Upgrade Tokens
    • 16 Connection Tokens
    • 4 Leader Tokens
    • 16 Construction Tokens
  • 4 Production Sheets
  • 50 Building Resources
  • 70 Energy Crystals (60 green, worth 1 point each; 10 purple, worth 5 points each)
  • 45 Orange Markers (11 per player, plus 1 as a rounds marker)
  • 36 Quark Markers (9 per player)
  • 1 First Player Token

2. Game Objective

The object of the game is to score as many Victory Points as possible. Points are calculated by counting the number of Energy Crystals and multiplying that value by the number of Reactors constructed in a player's base.

Throughout the game, players can collect Energy Crystals from Energy Wells, by the use of Technology "collect Crystals from Source" or through combat. The player with the most Victory Points at the end of the game (round 15) is the winner.

3. Setup

Setup diagram for four players.

Before the first game, place the token with the Guardian's icon on the figure.

  • A. Place the Board on the table and select the side: two or four players, or three players (the MUENARA side is used for the three-player game).
  • B. Sort the Technology Tiles by type and place them next to the Board.
  • C. Place the 70 Energy Crystals next to the Board.
  • D. Place the 50 Building Resources next to the Board.
  • E. Place the Rounds Marker on the first space of the Round Track (Movement Phase) at the bottom of the Board.
  • F. Place the Connection Tokens within reach of all players.
  • G. Place the Attack Tokens within reach of all players.
  • H. Place the Leader Tokens within reach of all players.
  • I. Place the Construction Tokens within reach of all players.
  • J. Sort the Building Tokens by type and place them next to the Board.
  • K. Players receive 3 Building Resources at the start of the game.

Starting position of the units: put two Guardians on your Base spaces and another two on spaces adjacent to the Base. Put two Quarks on the exit space of the Base. The order of the Guardians is free.

Player Sheet overview

The Player Sheet has a Power Value Track, a Power Value Transfer Track, a Health Points Track, a Connection Slot (space for an Order Token - Connection) and a Guardian's icon in each quarter.

Production Sheet overview

Each Production Sheet has tracks for Energy Wells, Mines and Technology Buildings. Each track shows the Number of buildings and the Amount of produced resources, and the Technology Rank.

Board overview

The Board shows Energy Sources, Irradiated Spaces, Base Spaces, Regular Spaces, the Round Track, the Movement Phase and the Development Phase.

Choosing a Leader

At the beginning of the game, before the first round, each player individually chooses one of their Guardians as a Leader. To do so, players place Leader Tokens in the respective quarters of their Player Sheets. The Leader starts the game with the Power Value of 2, instead of 1. Also, the Leader, as the only Guardian, can heal himself.

Selecting the first player

At the beginning of the game, the First Player Token is assigned at random. In the following rounds, the current first player passes the Token to the player on the left.

4. Playing the Game

Each of the 15 game rounds consists of two phases: the Movement Phase and the Development Phase.

Each player marks the number of constructed Energy Wells, Mines and Technology Buildings on their Production Sheet. When a player constructs a building, the marker on the respective track is moved on to the next digit. These markers indicate the amount of resources the player will receive each round and show which Technologies are available for him. Hereafter, these markers will be referred to as Production.

Movement Phase

In this phase, each player can perform a move action and declare an attack with all his units.

The first player performs all his move actions, next is the turn of the player sitting on the left, and so on. Move actions can be performed only between spaces connected by lanes. Once all players have completed one movement turn, it is time to resolve attacks, if any were declared.

Units movement

Players control two types of units: Guardians and Quarks.

  • Guardians can move by 1 space. Only one Guardian can occupy one space.
  • Quarks can move by a maximum of 2 spaces. No more than three Quarks can occupy one space. Quarks can share one space with the player's Guardian.

Units cannot enter a space occupied by enemy units.

Destroying and seizing Buildings

If a Guardian enters a space with a Building, he destroys it. The reward for destroying a Building is 2 Energy Crystals. The opponent removes the destroyed Building from the Board and, if necessary, updates his Production.

If a player owns the appropriate Technology, instead of destroying a Building, he may seize it. The reward for seizing a Building is 3 Energy Crystals. The opponent removes the Building from the Board while the active player places his own Building on that space without bearing any construction costs. Both players update their Productions.

A Watchtower is a unique Building, which cannot be seized. Yet, it can be destroyed following the standard rules.

Declaring attacks

Once a player has completed his move actions, he can declare any number of attacks. To declare an attack, place an Attack Token on a lane connecting two spaces so that the arrow on the Token points to the attacked space. Players must remember the following:

  • the attacker must have at least one unit in the space he attacks from
  • a space without enemy units cannot be attacked
  • only one attack can be declared from one space
  • numerous attacks can be declared upon one space from different directions

All attack actions are resolved at the end of the Movement Phase, after all players have completed their movement turns.

Counterattack

Immediately after an attack has been declared, the targeted player can declare a counterattack. If so, he flips over the Token on the Board. The attack side and the counterattack side are shown on the Token. At the end of the Movement Phase, instead of resolving a regular attack, the two spaces will resolve a battle.

Players must remember the following:

  • players do not have to declare a counterattack.
  • the restriction of one attack from one space still applies. Thus, if a player is attacked from different directions, the player can only counter one incoming attack.
  • if a player has declared a counterattack before his movement phase, he later cannot move units to that space.

Evading attacks and pursuit

If earlier in the same round a player has declared an attack against the currently active player, the latter has a chance to retreat. Following the standard rules, the threatened units can be moved during the player's turn.

If the retreating player moves his threatened units, the attacker can immediately occupy the freed space provided he did not move the attacking units in his turn. The attacker moves all his attacking units into that space and removes the Attack Token from the Board.

Development Phase

Production

At the beginning of the Development Phase, players collect as many resources as indicated by the markers on their Production Sheets.

  • A Player Base provides 1 Building Resource and each Mine provides 2 more.
  • Each Energy Well produces 1 Energy Crystal.

Since the number of collected Crystals is secret, players keep them behind their Screens.

All players simultaneously resolve the Development Phase. The phase starts by collecting the Resources. Next, players perform the actions listed below in any order they wish. In case of a dispute, players can complete their actions following the order of the play.

Connecting Guardians

Players perform this action behind their Screens, in secret from other players.

Guardians can be connected together to either increase the Power Value of one of them (Reinforcement) or to avoid suffering damage in combat (Healing). To complete a connection, players place appropriate Tokens on their Player Sheets.

Guardians must be in adjacent spaces.

Reinforcement

Reinforcement is marked with the double-sided Connection Tokens (blue side).

  1. Place the Token in the quarter of the Reinforcing Guardian.
  2. Adjust the Token so that it points to the Reinforced Guardian.
  3. Move the Power Value marker of the Reinforcing Guardian up (or down, depending on the chosen quarter).
  4. Increase the Power Value of the Reinforced Guardian by the Power Value of the Reinforcing Guardian.

Players must remember the following:

  • The Reinforcing Guardian cannot attack unless he voluntarily breaks the connection.
  • If the connected Guardians move, they must still be in adjacent spaces once the movement action ends. Otherwise, the connection is broken.
  • Several Guardians may Reinforce one Guardian.
  • A Guardian cannot Reinforce and be Reinforced at the same time.
  • A Guardian's Power Value can never exceed 8. Any surplus from the Reinforcement is ignored.
  • Guardians cannot connect with each other if any of them stands on an irradiated space. If, during a move action, one Guardian enters that space, the connection is broken.
Healing

Healing is marked with the double-sided Connection Tokens (red side) following the same rules as Reinforcement. Healing is not taken into consideration until an attack action or battle is being resolved. Healing allows players to reduce the value of the incoming damage or to restore lost Health Points. A Leader is the only Guardian that can heal himself.

Contrary to Reinforcement, one Guardian can Heal and be Healed at the same time.

Breaking connections
  • Breaking Reinforcement: remove the Connection Token from the Player Sheet. Reduce the Power Value of the Reinforced Guardian by the Power Value of the Reinforcing one. Move the Power marker of the Reinforcing Guardian down or up (depending on the chosen quarter).
  • Breaking Healing: remove the Connection Token from the Player Sheet. No additional effects.

Constructing buildings

Guardians without any Connection Tokens on their Connection Slots can instead construct a Building in the occupied space. To start the action, spend 1 Building Resource and mark it in the following way:

  1. Place a Building Token on the Connection Slot of the chosen Guardian on the Player Sheet in a way so that the other players do not see it.
  2. Place a Construction Token under that same Guardian on the Game Board. As a result, the opponents only know the location of the Building under construction and not its type.
  3. Place 1 Building Resource from your supply on the unfinished Building's Token on the Player Sheet.

To finish the construction, place a second Building Resource in the following turn (in case of a Mine, place a third Building Resource in the third round). Next, remove the Construction Token from the Board and in its spot place the Token of the constructed Building. If necessary, immediately update the Production.

Players must remember the following:

  • A construction can take more time than required if a player does not have enough Building Resources or does not want to spend them.
  • Throughout the construction process, Guardians cannot move.
  • The construction cannot be stopped.
  • No Buildings can be constructed on an irradiated space.
  • A Reactor is the only Building that can be constructed on a Base space (and only there) for 5 Building Resources. The construction must be finished in one round. This action does not require a Guardian.
  • A Watchtower is a unique Building, which can be constructed in one round for 1 Building Resource.

Building units

  • The cost of breeding a Quark is 1 Energy Crystal. No more than three Quarks can occupy one space.
  • Rebuilding a destroyed Guardian costs 5 Building Resources. A rebuilt Guardian can restart the game on a space with a Technology Building. Only one Guardian can occupy one space.

Purchasing Technology

To purchase Technology, a player must own at least one Technology Building on the Board. One Technology Building allows the player to purchase rank I Technology; with two Buildings, rank II Technology; with three, rank III Technology.

A player can buy only one Technology Tile per round. If you buy Technology, inform other players and spend 2 Building Resources from your supply. Next, take the appropriate Tile from the stockpile and place it next to your Player Sheet.

Upgrading a Guardian

If a player owns the appropriate Technology (Tiles: Power/Healing +1 or +2), he can buy an upgrade for any Guardian that during the Development Phase is in a space with a Technology Building. An upgrade is marked by a double-sided Upgrade Token placed on the Player Sheet, next to the Guardian the Token affects.

The cost of one Upgrade Token is 1 Energy Crystal.

Players must remember the following:

  • Players can increase a Guardian's Power Value (blue side).
  • Players can increase a Guardian's Healing ability (red side).
  • Upgrades cannot be mixed (e.g. one Token increasing Power Value, the other increasing the Healing ability).
  • A Guardian can be upgraded only twice (provided the player owns the two Technology Tiles required for the double upgrade).

Upgrade tokens: +1 Power (Power Upgrade Token) and +1 Healing (Healing Upgrade Token).

Arming a Watchtower

A Watchtower can be armed with Energy Crystals to attack enemy units or to block incoming damage. 1 Crystal can destroy one Quark or cancel 1 damage point of an enemy Guardian.

5. Winning the Game

The game ends in round 15 after all players have resolved the Development Phase.

At the end of the game, players sum up the number of the collected Energy Crystals and the number of the Guardians on the Board. Next, players multiply that sum by the number of constructed Reactors. The obtained result of the calculation is the number of Victory Points a player has scored.

Only the Energy Crystals collected on the Player Sheet are added to the score; Energy Crystals used as Watchtowers' ammo are ignored.

The player with the most Victory Points is the winner. If players tie, the player owning more Technology Tiles wins. If there still is a tie, the players share the victory.

Final scoring example: the Blue player collected Energy Crystals worth 10 points. The Blue player has 3 remaining Guardians on the Board. The Blue player constructed 3 Reactors. Score: (10 + 3) x 3 = 39 PZ (the abbreviation is as printed in the source).

6. Technology Tiles

Technology Tile anatomy: the icons on a tile show whether the Technology can be improved (improvable / unimprovable), whether it affects one Guardian or all Guardians, and the rank of the Technology, which indicates how many Technology Buildings are required (Rank I: 1 Building; Rank II: 2 Buildings; Rank III: 3 Buildings).

Technology Tiles overview:

  • Rank I Tech. This technology enables the player to purchase an Upgrade Token for 1 Energy Crystal for a Guardian that is in a space with a Technology Building.
  • Rank I Tech. This technology allows a Guardian to attack the Energy Source when he is on an irradiated space. Gain 1 Energy Crystal for each such action taken.
  • Rank II Tech. A Watchtower can now be armed with 6 Energy Crystals, which increases its attack value (or damage absorption in case of an enemy attack).
  • Rank II Tech. This technology decreases the cost of rebuilding destroyed Guardians. The action is completed on a Base space or in a Technology Building.
  • Rank II Tech. This technology makes Quarks move faster; they can now move up to 3 spaces in one turn.
  • Rank III Tech. Guardians, thanks to their protection, can now block 1 damage from an incoming attack (considered once when resolving an attack).
  • Rank III Tech. This technology decreases the enemy healing value during combat by 1 (considered once when resolving an attack).
  • Rank III Tech. If a Guardian enters a space with an enemy Building, the Building can be seized. Players update their Production Sheets. The Technology does not affect Watchtowers.
  • Rank III Tech. This technology increases a Guardian's upgrade limit to 2 Tokens. A player can buy 2 Upgrade Tokens at once for a Guardian that has not been upgraded.

7. Buildings Overview

  • Building Resources Mine. COST: 3 Building Resources. A Building Resources Mine produces 2 Building Resources each round.

  • Energy Well. COST: 2 Building Resources. An Energy Well produces 1 Energy Crystal each round.

  • Technology Building. COST: 2 Building Resources. Players can now purchase Technology Tiles during the Development Phase. The cost of a Technology Tile is 2 Building Resources. The number of constructed Technology Buildings specifies the rank of the Technology Tiles a player can purchase:

    • 1 Building: the player can purchase rank I Tech. Tiles
    • 2 Buildings: the player can purchase rank I and II Tech. Tiles
    • 3 Buildings: the player can purchase rank I, II, and III Tech. Tiles

    Remember: you can purchase only 1 Tile in one round.

    A Guardian can be healed in a Technology Building. To do so, the Guardian must be in a space with a constructed Technology Building, the player then spends 2 Building Resources and moves the marker on the Health Points Track to the maximum possible value.

    An upgrade for a Guardian can be purchased in a Technology Building. To do so, the Guardian must be in a space with a constructed Technology Building (the Technology Tile Power/Healing is required to perform this action). The cost of an upgrade is 1 Energy Crystal.

    Destroyed in combat Guardians can be rebuilt in a Technology Building. The cost of rebuilding a Guardian is 5 Building Resources. A rebuilt Guardian restarts the game either on a space of the Player's Base or on a space with a Technology Building.

    Players use the Technology Building in the Development Phase.

  • Watchtower. COST: 1 Building Resource. A Watchtower enables players to shoot enemy units during the Movement Phase.

8. Combat

Units' Power

In combat, players compare the Power of their units.

  • Every Quark has a Power Value of 1 but is always destroyed after the attack action. If a Quark shares one space with a Guardian that is being attacked, the unit can absorb the damage the Guardian would otherwise suffer.
  • Every Guardian's Power Value is equal to the digit indicated by a Power Value marker in his quarter of the Player Sheet. Guardians start the game with a Power Value of 1, which can be increased by connecting the Guardians together or by upgrading them through the appropriate Technology.
  • A Leader is the only Guardian that starts the game with the Power Value of 2.
  • Each Crystal in a Watchtower has a Power Value of 1.

A Guardian's Power, his upgrades and Reinforcements are always hidden from the opponents' view, behind the Screen. During combat the attacking player will disclose his Guardian's Power value but his Player Sheet will remain hidden. Thus, players are asked not to lie or provide others with untrue values.

Resolving a battle

At the end of the Movement Phase, players must resolve all declared attacks. If more than one battle takes place on the Board at the same time, they are resolved individually in the order of the play. The first player resolves all battles he is involved in first, then the next player does the same, and so on.

Sequence of resolving a battle:

  1. Clash of Quarks: if there are Quarks on both sides of the battle, they attack each other and eliminate in a 1:1 ratio.
  2. First attack: the first attack is launched by the player with less Quarks and Crystals in his space in total.
  3. Second attack: the second attack is launched by the player who has not yet attacked in the battle.

Resolving an attack

Once all battles have been resolved, the players, in the order of the play, resolve all declared attacks.

Sequence of resolving an attack:

  1. Power Declaration: the attacker declares the total Power Value of the attack. Next, he destroys all attacking Quarks and Crystals. If the player attacks one space from different directions, he combines the Power Values from all those spaces.
  2. Damage Declaration:
    • a. First, the defender destroys all his Quarks and Crystals that are in the attacked space. Each destroyed Quark and Crystal decreases the incoming attack's Power Value by 1.
    • b. Remaining damage is suffered by the Guardian. The suffered damage may be decreased through Healing. Each Healing action blocks one damage (or two, or even three, if the Guardian has been upgraded with a specific Technology). A Leader can heal himself.
    • c. The defender declares how much damage his Guardian has suffered and decreases the value of his Health Points on the Player Sheet by that amount. If the Guardian's Health Points reach 0, the Guardian is destroyed and removed from the Board.
    • d. If the Healing value was higher than the attack's Power Value, the surplus increases the attacked Guardian's Health Points. Guardians cannot have more than 6 Health Points.
  3. Pursuit: if there are no defending units after the attack has been resolved, the attacker can move to that space any of his units, which have not been moved in that round and have declared the attack on that space (exchanging the attack to move).
  4. Removing the Attack Token from the Board.

Combat: Retreat

A player in his Movement Phase can retreat from combat and move his unit(s) from the attacked space. As a result, the freed space can now be occupied by the attacker's unit(s), provided that he has not moved them during his Movement Phase. If so, the player removes the Attack Token and moves his unit(s) into the freed space; after this action the player cannot declare another attack (however, he can declare a counterattack if he is being attacked!).

To respond to an attack and counter it, the player flips the Attack Token over; now the arrows on the Token point to two spaces that are involved in combat.

9. Combat Examples

Combat: Direct attack

The player declares the total Power Value of the attack (the Guardian's Power Value plus any additional sources of damage from Quarks and/or an armed Watchtower).

The Blue Player declares a 1 Power attack. The Yellow Player declares that his Guardian has suffered 1 Damage and, in secret, decreases the value on the Health Points Track by 1.

Combat: Counterattack

If there is a combat between two spaces (so-called "mutual resolving"), the player with less additional sources of damage in his space (Quarks and/or armed Watchtower) declares the total Power Value of his attack first. Quarks and the Watchtower's Energy (Crystals) are eliminated first in a 1:1 ratio in this order: Quarks, then the Watchtower's Energy.

If there are no additional sources of damage in the two spaces (Quarks or an armed Watchtower), the order in which players declare the Power Values of their attacks does not matter.

The Blue player declares an attack using an Attack Token. The Yellow Player retreats in his Movement Phase. The Blue Player removes the Attack Token from the Board and can now occupy the freed space. After this action, he cannot declare another attack; he can, however, respond to an attack (counterattack).

10. Game Variants

Normal variant (Fog of War)

In this variant, all actions concerning the Player Sheet are hidden behind the Screen.

Checks and Balances

In this variant, all actions concerning the Player Sheet are hidden behind the Screen until all attacks have been declared in that round. Once they have been declared, the players remove their Screens and reveal all information on their Player Sheets (Connections and Power Values of the Guardians). Afterward, involved players resolve the attacks.

At the end of the round, the players again cover their Player Sheets and can, without bearing any costs, change the Leader (if they deem that action necessary).

Training Ground

Players do not use their Screens in this variant. All connections, upgrades and all information about the Guardians are visible to all players.

Three-player game

A three-player game is played on the MUENARA side of the Board.

Two-player game

Normally, the Board consists of 4 parts and each part is assigned to one player at the start of the game. In a two-player game, however, these rules change.

Two players occupy the neighboring quarters in the game. Players can move around the entire Board. Buildings can be constructed only in the "active" quarters, i.e. the quarters in which they have started the game. Spaces at the crossings of two quarters are "active"; thus, buildings can be constructed there.

11. FAQ

Building & Constructing

  • Q: Can I rebuild a destroyed Guardian? A: Yes! You can rebuild a Guardian either in your base or in a space with a Technology Building during the Development Phase. The action costs 5 Building Resources (or 3 if you own the appropriate Technology).
  • Q: A Guardian that was constructing a Building has been destroyed. What now? A: You lose the Guardian, the started construction, and all Building Resources you have spent on it.
  • Q: Do I need a Guardian to construct a Reactor? A: No. You build Reactors in your base for 5 Building Resources. A Guardian is not required to complete this action.
  • Q: How many Building constructions can I carry out at the same time? A: Four. Each Guardian is a constructor; thus, at most, you can be constructing four Buildings at the same time.
  • Q: I have started more constructions than I have Building Resources per round. What now? A: You decide which construction you wish to continue and which one you slow down.
  • Q: Can I destroy my own Building? A: Yes. This action requires 2 Energy Crystals and can be done in the Development Phase.
  • Q: I have built 4 Reactors in my Base. Can I still breed Quarks or build a Guardian there? A: No. Your Base is fully built-up and there are no empty spaces to perform these actions.

Technologies

  • Q: My Technology Building has been destroyed. Do I lose the Technology I had bought? A: No. The Technology Tiles are yours and you do not lose them.
  • Q: If I own the Technology Tile Power/Healing +1, can I have the Upgrade Token? A: Yes, but first you need to fulfill two requirements: 1) A Guardian must be in a space with a Technology Building. 2) You must buy the Upgrade Token for the Guardian for 1 Energy Crystal.
  • Q: Can I change the Guardian's upgrade from, e.g., Power to Healing? A: No. The upgrade is permanent. If you have chosen the Power Upgrade for your Guardian, you cannot change it.
  • Q: Can I heal a Guardian? A: Yes. You can do it in a Technology Building. The cost of this action is 2 Building Resources. The Guardian restores all Health Points.
  • Q: Does the Leader heal more during combat if he has got a Healing upgrade? A: Yes. The upgrade affects the Leader the same way it does other units.

Connections

  • Q: Can I connect Guardians "in advance"? I want to connect units that are not connected by lanes spaces but they will be there in the following round. A: No. Guardians are connected in real time; thus, if they are not connected by lanes spaces, you cannot connect them.
  • Q: Can I heal a Guardian in combat during the Movement Phase? A: Yes, provided that the Healing value is higher than the incoming damage.
  • Q: My Guardian is constructing a Building. Can I connect him with another Guardian? A: No. The slot for the Order Token - Connection is taken by the Building Token.
  • Q: Can I transfer Power from one Guardian to another and then again to a different one? A: No. Creating Power transfer "links" is impossible.

Combat / Movement

  • Q: Can I change the Guardians' locations with one another in the Movement Phase? A: Yes. This action is treated as a unit movement.
  • Q: Do I have to move my units during the Movement Phase? A: No. You don't have to perform a move action if you think that your units can or should stay in their locations.
  • Q: Do enemy Watchtowers in adjacent spaces, connected by lanes, have to fight? A: No. The Watchtowers do not fight until an attack has been declared.
  • Q: Can I attack an enemy Guardian if he is in a space of the opponent's Base? A: No. This Guardian also cannot attack your units.
  • Q: If I lose a Guardian in an attack to which I have declared a counterattack, does my counterattack fail? A: The counterattack never fails. Before you remove the unit from the Board, declare its damage value. It might so happen that you also destroy the enemy's unit (and not only have yours destroyed).
  • Q: Can I still play if I have had all my Guardians and Buildings destroyed and an opponent has occupied all spaces around my Base? A: Unfortunately not. In this situation, you have lost the game and cannot continue.
  • Q: Can I attack more than one enemy space at the same time with one Guardian? A: No. You can declare only one attack from one space.
  • Q: The opponent has just declared multiple attacks from different directions on my Guardian. Can I respond to all of them? A: No. You only choose one space to which you wish to launch a counterattack. Once it is completed, the opponent declares the total damage value from his other attacks and in this situation there are no further actions you can take.

Watchtower

  • Q: Can I remove Crystals from an armed Watchtower? A: No. This action is unavailable.
  • Q: Are Crystals in an armed Watchtower added to the final score? A: No. Only the Crystals collected in your supply are added to the final score.
  • Q: Can I shoot an enemy unit with only 1 Crystal? A: Yes, but only when there is not a Guardian in the space with the Watchtower!

Scoring

  • Q: I did not build a Reactor throughout the game. Is my score valid? A: No. Reactors multiply the score.
  • Constructing buildings
  • Building units
  • Purchasing Technology
  • Upgrading a Guardian
  • Arming a Watchtower
  • Arming a Watchtower: a Watchtower can be armed at any moment during the Development Phase. To do so, place at least 1 (and a maximum of 3) Energy Crystals on the Board next to the chosen Watchtower.

    At any moment during the Movement Phase, a player can shoot an enemy unit provided it is within range of the Watchtower. Each Energy Crystal equals 1 Damage Point. All Energy Crystals used to perform the attack are removed from the Board.

    Remember: if a Guardian attacks from a space with an armed Watchtower, the attack uses the full energy of the Watchtower, which is combined with the Damage Value of the attacking Guardian. Neither the direction of the combined attack nor the amount of the used energy can be split.

  • Reactor. COST: 5 Building Resources. This Building must be constructed in 1 round. This Building allows players to exchange Energy Crystals for Victory Points (as a multiplier). Players construct Reactors in their Bases without the use of a Guardian. Only 1 Reactor can be constructed in one round.