Spark Riders 3000
Spark Riders 3000 Rulebook
Table of Contents
Table of Contents
Content
Tiles
- 8 Ships Tiles (Nexus, Cockpit, Observatory, Armory, Bridge, Cargo bay, Engine Room, Deck)
- 4 Character Cards (Owen, Alex, Nova, Igor.)
- 35 Armor Tokens
3D Elements 4. 4 Crew Member Figures 5. 4 Turrets 6. 4 Double cannon upgrades 2 Laser upgrades 2 Shield Generator
Dice 3 Orange shooting dice 3 Red shooting dice 3 Black armor dice 3 Blue tinkering dice 2 Green piloting dice 9. 6 Firepower level dice (orange) 10. 6 Enemy Laser Dice (purple) 11. 6 Enemy shield dice (purple)
Tokens 4. 4 Emergency SAS Tokens 5. 4 Help Tokens 6. 6 Thruster Tokens 7. 6 Credit Cubes 8. 15 Components/Fabrication Tokens
Cards 12. 15 Prosperity Cards 13. 6 Force Field Cards 14. 6 Damage cards (Code Orange/Code Red) 15. 6 Enemy ship cards 16. 2 Environment cards (double sided) 17. 5 Construction Cards
Objective
Win
To complete your mission, you must reach your destination located thousands of Astronomical Units (AU) away from your initial position.
Lose
The mission is a failure and the game ends if:
- the Cockpit is destroyed
- the Nexus is destroyed
- both thruster rooms are destroyed (Engine room and Cargo bay)
Mission
Spark Riders 3000 is played in independent missions, you do not keep your object and equipment cards between each scenario.
To win a mission, travel the distance indicated on the application and fulfill the conditions announced during the mission.
The mission is lost if the cockpit, the nexus or both thrusters rooms are destroyed.
Each mission is unique and you will discover while playing the environments, the different enemies and bosses as well as the secondary missions.
Once the mission is over, you will be given a score according to what you have accomplished during your journey, this score is represented by a number and stars. These stars allow you to unlock the following missions!
Each mission in Spark Riders 3000 is unique. Only the best will get the highest scores.
Set Up
- Each player chooses a character. Then, they take their character card and the corresponding help token.
- Place the ships' rooms in the center of the table.
- Shuffle the Prosperity cards and place them face down in front of the ship.
- Place the construction cards and the corresponding elements (turrets, upgrades, shield generator) in front of the ship.
- Place the enemy ship cards behind the ship. Then next to them, place the reserves of the enemy elements: power tokens, armors, enemy shield generator and lasers.
- Launch the application and press "START THE GAME", then select "SCENARIO" and press "MISSION SELECTION". Choose a mission, press "Character selection". Select the characters present in the game and press "Start game".
- Follow IRIS instructions and play!
Note: Superluminal travel can affect the state of the Spark. For this reason, the initial state of the Spark may differ for each mission.
The ship's rooms are set up with the Left Attack Zone and Right Attack Zone on either side, and the Approach Zone at the front where new enemy ships appear.
Crew Members
As a crew member, you are authorized to perform all types of tasks within the Spark. On each character card is the ability, specific to each crew member, as well as the effects of their helps.
Each crew member has a character card, a token, and a figurine. On each character card is the ability of each crew member as well as the effects of their "help a rider" action.
For example, Alex's character card shows:
- DIY: When tinkering, add 1 wrench to the result of roll.
- Help a Rider:
- The crew member may reroll any one die of their roll and keep the second result.
- The crew member performing a piloting action adds 1 piloting icon to the result of their roll.
- (Locked) The crew member performing a shooting action adds 1 fire icon to their roll.
- Equipment: 3 max
Iris
Let me introduce you to the most important person in the Spark: me, IRIS.
I was developed to accompany the Riders during their missions. Each Rider is equipped with a communication system that allows him to interact with me: the SmartRune-2000. Here is its interface:
- Distance travelled and to be travelled
- Current speed
- Environments
- State of the Spark in real time
- New turn
- Click here to interact with me. Press again to end the communication.
- Settings
- Transcript of the conversation
- Keypad
The Spark
Our ship: The SPARK.
It is composed of 8 rooms connected by airlocks. The Cockpit and the Nexus are the main rooms of the ship. The Engine Room contains the Left Thruster and the Cargo Bay contains the Right Thruster. The 4 other rooms are the Observatory, the Armory, the Deck and the Bridge.
The ship layout, from the approach zone at the rear moving forward: Thruster Left / Thruster Right border the Engines Room and Cargo Bay; the Left Combat Zone runs along the Observatory, Deck, and Engines Room; the Right Combat Zone runs along the Armory, Bridge, and Cargo Bay; the Cockpit and Nexus sit in the center of the ship.
Important: If the Cockpit, the Nexus or the two rooms containing the thrusters are destroyed, the mission is a failure.
The emergency airlocks are closed and cannot be breached, they will only be used if the Deck and/or the Bridge are destroyed.
From the left and right combat zones, the enemies present can attack and be attacked by the turrets on the same side of the ship (left or right). Enemies present in the approach zone are out of firing range.
Flow of a Turn
A turn takes place in 3 phases: the IRIS phase, the enemy phase and the crew phase.
1: Iris Phase
IRIS announces the distance traveled, the environments crossed, the evolution of the state of the ship and transmits the messages received.
2: Enemy Phase
During this phase, IRIS gives you information about enemy ships. They are represented by colored cards: red, blue, green, yellow, purple and gray.
Approaching Enemies
Throughout the game, enemies will approach the Spark. During this phase, I warn you of new enemy ships detected on the radar: they are placed at the rear of the Spark in the approach zone.
Players place the corresponding enemy ship card on the board and equip it with its announced firepower level, armor level, laser and shields.
- Power level: Place an orange cube on the power level announced by IRIS when the ship appears (1, 2 or 3). The power of the ship represents its offensive potential: the greater the power, the more shots the Spark will receive.
- Armor: Place an armor token on the spot matching the armor level announced by IRIS when the ship appears (1, 2, 3, 4 or 5). If it has no armor, do not place a token.
- Shield: Place a purple cube on the icon if the ship has a shield. The shield makes the ship immune to common fire and can only be hit by turrets equipped with the laser upgrade.
- Laser: Place a purple cube on the icon if the ship has a laser. Laser fire ignores the Spark's shields.
Example: Enemy ship approaching, I transmit: "Enemy ship approaching. Color: Red. Power level: 2. Armor Level: 2. Equipment: None." Place the red enemy ship card in the approach area and place a power orange cube on the power 2 slot and the armor token on armor slot 2.
Behavior
Enemies can switch sides of the Spark: from left to right or vice versa. Each enemy ship fires at the Spark and can target the front, middle and rear rooms. The more firepower level an enemy has, the more shots it can make.
Important: The fire of the enemy ships hits the first room in its way, if a room is destroyed, the next room on the same level is hit.
Example: An enemy ship to the right of the Spark fires once in the front and once in the rear: the shot in the front hits the observatory, or the cockpit if the observatory is destroyed. The rear shot hits the cargo bay because the engine room is destroyed.
Note: The cockpit, the Nexus, the engine room and the cargo bay can, in certain configurations, be hit by enemy ships from both the left and right combat zones.
Defense Protocol
When you are hit and the room has at least one armor, roll one armor die for each hit.
Apply the effects of the result of your roll(s) on the armor, applying the effects in this order if more than one hit is taken:
- Shield symbol: Your armor resists the fire
- Cracked shield symbol: Remove 1 armor OR suffers a hit if there is no armor left
- Double-cracked shield symbol: Remove 2 armors OR Remove 1 armor if only 1 remains OR suffers a hit if there is no armor left
If the room has no armor, each remaining shot hits the room once. Announce to IRIS: "[Name of room] hit X times. Over." (X = number of shots taken.)
Important: The Defense protocol is also to be followed when the Spark suffers damage or impacts when crossing environments during the IRIS phase.
Example: The Observatory with two armor is being fired at five times. A player rolls 5 armor black dice. They apply the effects of the symbols obtained in this order: shield, shield, cracked shield, cracked shield, double-cracked shield. The first two fire are defended, the next two make you lose two armors. The two armors you had are destroyed. The last fire will inflict hits as there are no more armors. The player then announces to IRIS: "Observatory hit two times. Over."
3: Crew Members Phase
During this phase of the game, the players play simultaneously in the order of their choice. Each crew member may perform one movement, one help and one action per turn in any order.
Movement
Each crew member can move through up to three rooms connected by airlocks. Crew members can move through or stay in rooms occupied by one or more other crew members. When a crew member performs an action, their movement is interrupted.
During their movements, if two crew members are in the same room, they can, without interrupting their movement, exchange objects and/or help each other.
Help a Crew Member
Once per turn, each crew member can help another crew member who is in the same room.
To help: place your help token in the room where the action is performed. You can place your help token during a movement. Help 1 is the same for all the riders and allows a teammate to re-roll a die of the action's roll. You have to keep the re-roll result. Help 2 and 3 are specific to a particular type of action and are unique to each rider.
Important: A crew member can only use one of their three help tokens once per turn to help another crew member. At the end of the turn, the help token returns to the player.
A crew member can receive several help during the same turn. It is not possible to help yourself.
Note: Help 3 is unlocked when you have the right number and the right color of equipment cards.
Actions
Players can perform three types of actions: piloting action, shooting action and tinkering action.
Piloting
As a Spark crew member, you are authorized to perform piloting actions. There are two types of piloting: speed piloting and offensive piloting.
To pilot, the crew member must be in the cockpit. Only one piloting action can be performed per turn.
To perform a piloting action, roll a piloting die. Your piloting level corresponds to the sum of the results obtained on this roll, the help bonuses received from your fellow crewmates and your equipment and skills used on this action.
Piloting effect (die faces): Piloting Level 1, Piloting Level 2, Piloting Level 3, Earn 1 credit.
Offensive Piloting
The maneuvers performed during an offensive piloting allow to change the side of one or several enemy ships (high probability) and/or to destroy one or several enemy ships (low probability).
Tell me: "Offensive piloting. Level X. Over."
Speed Piloting
The speed piloting allows you to cover a greater distance during that round and to possibly outrun enemies permanently. When using speed piloting, the AI's autopilot is deactivated, which allows for a significant increase in speed.
Tell me: "Speed piloting. Level X. Over."
Example: Igor wants to perform an offensive piloting action. He moves into the Cockpit and makes a piloting roll. He gets Piloting Level 2, to which he adds 1 Piloting Level thanks to his skill: seasoned pilot. He announces: "Offensive piloting. Level 3. Done." I then relay the effects of his piloting to him.
Shooting
A crew member can perform a shooting action by positioning themselves in a turret. To enter a turret, place your crew member in the designated area. A turret can hit all the enemies on its side of the Spark and can only be used once per turn as a shooting action.
Important: Enemy ships with shields can only be hit by turrets with the laser upgrade (cf. Tinkering: Construction/Upgrades). This also applies to rapid fire and automatic fire (cf. Automatic fire).
Shooting Protocol
To perform your shooting action, choose a target and roll the turret shooting dice. Roll 1 shooting die when shooting with a basic turret. Apply the various bonuses related to the turret offensive upgrades, equipment or items and help received.
The sum of hit symbols is the number of hits inflicted on the enemy ship. Each hit destroys one armor of the enemy ship.
If an enemy ship without armor gets one hit, it is neutralized. Then tell me: "Target Enemy color neutralized. Over."
If the targeted enemy ship is neutralized and there are unused hits left, you can carry them over to another enemy ship in range.
Fire effect (die faces): 1 hit, 2 hits, Earn 1 credit.
Important: The Spark is equipped with a magnetic vacuum allowing IRIS to recover components when you neutralize an enemy ship. The recovered components are placed in the Nexus, it can contain a maximum of 10. The components allow you to build elements of the Spark.
Example: Nova shoots at the blue ship, which has 1 armor, from a turret. Igor helps her. She rolls two shooting dice, the turret's die and the die obtained thanks to Igor's help. She gets the following result: 1 hit + earn 1 credit. The enemy ship suffers two hits and one credit is earned, which is placed in the dispenser. The first hit removes the armor of the enemy ship, having no more armor, Nova's skill adds one hit therefore neutralizes it.
Example: Nova tells me: "Target blue neutralized. Over." I communicate in return the resources gained: "Neutralization confirmed. Recovery of 2 components." Nova places two components in the Nexus. These components are available immediately.
Rapid Fire
A crew member in a turret can perform a rapid fire attack for free whenever an enemy ship appears on their side during the enemy phase or as a result of an offensive piloting maneuver.
During a rapid fire attack, orange dice are used instead of red dice.
Important: Rapid fire does not count as a shooting action. Rapid fire can only destroy the armor of enemy ships. If an enemy ship has no armor, rapid fire has no effect on it.
Rapid fire effects (die faces): Earn 1 credit, Target loses 1 armor, Target loses 2 armors.
Automatic Fire
At the end of the crew phase, if a turret has not been used, the AI will fire that turret at a target of your choice. When firing automatically, roll one orange die or two orange dice if the turret is equipped with a double cannon upgrade.
Rapid fire effects (die faces): Target loses 1 armor OR is neutralized if it doesn't have armor, Target loses 1 armor, Target loses 2 armors.
Important: Rapid fire and automatic fire don't have any effect on enemies with no armor.
Tinkering
The journey will not be easy and the Spark will surely need to be repaired or improved in order to complete your mission. To do this, you can perform Tinkering actions.
There are 3 tinkering actions: armor improvement, construction/upgrade, and repair.
Tinkering effects (die faces): Earn 1 credit; Add 1 armor / Add 1 repair level / Remove 1 fabrication token; Add 2 armor / Add 2 repair level / Remove 2 fabrication tokens; Add 3 armor / Add 3 repair level / Remove 3 fabrication tokens.
Armor Improvement Protocol
In order to resist the fire of the pirate ships, you can improve the armor of the SPARK rooms.
To perform an Armor Improvement, your crew member must be in the room you wish to armor. Then, perform your Tinkering action: roll 1 tinkering die and add 1 ARMOR to the room for each wrench symbol rolled.
Important: A crew member cannot perform an armor upgrade action in a room where armor is at maximum. If you get more wrench symbols than you need when armoring a room, gain one credit.
Room Reparation Protocol
During your mission, the Spark may suffer damage and some rooms will need to be repaired.
When one of the ship's rooms is unarmored and suffers 1 damage, IRIS will set the room to code orange. If it takes 2 damage, the room will go to code red. Above two damage, the room is destroyed.
To repair a damaged room that's in code orange or code red, place a crew member in the room and perform a Tinkering action. Roll 1 tinkering die, each wrench symbol adds 1 to the repair level. Tell me: "[RoomName], repaired level X. Over."
Note: During its phase, IRIS informs the crew members of any changes of the damaged rooms of the Spark. It is able to repair code orange damaged rooms. Code red rooms have a high risk of exploding and will be removed from the Spark. When a Spark room is destroyed and a crew member is inside, place them in the adjacent room of your choice.
Thrusters Reparation Protocol
When in perfect condition, the Spark's thrusters are among the most powerful in the Galaxy. However, these technological gems require special attention. As a crew member, you'll be responsible for repairing the engines when they are damaged.
To repair a thruster, place your crew member on the thruster repair location and perform your tinkering action. Roll 1 tinkering die, each wrench symbol increases the repair level by 1. Tell me: "Left/Right Thruster. Repaired Level X. Over."
Example: Alex wants to repair the right thruster. She moves to the repair location in the cargo bay and makes a Tinkering action. She gets 2 wrench symbols and adds 1 thanks to her DIY skill. She tells me: "Right thruster, repaired level 3. Over."
Important: If a thruster is out of service for two consecutive turns, its room will be destroyed.
Note: A repaired thruster has a very small chance of deteriorating in the next 2 rounds.
Construction / Upgrade
By destroying enemy ships, IRIS collects components and places them in the Nexus. They allow you to build or upgrade the Spark's equipment.
You can build or upgrade parts of the ship. To do this you must be in the room where you want the item to be built. Take the number of components indicated on the card of the item you want to build. Turn the components over and place them in the room. They are now fabrication tokens. To perform your Tinkering Action, roll 1 tinkering die, each time you get one wrench symbol remove a fabrication token from the board. When the last fabrication token is removed, the construction is complete and the equipment is immediately operational.
Note:
- A turret can benefit from two upgrades at the same time: double cannon and laser.
- Each force field card can absorb two fires. If all cards are destroyed, the shield generator is out of service. The generator is removed from the board.
- When a construction is in progress, the components are transformed into construction tokens and free up space in the nexus to receive new components. If the room is destroyed, the components are lost.
Important: A crew member can build a turret or a shield generator only in rooms with an available slot. When a turret is being upgraded (double cannon or laser) it remains usable. If you get more wrench symbols than you need for a build/upgrade, you get a credit.
Example: Nova wants to build a shield generator in the Observatory. She removes 3 components from the Nexus, places the shield generator on the slot and 3 fabrication tokens. In the room, she rolls her Tinkering action and gets 1 wrench symbol. She then removes two fabrication tokens. To complete the construction of the generator, a crew member must perform a new Tinkering action, this turn or later, and obtain at least one wrench symbol.
Credits and Prosperity Cards
In the middle of the Nexus is a Prosperity dispenser. Once loaded with credits, this dispenser allows you to obtain Prosperity items and equipment.
As crew members perform their actions, they earn credits. Each time a crew member earns one (or more) credit, place them around the dispenser in the corresponding free slots.
The player who fills the last credit slot empties the dispenser of credits and draws a number of cards equal to the number of crew members plus one. They choose one card, then pass the remaining cards to the player to their left. The process is repeated until all players have one card. The last card is discarded.
Important: Two players need 4 credits to fill the dispenser, 3 players need 5 credits and 4 players need 6 credits. If there are not enough cards left in the dispenser, shuffle the discard pile and place it back in the dispenser slot. If you earn more credits than there are slots in the dispenser, put the extra credits back into the dispenser after emptying it.
Green Prosperity cards improve piloting actions, red ones improve shooting actions, blue ones improve tinkering actions, yellow ones improve the Spark and IRIS. Using the cards is free. The yellow cards can be used from any room in the ship.
Equipment Cards
Equipment cards are kept until the end of the game and cannot be exchanged. They allow you to unlock the third help. Crew members can only own 3 pieces of equipment. You can discard an equipment card at any time to equip another.
Item Cards
Item cards can only be used once and are discarded after use. They can be exchanged at any time between crew members. There is no limit to the number of items a character can possess.
Card types are marked as Item or Equipment. Amelioration types are: Tinkering, Fire, Piloting, or Ship. Cards that carry the "Talk to I.R.I.S" activation trigger phrase are announced to IRIS when used.
Environment
Although space is 99.9% empty, it is not impossible that our journey will take us into dangerous environments that will disrupt the various systems of the Spark.
During your mission, you will pass through various environments, and IRIS will inform you of their effects. The environment cards are placed in front of the Spark Cockpit on the board to remind you of their effects.
Space
Nothing to report.
Asteroid Field
An asteroid field is a dangerous and unpredictable environment, and IRIS' autopilot will not be enough to avoid the obstacles. That is why a piloting action by a crew member is highly recommended.
(Manual piloting essential.)
Solar Storm
In a solar storm, the turrets are more efficient. The Spark's turrets gain 1 orange fire die on each shooting action.
The Spark's shield generator and enemy shields are disabled and ignored.
However, the Prosperity dispenser is also out of order and cannot supply any Prosperity cards.
Note: If you earn more credits than there are slots available in the dispenser, discard the extra credits.
Microparticle Fog
The microparticle fog allows IRIS to help crew members by granting them 1 tinkering bonus on each tinkering action. However, due to the thickness of the fog, it is impossible to perform rapid fire or piloting actions.