Opis w języku angielskim: AIM of The Game:
The aim of the game is to start
3 escape pods.
Only when the 2 exopets escape pods are fully loaded and launched can the
Crew escape pod be launched with the active CREWMATES!
You Lose:
If a player does not have a crew ID card
he must draw a new crew ID card in the next player phase. If he cannot do this because the HR stack is empty, ever...
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Opis w języku angielskim: AIM of The Game:
The aim of the game is to start
3 escape pods.
Only when the 2 exopets escape pods are fully loaded and launched can the
Crew escape pod be launched with the active CREWMATES!
You Lose:
If a player does not have a crew ID card
he must draw a new crew ID card in the next player phase. If he cannot do this because the HR stack is empty, everyone loses the game at the same time.
Or if the VDL round counter reaches the end of the VDL Rounds on the VDL BOARD.
How it is played:
Every Player unfreezes one of 20 crewmates in the HSC (HYPER SLEEP CHAMBER)
To keep your crewmates safe you must find the crew escape pod
Before your crew gets permission to start, you must evacuate two fully loaded Exopets Escape Pods. Total 26 Exopets!
How to get Exopets? With every new Room discoverd a dice decides how many Exopets (token) you have to draw. If some one in your friends (other player) has a similar Exopet, one attacks the owner. A diceroll decides who will be attacked by the camoflaged Mimicry. Depending of the Ship-Level you are Standing you lose ALSs.
To get permission to enter a Escape-Pod you have to Check your Exopets, if they are clean or dirty. Test them in the Laboratory!
Untested and DIRTY (infected) Exopets can be flushed away in the LOO. Importent to get an ELMA with only clean Exopets inside.
There is constant threat of Mimicry attacks and sabotage. Some can be prevented if the respective fuse Control is blown off.
Reach all goals before the shipAI Ursula blasts all hexagons into space after 16 or 19
VDL rounds.
Rounds:
The game is played in rounds. There is a maximum number of rounds, depending on the number of players and indicated on the respective VDL board side. The game ends before the final round if you reach your goals or you run out of crewmates.
Phases:
Each round consists of phases. It always begins with the player phase and ends with the VDL phase, which closes the round. In the Complex GAME, the MIMICRY phase is added as a secound phase if there is a Mini Mimicry or Boss Mimicry on the playing field.
Player phase:
Theoretically, anyone can start in the player phase, as there is no turn order. Players can exhaust ALC for actions in parallel whenever they want. Not all ALCs have to be exhausted at once or one after the other. This phase ends when no more players want to take an action, even if there are still ALCs left!
The only exception is drawing and collecting EXOPETS from the Exopet draw pool. Never do this at the same time, otherwise triggered effects cannot be dealt with properly. To avoid this, the player should take the ACTIVE EXOPET COLLECTOR and signal to the other players that he is now
drawing exopets and that everyone
else must pay attention.
Mimicry Phase:
This phase is only available in the COMPLEX GAME. It comes into play if there is a Mini-Mimicry or BOSS-Mimicry on the playing field. The nest only counts as part of the playing field after it is connected as last
hexagon to the playing field on which the ELMA figures are
moving. If there are Mimicrys on the playing field, they move
and can attack when confronted on the same Hexagon field.
VDL Phase:
The round counter is moved forward to the next round slot. If the round counter comes to a slot that is connected to the image of a FUSE-CONTROL hexagon, it must be determined whether this optically identical field has already been detected and removed.
If both conditions are not met, a mimicry sabotage is rolled.
The effect removes only hexagons named by the effect but not neighbouring ones, even if they are not connected annymore.
After this phase, the next round begins again with the player
phase.
ELMA (Exopet Loot Managing Automat):
Each player controls an ELMA. Each player uses it to manage their ALC, exopets, loot and the crewmate escorting it. In addition, ELMA automatically awakens CREWMATES in the next round if a player has lost his escorting crewmate.
Attention: Elma can only enter an escape pod if it has nothing but clean Exopets stored. ELMA does not fly with an escape pod!
ALC (Action Life Coin):
Each player exhausts his ALC to be able to perform actions
in the player phase. In addition, ALC are also life points which, when lost, reduce the action possibilities more and more until the death of the escorting crewmate.
Next round:
All players refresh exhausted ALC (turn over to green side). Lost ALC remain next to the ELMA-BOARD. Players whose crewmate was frozen, flew away or died in the previous round may draw a new crewmate from the HR-STACK and place 3 fresh ALC on their ELMA-BOARD. If the HR-STACK is empty so that a player can no longer draw a crewmate , the game ends and everyone loses!!!
Reklama
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tanie planszówki, gry na imprezę, Brass: Birmingham, Root, Tajniacy, 5 sekund, Pociągi gra planszowa,
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