ORDERS PHASE
If a unit passes its Communication (or Initiative), Momentum, and
Aggression Checks, it may be given new orders.
Possible Orders include:
1. Wait (do not move, charge, or reinforce)
2. Move (to adjacent space)
3. Charge (Move next to an enemy unit)
4. Reinforce (Help one adjacent friendly unit that is in Combat)
5. Disengage (Move away from adjacent enemy unit)
Note: A Unit may not Reinforce if it itself is in Combat.
Important Note: A Unit adjacent to an enemy Unit is automatically
considered to be in Combat with it.
DISENGAGEMENT PHASE
Make a Disengage (Break-Off) Check for each of your Units that
was given the order to disengage.
It is very difficult for a unit to disengage from a battle.
1D10 Result Notes:
1-3 Unable to Disengage The Unit must stay and fight where it is.
4-6 Fighting Withdrawl See Notes
7+ Successful Redeployment The Unit may follow new Orders this Turn
Notes: In a Fighting withdrawl, the Unit may only move
back away from all enemy Units & must retain the same facing.
Common Modifiers to Disengagement Check:
-1 Green or Conscript Unit
+1 Veteran Unit
+2 Elite Unit
-2 if Commander lost
-1 if unit has lost Cohesion
MOVEMENT PHASE
Infantry units able to move may move 1 Space in this Phase.
Cavalry units able to move may move 2 Spaces in this Phase.
Units may not stack or move through each other.
On a grid map a Unit may not move diagonally between 2 other units.
Every Unit has a forward facing.
Be sure to indicate a Units direction of Facing after it moves.
BATTLE PHASE
Adjacent enemy units will be in combat.
Make a Battle Check for every Unit (both players) that is in Combat.
1D10 Result
1-5 Unit is currently Losing
6+ Unit is currently Winning
Common Modifiers to the Battle Check:
Same as Morale Check plus:
-1 if adjacent to more than one enemy unit
-1 if enemies have superior quality weapons & armor
+1 if you have superior quality weapons & armor
+2 if you Charged this turn
If a Unit made a Battle Check it must also make a Survival Check:
1D6 Result:
1-5 Commander Survives
6 Commander Killed
NOTES ON PLAYING VARIOUS NATIONALITIES
*Egyptians
Chariots: Cavalry Units get +2 to Battle Checks, but
-1 to Momentum Checks
*Mongols
Horse Archers: +2 to Composition Check
+1 to Skirmish & Disengagement Checks
*All Greeks
Hopolites: -1 to Composition Checks
Phalanx: Infantry Units get +2 to Battle Checks, but
-1 to Communication Checks
*Athenians
+1 to Initiative Checks
*Spartans
+1 to Quality Checks
*Persians
Large Armies: +1D6 Units
-1 to Morale & Initiative Checks
*Romans
Infantry Units get +1 to Battle & Morale Checks
+1 to Communication Checks
*Carthaginians
Elephants: Cavalry Units get +2 to battle checks, but
-2 to Rally Checks
*Celts
Warbands: Infantry Units get +2 to Battle Checks, but
–1 to Cohesion Checks
LEGENDARY GENERALS
A Legendary General may give a +2 Bonus or a -2 Penalty to
any 1 Check per turn.
Some Legendary Generals get 1-2+ additional Benefits:
1D10 Legendary Benefit:
1 Command: All Units get +1 to Communications Checks
2 Charisma: All Units get +1 to Morale Checks
3 Leadership: All Units get +1 to Rally Checks
4 Control: All Units get +1 to Cohesion Checks
5 Support: All Units get +1 to Initiative Checks
6 Logistics: Start Game with +2 Units
7 Well Trained Troops: All Units get +1 to Quality Checks
8 Masterful Deployment: Opponent must Set Up First
9 Master Tactician: One Unit may move 1 extra Space on your turn
10 Insight: Give +/- 2 to 1 additional Check per Turn
LINKS
GBoH
ALPHA CENTAURI
INTRODUCTION
Card game for 2-7 players.
Based on the computer game Alpha Centauri by Sid Meier.
DISCLAIMER
Alpha Centauri is a licensed, copyrighted product.
This is merely a fansite.
THE DECK
Players share a common deck.
Card types include:
Events, Technologies, Structures, Special Projects,
Landmarks, Proposals, and Social Engineering
TOKENS & MARKERS
Use Tokens to keep track of:
Bases (Cities)
Units (Military forces)
Credits (Income)
Each player also gets a set of markers of a unique color
SOCIAL FACTORS
There are 6 Social Factors (SF):
Population, Economics, Research, Military, Ecology, Espionage.
SF's are also referred to as Scores.
SF's are broken down into Sub-factors.
VICTORY
There are 4 types of Victory:
Diplomatic, Economic, Conquest, Transcendence
The first player to achieve any one of these wins the game.
DIPLOMATIC VICTORY
Requirements:
Total Population SF >30
Be Planetary Governor for 3 turns in a row.
ECONOMIC VICTORY
Requirements:
Total Economics SF > 50
CONQUEST VICTORY
Requirements:
Capture 1+ Bases
Total Military SF >40
TRANSCENDENCE VICTORY
Requirements:
Research Factor >40 or Ecology Factor >20
SETUP
Each player picks one Faction
Each player starts with one Base & 10 Units.
Each player is dealt a hand of 7 cards.
THE FACTIONS
The 7 Factions are:
Believers, Gaians, Hive, Morgan Industries,
Peacekeepers, Spartans, University
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