Card Name: Force Type Notes:
Gamilon Fleet 7 S
Gamilon Fighter Squadrons 6 S Fighters
Heavy Attack 5 S Gamilon Spacecraft get +2
Gamilon Space Carrier 4 S Fighters get +4
Gamilon Fighter Carriers 6 S Fighters get +2
Leader Desslok 10 L Desslok cards get +5
Desslok Mines 10 SU
General Talan 6 L +2 if played with Desslok
Gamilon Fighter Base 6 A Fighters
Torpedo Bombers 5 S Fighters
Colonel Gantz 7 L +5 if played with Reflex Gun
Ultra Menace Missile 10 SU
General Krypt 8 L Gamilon cards get +1
Major Bane 6 L +2 if played with Gantz
Torpedo 4 A
Missiles 5 S
Floating Continent Base 6 PU
Trapped in Gravity Field 8 P
Gamilon Scout Plane 3 A Fighter: Discard to Look at opponents hand
Missile Launch Site 7 P
Patrol Ship 4 A Fighter: Discard to Look at opponents hand
Robot Tanks 8 P
Take Prisoners 9 P
Trap 7 A
Reflex Gun 10 AU
Destroyer Squadron 7 S
Reflector Satellites 5 A +5 if Played with Reflex Gun
Gamilon Submarines 6 P
Jelly Creatures 5 P
Gamilon Flagship 7 S Gamilon Spacecraft get +1
Space Net 10 SU
Ecto Gas 10 SU May be played with Space Net
Radiation Sickness 10 A Avatar sick
Solar Flare Sea of Fire 10 SU May be played with Space Net
1000 Gamilon Warships 10 S
General Lysis 8 L Gamilon cards get +1
Octopus Star Storm --- A Play in Warp Phase: No travel this turn
General Volgar 6 L +2 if played with Lysis
Galactic Whirlpool 10 SU
Power Loss --- A Opponent must discard a random card
Low Food Supply --- A Opponent must discard a random card
Bee People 10 PU
Palanosaurus Energy Monster 10 AU
Magnetron Wave Space Station 10 SU
Robot Guards 5 P May be played with Magnetron
Relay Spy Satellite 7 SU Discard to Look at opponents hand
Artificial Sun 10 SU
SMITE 10 SU Fighters
Drill Missile 9 S +3 if played with SMITE
Rainbow Galaxy 10 SU May be played with SMITE
Precision Bombers 6 S Fighters
Destroy Argo Radar 6 S +4 if Argo played
Space Bombs 7 S
Balan Space Fortress 6 A +2 if played with Artificial Sun
Kamikaze Attack 9 S Must be played with a Leader
Magnetic Ray 10 SU
Sulfuric Acid Sea 10 SU May be played with Magnetic Ray
Relentless Missile Fire 9 S
Desslok Cannon 10 SU
Boarding Action 10 SU May be played with Desslok Cannon
Radioactive Sleeping Gas 10 SU May be played with Boarding Action
LINKS
Treklords Site
Yamato Page
StarBlazers.com
Ultimate Resource
SOLITAIRE CONQUEST INTRODUCTION
Solitaire board and card game with a fantasy conquest theme
THE BOARD
Draw a map of a continent with 12 connected regions.
Name them if you like.
Each region must be large enough to hold one stack of cards.
THE DECKS
There are two decks:
The Foe deck and the Ally deck.
The Foe deck has 44 cards.
SETUP
11 of the 12 regions are dealt 4 cards each.
These stacks of 4 cards are called ‘Hordes’.
Horde cards are face up.
Place a pawn in the empty space.
The pawn represents your army.
TURN SEQUENCE
Each turn has 4 Phases:
Raise Army Phase
Reinforcement Phase
March Phase
Conquest Phase
RAISE ARMY PHASE
Draw 3 cards from the Ally deck.
REINFORCEMENT PHASE
You may draw one card from the Ally deck.
You may repeat this phase.
MARCH PHASE
You may move your pawn one or more regions.
You must end your move adjacent to a region with a horde.
CONQUEST PHASE
You may destroy one Horde in region that is adjacent to your pawn.
Your army must have a higher Force total than the target Horde.
Each card has a Force value.
A Horde gets +1 if it has two cards of the same type.
A Horde gets +2 if it has three cards of the same type.
A Horde gets +3 if it has four cards of the same type.
Discard the destroyed Horde.
Discard all your Ally cards.
WINNING
If you destroy all the Hordes you win.
Defeating all the Hordes scores 10 points.
Every card left in your Ally deck scores an additional point.
LOSING
If you are unable to destroy all the Hordes you lose.
G = Giants
H = Humanoids
U = Undead
D = Dragon
# = Number of that card in the deck
HORDE CARD LIST
Card Name Force Type #
Hill Giant 1 G 2
Stone Giant 2 G 2
Ice Giant 3 G 2
Fire Giant 4 G 2
Cloud Giant 5 G 1
Storm Giant 6 G 1
Titan 7 G 1
Kobold Mob 1 H 2
Goblin Warparty 2 H 2
Orc Warband 3 H 2
Hobgoblin Riders 4 H 2
Gnoll Raiders 5 H 1
Bugbear Ambushers 6 H 1
Ogre Tribe 7 H 1
Skeletons 1 U 2
Zombies 2 U 2
Ghouls 3 U 2
Ghasts 4 U 2
Wights 5 U 1
Wraiths 6 U 1
Vampire 7 U 1
Fire Drake 1 D 2
Wyvern 2 D 2
White Dragon 3 D 2
Green Dragon 4 D 2
Black Dragon 5 D 1
Blue Dragon 6 D 1
Red Dragon 7 D 1
CARD LIST NOTATION
E = Elves
D = Dwarves
M = Men
H = Holy Men
ALLY CARD LIST
Card Name Force Type # Notes
Elf Scouts 1 E 2
Elf Hunters 2 E 2
Elf Warriors 3 E 2
Elf Archers 4 E 2 +1 vs Humanoids
Elf Lancers 5 E 1 +1 vs Humanoids
Elf Lord 6 E 1 Other Elves get +1
Elf Mage 7 E 1
Dwarf Clans 1 D 2
Dwarf Crossbows 2 D 2
Dwarf Warhammers 3 D 2
Dwarf Siege Engines 4 D 2
Dwarf Rune Master 5 D 1 Other Dwarves get +1
Dwarf Giant Slayer 6 D 1 +2 vs Giants
Dwarf Lord 7 D 1 +1 vs Giants
Spearmen 1 M 2
Swordsmen 2 M 2
Longbowmen 3 M 2
Halberdiers 4 M 2
Knights 5 M 1 +1 vs Dragons
Wizard 6 M 1 Other Men get +1
Hero 7 M 1 +2 vs Dragons
Monks 1 H 2
Zealots 2 H 2
Crusaders 3 H 2
Clerics 4 H 2
High Priest 5 H 1 Other Holy Men get +1
Paladin 6 H 1 +1 vs Undead
Saint 7 H 1 +2 vs Undead
FAQ's
1) Does the player's army have any force value?
---Yes of course.
An army of a Monk(Force = 1), a Hero(Force = 7) and Elf Warriors(Force = 3) would
have a total force = 11 (13 vs a Horde with 1 or more Dragons)
2) Can you use all of the allies in your hand in a given battle?
---You have to use all of them.
3) The first phase allows you to draw 3 allies, the next phase
allows you to draw 1 and then another 1. If you can always draw
5 allies what is the purpose of having 2 phases?
---You can draw as many as you like. The 2 phases was supposedly
to avoid confusion (Oh well)
4) You lose if you don't defeat all the Hordes. That implies
that you only go through the ally deck once. Correct?
---Absolutely correct.
5) There is a point bonus for conserving allies. Is there any
standard to evaluate the quality of victory? That is, if you
get only the bare 10 points it's a marginal victory, if you have
15 points it's a great victory, if you have 20 points it's a
spectacular victory, etc. By the same token, is there any
standard to evaluate the quality of defeat? That is, if you
have only 1 region left unconquered it's a temporary defeat, if
you have 3 left unconquered it's a campaign defeat, if you have
5 left unconquered it's a catastrophic defeat, etc.
---Sounds good to me.
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