KNOCKOUT PHASE
Compare the players Battle Totals.
The player with the higher total wins.
The loser has one of his Superheroes Knocked Out (KO).
The loser picks which of his superheroes gets KO.
Cards of KO superheroes do not count in Slug Phase.
KO superheroes remain knocked out for the rest of the game.
If the Battle Totals tie, no one gets KO.
VICTORY
You win if you KO all of your opponents Superheroes.
CARD LIST NOTATION
Listed is the Team name, Superhero names, and the five abilities of each Superhero.
The Abilities are listed in order of Force from highest(5) to lowest(1).
The first ability for a superhero listed has a force = 5, the next = 4, and so on.
SAMPLE SUPERHERO TEAM CARD LISTS NIPPON ALLIANCE
Samurai 'Sokitome' Sam- Katana, Ancestral Armor, Super Kai, Much Honor, Wakizashi
Ninja Number Nine- Ninja weapons, Mystic Martial Arts, Throwing stars,
Num Chucks, Unseen Movements
Wu Jen Wily- Lightning Blasts, Elemental Magic, Levitation, Spirit Magic, Alchemy
Two Ton Sumo- Sumo Shove, Knockdown Attack, Squash you like a Bug, Heavyweight,
Big Gut Attack
THE DEFENDERS
Iron Fist- Built in Weapons, Punch, Iron Armor, Rocket Boots, Suit Options,
Doctor Fantastic- Plasma Projector, Break the Laws of Physics,
Antigravity Disk, Weird Science, Reverse Inertia Field
Super Agent X- Assassins Tools, Guns, Spy Gadgets, Combat Training, Plastic Explosives
Icicle- Ice Shards, Freeze Attack, Ice Shield, Flying, Intense Cold
THE OFFENDERS
King Cobra- Cobra Strike, Fangs, Venom, Tail Constriction, Scales
Deadeye- Sixshooters, Quick Draw, Undead Regeneration, Fanning the Hammer, Trick Shot
Mr Humungous- Humungous, Really Big, Big & Ugly, Smack Down, Swat Attack
Super Fly- Proboscis, Shoe Fly, Flying, Walk on Ceilings, Disease
MORE SUPERHERO TEAM CARD LISTS
For more Teams go to Superhero Slugfest
Note that to transform teams to the Card Game version, you will have to make
up additional Special Abilities for each Team member.
OPTIONAL RULE - COMEBACKS
If your Superhero is KO and you play 3 Character cards of that Superhero in
Slug Phase, the KO superhero gets up and is back in the fight.
VARIANTS
Play with teams of more or less than 4 members.
STRATASTAR INTRODUCTION
Space Empire building, Interstellar conquest.
Build, maneuver, trade, and fight your way to Galactic supremacy.
Minimal units and card mechanics make for quick turns.
MAP OF THE GALAXY
For the board use a 10 X 10 grid
Make 100 map chits of the following composition:
4 Homeworlds
20 Worlds
4 Supernovas
4 Black Holes
8 Nebulas
60 Blanks
MAP SETUP
Each player receives a 'Homeworld' chit.
Place the other map chits face down randomly on the board, one per space.
Leave the corners empty.
Flip the chits over. Remove the blanks.
Each players homeworld is placed in a different corner of the board.
Players randomly determine who places their homeworld first.
If a Homeworld is closed in by Supernovas, Black Holes, and Nebulas then
remove one of these hazards.
EMPIRE CHITS
Each player gets a set of chits in a different color.
A set consists of 10 Fleet, 10 Stargate, and 20 colony chits.
VICTORY
Victory goes to the first empire to have colonies on 12 worlds or that
captures an enemy homeworld.
EMPIRE SETUP
Each player starts the game with 2 Fleets and one stargate located on their Homeworld.
Each player gets dealt 5 cards from the Galaxy Deck.
THE GALAXY DECK
The deck contains 85 cards:
20 Attack
20 Move
20 Build
20 Trade
5 Research
If during play, the deck is used up, reshuffle the discard pile and continue.
TURN SEQUENCE
Players take turns.
The last player to place a Homeworld goes first and so on.
Each turn is divided into 6 phases:
1. Draw
2. Trade
3. Support
4. Build
5. Movement
6. Battle
DRAW PHASE
Retooling: The active player may discard up to 3 cards. Next:
Production: All players draw galaxy cards to fill their hands to maximum
draw size. (Yes, you read it right, ALL players)
Homeworld Production: The starting max draw size is 5 cards.
Colonial Production: Max draw size is increased by 1 for every 3 colonies the player has.
TRADE PHASE
Free Trade: All players may freely trade cards with each other.
External Trade: The active player may discard a Trade card to take a random
card from an opponent. If the card is also a trade card, both are discarded.
Internal Trade: The active player may discard a Trade card and X other cards
to draw X +1 cards from the Galaxy deck. This may be done only once per turn.
SUPPORT PHASE
Active player only.
Defense Spending: Your Homeworld can support 2 Fleets.
Defense Taxes: You may support an additional Fleet for every 2 colonies you have.
Military Cutbacks: Unsupported Fleets of the active player are removed from the map.
Logistics: A Build card may be discarded to count as a colony for support purposes.
BUILD PHASE
Active player only.
Shipyards: A Build card may be discarded to build a Fleet at your Homeworld.
Colonization: If you have a Fleet present at a world which has no colonies,
you may discard a Build card to build a colony there.
Stargates: Three Build cards may be discarded to build a Stargate at a colony
Terraforming: Five Build cards may be discarded to Terraform a world on which
you have a colony. Add an additional colony to the terraformed world.
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