DRAW PHASE
Each player draws one card plus a number of cards equal to the number of
temples he controls.
A player may have a maximum of 7 cards in his hand.
Excess cards are discarded.
BUILD TEMPLE PHASE
Replace six Population counters in a single hex with a Temple counter.
A space may only contain a single Temple.
Temples cannot be built adjacent to other Temples.
You may build multiple Temples in this phase.
RAISE ARMIES PHASE
Replace up to half of the Population counters in a hex with Army counters.
You may raise armies in multiple spaces in this phase.
Armies already existing may be converted back to Population counters.
POPULATION GROWTH PHASE
Place a Population counter on each space you control not occupied by an Army
or a Temple.
The number of markers in a hex cannot exceed the Terrain limit.
Discard excess counters.
MIRACLE PHASE
A player may use none, some, or all of his cards.
Most cards (miracles) are played during this phase.
Some cards are used during other phases.
A card is used to ‘perform a miracle'.
BATTLE PHASE
Armies may attack units in adjacent hexes.
Population counters may not attack.
The attacker rolls 2 dice for every attacking army.
The defender rolls 2 dice for every defending army.
The defender also rolls 1 die for every 2 population counters rounding up.
Every roll of 1 on D6 indicates one enemy counter is destroyed.
Armies are destroyed before populations & populations before Temples.
This procedure is repeated until:
All attacking armies are destroyed.
The attacker decides to retreat.
all defending counters are destroyed.
MOVEMENT PHASE
Population counters & armies may move one space.
Temples cannot move.
Earthquake Target hex: Destroy 1D6 counters
Crumble Destroy target Temple
Tidal Wave Coastal space: Destroy 1D6 counters
Volcanic Eruption Mountain space: Destroy 1D6 counters
Flood Target coastal hex and all adjacent hexes
lose 1 population counter each
Alter Land Draw a terrain counter. Replace target terrain
on map with it
Create Land Draw a terrain counter. Put counter on target
water hex
Destroy Land Discard target empty coastal hex
Sacrifice Discard 3 population counters to draw 2 cards
Prophet Target hex and all adjacent hexes produce 1
additional population counter
Holy War Armies get to attack twice this turn if they
survive their first attack
Chasm Destroy all armies in target space
Fire Forest space: Destroy 1D6 counters
Famine Target hex and all adjacent hexes gain no
population this turn
Plague Target hex: Destroy all but 1D6 counters
Fertility Double the number of population counters in target
space
Monsters Place 1D3 monster counters on any empty space.
Treat them like armies except they cannot move &
they cannot be turned into population counters.
You control them
Blight Put blight counter on empty hex.
No counters may enter this space.
Each turn roll 1D6 at the beginning of Miracle phase.
On a roll of 1 the Blight disappears
Sanctuary Counters may not attack target space this turn
Draught Target Desert hex and all adjacent hexes lose 1
population counter each
Godspeed Move some or all of the nontemple counters in
target space to another space up to Three hexes away
Pestilence Target Swamp hex and all adjacent hexes lose 1
population counter each
Ressurrection Play at end of battle phase. Bring back to life all
counters destroyed this turn in target hex
Abjuration Negate the effects of a card played by another player
Hurricane Target ocean hex: All adjacent hexes lose 1
population counter each
Repopulate Target hex you control gains 1D6 Population counters
NOTES
The deck should contain two of each card.
TERRAIN COUNTERS LIST # TYPE NOTES
10 Mountains Defense: One less counter destroyed by
attacking armies per roll; Maximum 10 counters
10 Forests Maximum 15 counters
20 Plains Maximum 20 counters
5 Swamps Temples cannot be built in swamps;
Maximum 10 counters
10 Deserts Maximum 10 counters
5 River Valleys In setup one facing must be kept exposed to
the water; Maximum 25 counters
NOTES
In setup put out all terrains except five to be kept in reserve.
The maximum counter figures are the terrain limits.
OTHER COUNTERS LIST
Each side gets an unlimited number of population, army, and temple counters.
DEVASTATORS 3000 INTRODUCTION
The high tech version of Devastators 2500.
The larger Interstellar warships go by many categorical names:
Dreadnaughts, Battlers, Star Cruisers, and of course, Devastators.
Each player controls a Devastator, or ship, represented by his deck.
Play pits Devastator vs Devastator.
Run out your opponents deck to destroy his ship.
THE DECK
The full Deck contains over 100 cards as described in the Card List.
Before playing the first time, the deck will have to be constructed.
The backs of all the cards are the same, the front should have the
name of the card and its effect written out.
OBJECT
Have the last remaining Devastator.
When all of your opponents cards are in his Destroyed pile, you
have eliminated him from the game.
SETUP
Shuffle the full deck and deal each player an equal number of cards face down.
These smaller decks for each player are called Draw Piles or Systems decks.
A System deck represents all the weapon and defense systems on the players ship.
Each player draws 5 cards from his system deck.
Determine turn order by any convenient method.
All ships begin at Long Range from each other.
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