? Building Stage ? Spot another Town, or ? U pgrade one Town to a City ? R eceive a Store unit ( 7.4 ) ? Development and.


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 Building Phase  Place a new Town, or  U pgrade one Town to a City  R eceive a Reserve unit ( 7.4 )  Movement & Combat Phase  Move / Bombard Artillery & Frigates only ( 11.0 )  Move / Battle End move in enemy hexes ( 12.0 )  “Road” Movement No combat , 1MP per Town ( 9.0 )
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 Building Phase  Place another Town, or  U pgrade one Town to a City  R eceive a Reserve unit ( 7.4 )  Movement & Combat Phase  Move/Bombard Artillery & Frigates just ( 11.0 )  Move/Battle End move in foe hexes ( 12.0 )  "Street" Movement No battle , 1MP for each Town ( 9.0 )  Reserve Placement Phase  Building & Conquest augmentations, or losses ( 13.0 ) PLAYER TURN TYPE MOVEMENT ATTACKING DEFENDING N/A N/A N/A N/A STOP Allows proceeded with development Allows proceeded with development Not Cumulative utilize just the absolute best Not Cumulative utilize just the absolute best N/A N/A STOP Allows proceeded with development Allows proceeded with development Pre-Battle Fire Pre-Battle Fire Naval Support Naval Support Water/Port just Transport 3 units Water/Port just Transport 3 units Ship to Ship to Ship BATTLE ROUNDS  Attacker\'s Artillery Bombardment  Defender setbacks don\'t fight back!  Attacker\'s Fire Round ( Max 4 dice )  "1" = Tactical Hit ( Attacker picks misfortunes )  "2/3" = Hit ( Defender picks misfortunes )  "4-6" = Miss  Suppression: abundance hits decrease guard dice  Defender\'s Fire Round ( Max 6 dice )  "1" = Tactical Hit ( Defender picks misfortunes )  "2/3" = Hit ( Attacker picks misfortunes )  "4-6" = Miss  Attacker Retreat?  Must withdraw into hexes used to enter fight  Battle Resolution  Min 1 surviving aggressor to control Town/City  Min 1 fight round to assault exhaust Town/City  Defender controls discharge Town/City generally  Building Phase  Place another Town, or  Upgrade one Town to a City  Receive a Reserve unit ( 7.4 )  Movement & Combat Phase  Move/Bombard Artillery & Frigates just ( 11.0 )  Move/Battle End move in foe hexes ( 12.0 )  "Street" Movement No battle, 1MP for every Town( 9.0 )  Reserve Placement Phase  Building & Conquest increments, or losses ( 13.0 ) PLAYER TURN BATTLE ROUNDS  Attacker\'s Artillery Bombardment  Defender setbacks don\'t fight back!  Attacker\'s Fire Round ( Max 4 dice )  "1" = Tactical Hit ( Attacker picks misfortunes )  "2/3" = Hit ( Defender picks misfortunes )  "4-6" = Miss  Suppression: abundance hits decrease guard dice  Defender\'s Fire Round ( Max 6 dice )  "1" = Tactical Hit ( Defender picks misfortunes )  "2/3" = Hit ( Attacker picks misfortunes )  "4-6" = Miss  Attacker Retreat?  Must withdraw into hexes used to enter fight  Battle Resolution  Min 1 surviving aggressor to control Town/City  Min 1 fight round to assault discharge Town/City  Defender controls purge Town/City generally

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