invasion of the saucer people rules

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    2012 PRD Ward

    Invasion of the Saucer People.

    Rules for a tabletop game using figures

    and scenery.

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    Table layout sketch.

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    Table layout sketch with grid.

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    Overview.

    The game is played with five factions each consisting of one leader a

    ten troops.

    The starting player should be determined randomly and then play

    should proceed clockwise around the table.

    Each player's turn consists of moving their own units, possibly explor

    an unknown area, moving an Alien stowaway and initiating a conflict.

    The aim of the game is to explore and win conflicts to gain victory

    points with the player holding the most victory points at the end of thegame being the winner,

    The game ends when either the victory point pool is exhausted or the

    Encounter deck runs out.

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    Equipment needed to play.

    Five players and an optional umpire.

    A table with suitable scenery.

    Figures to represent the factions, each faction will need one leader an

    ten troops.A 60 card Conflict resolution deck.

    A 40 card Encounter deck.

    Eight coloured markers for each faction.

    These rules.

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    Summary.

    Moving.

    Each unit may move once per turn. A move is either moving to anywhere that

    been explored by that player or moving to an unexplored area. Only leaders m

    enter unexplored areas but they may take any number of their troops with the

    as part of the move. Units may move in any order.

    Exploring.

    When a leader enters a new area the player marks it with a token (worth 1VP

    generates a new troop unit in their start area and draws from the event deck t

    place a stowaway in an adjacent area. If the stowaway is placed in an area w

    units some may flee.

    Moving a stowaway.A player may move one stowaway from any area to any adjacent area. This m

    cause units in the area to flee. This may be done at any time in the player's tu

    prior to initiating a conflict.

    Fleeing.

    See Stowaways

    Conflicts.

    See conflict resolution.

    If a player does not initiate a conflict in his turn he may draw a contact card an

    add it to his hand.

    Using tokens.

    At the end of his normal turn a player may use any tokens he has to take extr

    actions. See tokens.

    Winning.The game ends immediately when either the token pool is emptied or the

    Encounter deck runs out.

    Whichever player has the most victory points when the game ends is the winn

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    Moving.

    The table is split into areas (see table diagrams) and all movement

    is from one area to another.

    Each figure may make a single voluntary move once per turn butmay be required to make other non-voluntary moves as

    circumstances dictate (see Fleeing and Conflict resolution).

    Only troops accompanied by a leader may voluntarily enter

    unexplored areas.

    Any troop or leader may move freely to any previously explored

    area. A leader may instead move to an adjacent unexplored area

    taking any troops with him so long as they have not previously

    moved in that turn.

    Moving to an unexplored area immediately triggers an Exploration.

    A player may also move a single unit of Alien stowaways from any

    area to an adjacent one and immediately apply any fleeing effects.

    (see Alien stowaways).

    Moves may be made in any order but must be completed before a

    conflict is initiated. No moves made be made after a conflict has

    been initiated so if you forgot to move someone, tough.

    A move is either:

    Moving to anywhere that has already been explored by that player

    Or:

    Moving to an adjacent unexplored area.

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    Alien stowaways

    In his turn a player may move an Alien stowaway unit.

    Alien stowaway units consist of one or more similar aliens, the numbbeing denoted by their Encounter card.

    To move an Alien stowaway unit the player selects any stowaway un

    on the table, it doesn't have to be where his own units are or in an

    area he has explored, and moves it into any area adjacent to its

    starting area.

    Any player-owned troops in the area the stowaway is moved to,including any owned by the moving player, may flee.

    Fleeing troops move to adjacent areas. The player that moved the

    stowaway decides who flees and where they go. Fleeing troops do n

    have to flee to the same area, they can be split up however the active

    player wishes. The active player must make one troop flee for every

    alien in the stowaway unit.

    Leaders do not flee.

    Troops that end up in an area unexplored by their faction cannot

    move, they are lost and confused. Once their leader has explored the

    area they may move normally.

    If a leader is present (any faction) in the area the stowaway is moved

    to the stowaway unit is removed from play after any fleeing is

    resolved. (for an exception to this rule see Token use).

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    Exploration

    When a leader enters a new area the player marks it with a faction

    marker(worth 1VP), generates a new troop unit in their start area

    and draws from the Encounter deck to place a stowaway in an

    adjacent area.

    If the stowaway is placed in an area containing player-owned units

    some may flee. Fleeing effects are applied immediately.

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    Fleeing.

    Any player-owned troops in the area the stowaway is placed in,

    including any owned by the moving player, may flee.

    Fleeing troops move to adjacent areas. The player that placed thestowaway decides who flees and where they go. Fleeing troops do no

    have to flee to the same area, they can be split up however the active

    player wishes. The active player must make one troop flee for every

    alien in the stowaway unit.

    Leaders do not flee.

    Troops that end up in an area unexplored by their faction cannot mov

    they are lost and confused. Once their leader has explored the area

    they may move normally.

    If a leader is present (any faction) in the area the stowaway is placed

    the stowaway unit is removed from play after any fleeing is resolved (

    an exception to this rule see Token use).

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    Conflicts.

    Conflict resolution uses a 60 card deck made up of 12 cards of each of

    the five faction colours.

    Players are each allocated a colour and dealt a starting hand of three

    hidden cards plus one card of their colour which is displayed face up a

    all times in their starting area.

    To initiate a conflict the active player must have units in the area

    containing the opposing faction he wishes to confront. Every unit

    belonging to the active player and his chosen opponent in the area wh

    the conflict is happening will be involved, none may be left out.

    Conflicts only ever involve two factions, the active player and his chose

    opponent. Any other factions present are passive onlookers

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    Conflict Resolution.

    The winner of a conflict is determined by a points count.

    Each side receives points as follows:

    1 point for each troop present.2 points for a leader present.

    1 point for each conflict card played.

    A player may play Conflict cards of his or his opponent's colour.

    Cards are revealed simultaneously once both players have decided

    which of their cards they wish to play.

    Total up, whichever side has the majority wins.

    Losing forces are returned to starting areas.

    All used cards are discarded and both participants draw back to

    three cards in hand if they have less.

    The winner gains a token.

    Draws in a conflict return all troops to their start area(s) and neither

    player receives a token.

    Since a conflict is the last action in a players turn (however see

    Token use for exceptions) play proceeds to the next player.

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    Factions.

    Hillbillies.

    You want everybody off your land, they're all trespassers.

    Government.

    You want alien samples from the Greys and Greens, you want the

    Interlopers to stop interfering and writing their blogs and you want the

    Hillbillies to stop attracting the aliens to their land with their illicit

    moonshining operation.

    Interlopers.

    You want information about the aliens and the Government'sinvolvement. You want to know why the Hillbillies are involved too.

    Greys.

    You want human samples and you want the Greens to leave your

    sample stock alone.

    Little Green Men.You want to take over the Earth. All humans must die and so must the

    interfering Greys.

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    Orchard

    Lake

    Hillbillies

    Creek

    Table diagram for a 6 x 4 table.

    Big field

    Woods

    Hill

    Farm

    GreySaucer

    Government

    Investigators

    Interlopers

    Small field

    Road

    Green

    Saucer

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    Hillbillies

    Green

    Aliens

    Grey

    Aliens Interlopers

    Government

    Investigators

    Table diagram showing the areas used for movement.

    Diagonal movement between areas is allowed.

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    Encounter deck.

    Each card has a picture of the Alien stowaway and a number

    showing the amount of aliens in the unit.

    Some units are identical. At your discretion you may allow groups ofthe same aliens that are in the same area to combine into a single,

    large, very dangerous group.

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    Miniatures.

    I have written the rules in terms of single figures but I prefer to

    multibase my miniatures so that's what's in the pictures. Each

    faction in my game has a leader base and ten bases of troops.

    If you do go for single figures you could probably play Invasion of

    the Saucer People on a three foot square table with nine one foot

    square areas.

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    Watch the skies.