Yet Across The Gulf Of Space, Minds That Are To Our Minds As Ours Are .

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Yet across the gulf of space, minds that are to our minds as ours are to those of the beasts that perish,intellects vast and cool and unsympathetic, regarded this earth with envious eyes, and slowly and surelydrew their plans against us. And early in the twentieth century came the great disillusionment.The War of the Worlds – Herbert George WellsComponent Overview.xDevastation Phase .xBattle Cards .xEscape Phase .xCounters .xHuman Action Phase .xVictory.xMartian Action Phase .xSequence of Play .xCredits .xSet-Up.xProduction Phase.xBattle Phase .xAssembly Phase.xEpilogue .xScenarios .x

FOREWORDAlso On the Display BoardThe War of the Worlds is a solitaire strategy board game.Relive the story told by H. G. Wells in his famous noveland command the desperate human forces defendingEarth from the Martian invasion.FactoriesCOMPONENT OVERVIEWYour copy of The War of the Worlds contains the following:Factory symbols show where you can placenewly purchased Units.HillsDisplay BoardThere are several helpful areas on the Display Board thatwill help you play The War of the Worlds.Hills improve your defense duringBattles.Battle BoardsUse the Land Battle Board to resolve Land Battles, and theNaval Battle Board to resolve Naval Battles.Land Battle1) Tripod Staging AreasNaval BattlePlayer Help SheetThere are a total of 5 Tripod Staging Areas where each ofa Wave’s Tripods are placed.2) Progress TrackThis keeps track of Human and Martian Progress withVictory, Germs, Colonization, and Production Points.3) WorkforceProduction counters are placed in thesesquares to show the Zone’s current WorkforceValue and Production Points.4) The Strategic MapThe Strategic Map depicts France at the beginning of theXXth Century. This map is divided into named Zones.5) The Flying MachineThe Player Help Sheet has information to help youthrough each of the Sequence of Play’s different phases.This area is where the Martian Flying Machine is builtthroughout the game.Custom Dice6) Sequence of PlayFollow the Sequence of Play to complete each turn.When asked to roll a die, roll 1 of these customdice. There are 3 colors on each die: Green,Yellow, and Red. Green appears three times,Yellow twice, and Red once.7) Harbor SitesHarbor Sites are found around the coastal edges of themap.2

COUNTERSProgress Track CountersHandling Machines turn Cylinders into Waves.Cylinders create new Waves. After a Cylinderis placed in a Zone with a Handling Machine,the Handling Machine will start creating a newWave. You can Attack the Cylinder during theHuman Action Phase to destroy Tripods in theCylinder before they are built.Production Point CountersMartian Tripod CountersUse these counters to record yourProduction Points on the ProgressTrack.Tripods are depicted with a doublesided counter, showing a Tripod onthe front and a Damaged Tripod onthe back.Human CountersTripods are placed in 1 of the 5Tripod Staging Areas according tothe Wave they are associated with.Production CountersProduction counters are used to keeptrack of a Zone’s Workforce Value. Thecurrent Workforce Value of the Zone isprinted in the upper right corner.in the Zone.The Workforce Value represents theamount of human resistance occurringEvery Zone that has not been Destroyed providesProduction Points, indicated by the number of Gears inthe middle of the counter.Example: Place a Production counter on a Zone’s Workforcespace. If the Zone begins the game with a Workforce Valueof 8, place the Production counter with the 8 in the upperright corner. As the Zone takes damage, the number willdecrease.Use the Production counter with Blue Gearsfor Paris.Production Points are spent to purchase Units, Moveduring the Production Phase, to purchase Battle Plansand to complete some Event Cards.Martian CountersDestroyed and Red WeedCountersYou will face several Waves of Tripods. EachWave is depicted by a counter.The Wave counters Move on the StrategicMap. When battling a Wave, you will confrontall the Tripod counters in that Wave’s TripodStaging Area.Example: When battling Wave #1, you will battle the Tripodscurrently sitting in the #1 Tripod Staging Area.Use these counters to mark Zonesthat are Destroyed by the Tripods,or have been converted to RedWeed by the Martians.3

Battle Location CounterBATTLE CARDSLand Battle CardsThe Battle Location counter marks the Zonewhere a Battle takes place.Land Battle cards are used during LandBattles to dictate Tripod actions.Battle Plan CountersBattle Plans give your forces advantages onthe Land or Naval Battle Boards. Battle Plansare purchased at the start of Battles and arediscarded at the end of Battles, whether theywere used or not.Naval Battle CardsNaval Battle cards are used duringBattles taking place when Refugees areFleeing, to dictate Tripod actions.Clock CounterThe Clock counter shows the phase you arecurrently resolving.Event CardsCharacter CountersEvent cards introduce random elementsto a phase.Unless otherwise stated on the card, anEvent card’s effect happensimmediately.Event Card CheckCharacter counters are mentioned onEvent cards and in Scenarios. Oncetheir counters are placed on the DisplayBoard or Battle Boards, they are treatedas Units that can Move, Escape, and beCaptured depending on the informationgiven by the Scenario or Event card.Each Event card’s back sideshows a phase from theSequence of Play. At the startof the shown phase, drawthe card and complete theEvent.If the phase shown on the card does not match the phaseyou are in, ignore the card. When the Event card’s backshows your current phase, draw the card, complete theEvent, then discard the card.VICTORYA Victory for either side may happen at any time duringthe game, when any one of the following conditions aremet. These conditions are checked in the following order:4

If there are no Wave or Cylindercounters on the Strategic Map –You Win!When the Martians earn 10 MartianVictory Points, move the counterback to the “0” space, and advancetheir Martian Colonization counterby 1 space on the Progress Track.SET-UPPlace the Display Board on the table.If the Human Germ counter is in the “10”space on the Progress Track – You Win!If the Martian Colonization counter is in the“10” space on the Progress Track – You Lose!If Paris is Destroyed – You Lose!Separate the cards into 3 decks: Land Battle, Naval Battle,and Event cards.If the Martiansassemble all 4pieces of theFlying Machine– You Lose!Victory, Germ, andColonization PointsPlace the Clock counter next to the ProductionPhase on the Sequence of Play.You earn Human Victory Points from eachproducing Zone and by evacuating Refugees.Place the x1 and x10 ProductionPoint counters on the “0” space onthe Progress Track.The Martians earn Martian Victory Points bydevastating Zones and Capturing Refugees,Infantry, Cavalry, or Characters.Place the Germs and Colonizationcounters in the “0” space on theProgress Track.Use the Human and Martian VictoryPoint counters to record the Pointson the Progress Track.on the Progress Track.Place the Human Victory Point andMartian Victory Point counters inthe “0” space on the ProgressTrack.When you earn 10 Human VictoryPoints, move the counter back tothe “0” space, and advance yourHuman Germ counter by 1 space5

Place Production counters ineach Zone, according to theinitial value indicated in thesquare matching the Zone.Place all the Tripods into an opaque cup.The Paris Zone receives the BlueProduction counter.Zones with 1 or more Gears arereferred to as Producing Zones.the top right corner.Roll a single die and match the result to theNew Cylinder Placement chart on the PlayerHelp Sheet. Place the Wave #1 counter in theindicated Zone. Randomly draw 4 Tripodcounters from the cup and place them in the#1 Tripod Staging Area.Example: For the Orleans Zone,place a Production counter sothe number 6 is in the top rightcorner. Likewise, for Cholet placea Production counter with a 4 inExample: I roll a die to place Wave#1. I roll Green. I check the chartand place Wave #1 in Espagne.Place all tall (rectangular) counters into plasticstands before placing the counters on theDisplay Board.I then draw 4 Tripod counters fromthe cup, fit them each into plasticstands and place them in the #1Tripod Staging Area.Place all the Harbor counters into an opaquecup.Replace that Zone’s Production counter with aDestroyed Zone counter. The game beginswith Wave #1’s Zone Destroyed. Zones thatare Destroyed or have Red Weed are referredto as Non-Producing Zones.Place a Green HandlingMachine in Espagne.Roll again on the NewCylinder Placementchart to determinewhere the Cylinderstarts. Place theCylinder counter onthe associated Zone.Place 4 random Tripods in the #2 Tripod Staging Area.Wave #1 and the Cylinder for Wave #2 may both beginthe game in the same Zone.Place a Yellow HandlingMachine in Italie.Place a Red HandlingMachine in Rennes.Example: I roll a die to place the Cylinder. I roll Yellow, andplace the Cylinder in Italie.Wave #3, Wave #4 and Wave #5 are placed on when theGerm Counter reaches 3, 6, and 9 respectively during theend of the Escape Phase.Place all the Land Battle Tripodsinto a cup and all the Naval BattleTripods into a different cup.It is now time for you to save the world!SEQUENCE OF PLAY6

Play until you or the Martianswin. A game turn is dividedinto phases that are repeateduntil one of the Victoryconditions is met.Earthworks.6 Production PointsField Gun9 Production PointsSiege Gun16 Production PointsIndustrial2 Production PointsChosenHarbor4 Production Points toDraw a Chosen HarborCavalry cannot Destroy a Tripod during Battlebut they can improve your capabilities in eachBattle by gaining you Battle Plans. Cavalry canalso change a Wave’s movement destination.Advance the Clockcounter aftercompleting eachphase.A Field Gun can Destroy a Tripod during aLand Battle. A Field Gun has a Range of 3Hexes and can Fire once at a Tripod in anydirection.A Siege Gun can Destroy a Tripod during aLand Battle. A Siege Gun has a Range of 3Hexes and can Fire twice at the same Tripodin any direction.PRODUCTION PHASEEvent CheckPlace Industrial counters in a Zone with aFactory Symbol to give you 1 ProductionPoints each turn.If the Event card takes place during the Production Phase,draw the card, and complete the Event.Purchase UnitsDuring the Production Phase, you receive ProductionPoints that you may spend to purchase Units, Harbors,Battle Plans, and Unit Movement.A Harbor is the only way for Refugees toEscape. Purchase any Harbor and place it inits Harbor Site.The total number of Gears inside all Production counterson the map indicates the number of Production Points yougain.MovementExample : A Zone with 1 Yellow Gear gives you 1Production Point.3 Production PointsSpend 3 Production Points to Move a Unit into an adjacentZone. You can do this with as many Units as you want,into as many Zones as you want, as long as you have theProduction Points to pay for it.Add up the number of Gears on the map to determine thenumber of Production Points you gain this ProductionPhase. Add these new Points to any Production Pointsyou might already have.Example: I have an Infantry Unit and a Field Gun Unit inMontcuq, and I want to Move them. I spend 6 ProductionPoints to Move them both to Saint-Etienne, and then another3 Production Points to Move the Infantry to Lyon.Move the Production Point counters on theProgress Track to show your current number ofProduction Points.New Unit PlacementPlace newly purchased Units into Stands.After gathering your Production Points, youmay now spend them to buy new Units. The cost of eachUnit is also shown on the Player Help Sheet.InfantryCavalryInfantry, Cavalry, Field Guns, and SiegeGuns can only be placed in a Zone with aFactory symbol.6 Production PointsInfantry cannot Destroy a Tripod during Battle,but they can Destroy Tripods before theyemerge from their Cylinders. Infantry can alsoAttack Tripods indirectly by building PowderKegs, and they can protect Guns by building7

You can only place a Harbor counter in anindicated Harbor site on the map. The nameon the Harbor counter must match the nameon the Strategic map where it is placed.A Land Battle occurs when a Wave isin the same Zone as a Siege Gun orField Gun.Place the Battle Locationcounter in the Zonewhere the Battle is takingplace.Place Industrial counters in a Zone with aFactory Symbol. You can have up to 4Industrial counters on the map, in any zone orzones. You can only have 1 Industrial counterin a Zone.If there are several Waves in a Zone, resolve each Battleseparately. You can choose which Wave to Attack first.All Units in that Zone participate in the Battle.Each Industrial counter gains you 1 Production Point forthat Zone, for as long as it is a Producing Zone.When a Battle is over, all the surviving Units Attack thenext Wave in the Zone.Industrial counters are Destroyed if a Zone is Destroyed orhas Red Weed.InitiativeYou do not gain Production Points for an Industrial counteron the turn it was purchased.Initiative is chosen based on theZone where the Battle is beingfought. If the Zone has Hills,Humans have the Initiative. If thereare no Hills in the Zone, the Martians have the Initiative.You may place Units in a Zone,even if it has a Martian Wave,Cylinder or Handling Machine in it.Move all Unit counters and Earthworks counters from theStrategic Map and the Tripods from the matching TripodStaging Area and place them on the Land Battle Board.You cannot place Units in a Zone ifthat Zone is Destroyed or has RedWeed.The side with Initiative sets up their Units after theopponent sets up their Units.Battle Set-UpHuman Set-UpCaptured vs. DestroyedHuman Units are removed from play when their counter isCaptured or Destroyed.Human Units that can be Captured include: Infantry,Cavalry, Freighters, Refugees, and Characters.Artillery Image.The Martians gain 1 Martian Victory Point for each UnitCaptured.Place eachField Gun orSiege Gunin any Hexwith anThe Martians do not gain Martian Victory Points when aUnit is Destroyed.BATTLE PHASEIf a Battle takes place in a Zone with aHill symbol, the Guns in the Zonegain up to 2 free Earthworks countersto distribute for protection. Only 1Earthworks counter can be placed on each Gun due toHills.Advance the Clock counter to the Battle Phase.Event CheckPlace any Infantry, Cavalry, Refugees, or Characters in anyHexes at the bottom of the Land Battle Board. There is nolimit to the number of these Units placed in each Hex.If the Event card takes place during the Battle Phase, drawthe card, and complete the Event.8

Earthworksbuy Battle Plan counters.Once each Battle, an Infantry Unit located inthe same Zone as a Field Gun or Siege Gunmay attempt to build Earthworks.each Gun.Pay 5 Production Points to randomly draw 1 Battle Plancounter.Pay 10 Production Points to choose 1 Battle Plan counter.The counter mix limits the Battle Plans present for eachBattle.Up to 4 total Earthworks can be placed onEach Infantry counter can attempt to build Earthworkscounters for 1 Gun in their Zone.These counters are discarded when used and areautomatically returned to their cup at the end of the Battle.Discard them when you use their effects.The dangerous act of building Earthworks can result in:Each Battle Plan may be used at any time during theBattle, at your discretion. Each Battle Plan may be usedonly once during each Battle. Battle Plans have thefollowing effects:Die Roll: EffectRolling Green will result in building 1 Earthworks fora Gun.Kriegspiel: When a Battle card is drawn, drawa 2nd Battle card and choose which one youwant to apply to the Tripods.Rolling Yellow will result in building 1 Earthworks fora Gun.Rolling Red will result in the Infantry beingDestroyed.Trap: Roll a die. If you roll Green, Damage upto 2 Undamaged Tripods. If all Tripods arealready Damaged, the Trap has No Effect.Place any Earthworks counters next to the Gun they areConcealing.Example: 2 Waves are in a Zone with my Infantrycounter and 2 Field Guns. At the beginning ofthe Battle with the first Wave, my Infantry rollsYellow for one of the Field Guns. I place 2Earthworks on that Field Gun. At the beginning of thesecond Battle, my Infantry rolls Red for the same Field Gun.I place 1 Earthworks on the Field Gun and remove myInfantry.Line of Sight: Re-roll any die.Explosive Shell: After a Gun or WarshipAttack Damages a Tripod, Destroy the Tripod.Revealed GunA Revealed Gun is a Gun that is not protected byEarthworks. If a Gun does not have an Earthworks counteron it during a Battle, the Gun is Revealed.Surprise Shot: Place on a Gun or Warship.The first time the Gun or Warship Fires, roll 2extra dice.Cavalry (Planning)For every Cavalry in a Zone where a Battle willbe taking place, you may roll a die andconsult the Player Help Sheet. You may rollonce per Cavalry counter, each time a Battle istaking place.Terrain: Every Gun or Warship may Fire 2times during this round. Each time a Gun isFired, it will lose 1 level of Earthworks.Martian Set-UpDie Roll: EffectRolling Green will result in you randomly gaining 2Battle Plans, but the Cavalry is Destroyed.Rolling Yellow will result in No Effect.Draw a Battle card and place theTripods in the Hex with the matching letter (from A to E)according to the Tripod’s color.Rolling Red will result in you randomly gaining 1Battle Plan.Buying Battle PlansAs the Human player, you may spend Production Points toDuring a Battle, take that Wave’sTripods and place them on the LandBattle board. After the Battle isresolved, place the surviving Tripodsback in their Tripod Staging Area.9

If all the Guns in Range are already Revealed, or there areno Guns in Range, the Detect Action has no effect.Example: I am battling 4 Tripods.2 Green, 1 Yellow, and 1 Red.I draw a Battle card and place the2 Green Tripods in the Hexlabeled “E”. I place the YellowTripod in “B”, and the Red in “A”.If more than 1 Gun is in the closest Range, you canchoose which Gun is Detected.Example: The Tripod is 2 Hexes away from the nearest Gunwith an Earthworks counter. It must roll Yellow tosuccessfully Detect. It rolls Green, which has no effect.Fire: The Tripod rolls against the closest Revealed Gun.To Destroy a Gun, the Tripod must roll a die based on itsRange from the Gun.Range: SuccessRange 1:Range 2:Range 3:Example: The Tripod is 2 Hexes away from my Field Gun. Iroll a die for the Tripod, getting a Yellow result. The Gun isDestroyed.Martian StepIf the Tripod Destroys a Gun, remove the Gun counterfrom the Battle Board.The Martians act first each turn.Draw a Battle card for theMartians. Match the colors of theTripod counters to the colors onthe Battle card to determine whateach Tripod does this turn.Only a Revealed Gun can be Fired upon.Move: The Tripod advances by 1 Hex toward thebottom of the Land Battle Board. It may enter aHex already occupied by another Tripod.Angled arrows indicate that the Tripod Movesdown and to the left or right, as shown by thearrow.Follow the list in order from topto bottom.Example: The 2 Green TripodsMove down, then roll to Detect.If the Tripod cannot Move in the direction stated on thecard (due to being on the edge of the map), it Movesdown 1 Hex.The Yellow Tripod will Movedown-left, then roll to Detect.If the Tripod Moves into a Hex with a Gun (with or withoutEarthworks), the Gun is Destroyed.The Red Tripod will roll to Detect, then Fire at a RevealedGun in Range.If the Tripod Moves into a Hex with a Refugee,Infantry, Cavalry, or Character, the TripodCaptures them, and the Martians gain 1Martian Victory Point on the Progress Track foreach Unit Captured.Martian ActionsEach Tripod will do a combination of one or more of thefollowing actions:Detect: The Tripod rolls against the closest Gun with anEarthworks counter. To successfully Detect, the Tripodmust roll a die based on its Range from the Gun.When a Tripod Moves into a Hex in the bottom row, itDestroys any Guns or Captures any Human Unit in thatHex, including Infantry, Cavalry, Refugees and Characters.Range: SuccessIt is then immediately removed from the Battle andreturned to its Tripod Staging Area.Range 1:Range 2:Range 3:A successful Detect lowers a Gun’s Earthworks by 1.When a Gun’s Earthworks have all been removed, theGun is Revealed.10

Human StepMartian Special ActionsAny Martian Action other than“Detect”, “Fire”, or “Move”, is aSpecial Action.Your Guns may Fire at any Tripod in Range.Every time a Gun that is protected byEarthworks Fires, it loses 1 level of Earthworks.Field Guns roll 1 die, and Siege Guns roll 2dice when they are Fired.Example:The Double Move Actionon this card is a Special Action.Arrival: A new random Tripodappears on Hex “C” and joinsthe Wave.Guns do not have to Fire if there is a Tripod in Range.Infantry, Cavalry, Refugees, and Characters cannot act.They stay in the Hex they were placed at the beginning ofthe Battle.Detect All: Roll to Detect eachGun within Range of the Tripod.twice straight down.Firing at a TripodDouble Move: The Tripod MovesWhen a Gun Fires at a Tripod, it must roll a die to see if itsuccessfully hits. The roll is based on the Range from theGun to the Tripod.Fire All: The Tripod Fires at all Revealed Guns in Range.Focused Detect: The Tripod successfully Detects thenearest Gun in Range, lowering a Gun’s Earthworks by 1.At Range 1, a Green roll will inflict 1 Hit on a Tripod.At Range 2, a Red roll will inflict 1 Hit on a Tripod.Focused Fire: The Tripod Destroys the nearest RevealedGun in Range.At Range 3, a Red roll will inflict 1 Hit on a Tripod.High Activity: The Tripod makes 2 Detect attemptsagainst the closest Gun with an Earthworks counter. Itthen makes 2 Fire attempts against the closest RevealedGun in Range.If your Attack roll inflicts a Hit against anUndamaged Tripod, the Tripod becomesDamaged.If your Attack roll inflicts a Hit against aDamaged Tripod, you Destroy the Tripod, andremove it from the Battle.Example: I’m following the listfrom top to bottom. The YellowTripod gets an Arrival result. Idraw a random Tripod from thecup (it’s Blue) and place it in theC Hex. I continue down the listand come to the Blue Tripod’sturn. The new Blue Tripod Movesdown twice.Field Guns roll 1 die and Siege Guns roll 2 dice.RepeatRepeat the Martian Step and Human Step until the Battleends.End of the BattleIf I had drawn a Green Tripod, itwould not get an Action until nextturn.Damaged TripodsThe Battle ends when any one of the following occurs: If a Tripod is Damaged, it canonly perform the first action onthe Battle card.Example: The Damaged YellowTripod only Moves down-left. Thisends the Yellow Tripod’s turn.There are no Martian Tripods on the Battle Board.Place all the surviving Human Units andremaining Earthworks counters back on theStrategic Map, in the Zone with the BattleLocation counter.Put the surviving Tripods back in their Tripod StagingArea. A Damaged Tripod is returned to the Tripod StagingArea Damaged. You choose how to display a DamagedTripod.If the Tripod is Damaged, itcannot perform Special Actions.this turn.There are no Human Units on the Battle Board.Examples:With the Damaged side facing you.Placed in the stand upside down or sideways.Removed from the stand and laying with the Damaged sideface up.Example: The Damaged BlackTripod gets the High Activityresult. The Tripod does not act11

Discard all Battle Plans, even those that were not used.top to bottom.After the BattleIf the Devastation roll causes Unit loss, you can removeany Human Unit including Infantry, Cavalry, Guns,Refugees, and Characters.If all the Tripods in a Wave are Destroyed(none were returned to the Tripod StagingArea), remove the Wave counter from theDisplay Board.For all Units other than Guns, the Martians gain 1 MartianVictory Point on the Progress Track for each UnitCaptured. Only remove Units from that Wave’s Zone. Youchoose which Units to Destroy or Capture.Remove the Battle Location counter from theStrategic Map.Workforce LossIf there is another Wave in a Zone with a Gun,start another Battle.Each Workforce counteris double sided with 1-4on one side and 5-8 onthe opposite side. Parishas an additional counter showing 9-12.DEVASTATION PHASEAdvance the Clock counter to the DevastationPhase.To indicate that a Zone has taken aWorkforce loss, rotate and/or flip theZone’s Production counter until theZone’s current Workforce Value shows inthe upper right corner.Event CheckIf the Event card takes place during the DevastationPhase, draw the card, and complete the Event.Martian AttackExample: I have a Wave inCholet with 2 Tripods inits Tripod Staging Area. Iroll for that Wave’sDevastation and get a Green result(Heat Ray). 1 Unit of my choice isnow Destroyed. I lower my Workforceby 1, from 4 to 3. I also add 3Refugees to the Zone.Perform Tripod Devastation Attacks for each Zone with aWave counter. Reference the Player Help Sheet’s TripodDevastation section, and roll a die for each Wave.The Player Help Sheet shows the result of the Wave’sAttack. The Tripods in the Wave will either use their HeatRays, Black Smoke, or cause Panic.If the Production counter’s Workforce Valuereaches “0”, remove the Production counterand replace it with a Destroyed counter.This ends the Devastation Phase for that Wave.Do not continue down the list by adding Refugees orsubtracting Human Victory Points.If the Destroyed Zone has a Harbor, remove the Harborcounter.If the Devastation Phase causes Human Victory Point loss,reduce your Human Victory Points by that amount on theProgress Track. If you are at “0” Human Victory Points,and “0” Germ Points, do not lower your Victory Points anyfurther.Heat Ray: A mix of damaging the Workforce in a Zone,creating Refugees, and destroying Units.Example: You have 3 Germ Points and 1 Human VictoryPoint. You get a result of “-2 Human VPs”. Your HumanVictory Point counter moves to 9, and your Germ Pointcounter moves down to 2.Black Smoke: Primarily damages the Workforce of aZone.Panic: Primarily creates Refugees, and destroys Units inthe confusion.Follow the list shown for each Devastation in order from12(Think of the Germ counter as being in the “10s” place andthe Human VPs counter as being in the “1’s” place.)

HUMAN ACTION PHASEPowder KegsEvent CheckDie Roll: EffectAn Infantry Unit in any Zone may attempt toplace a Powder Keg. One at a time, roll a die:Advance the Clock counter to the HumanAction Phase.If the Event card takes place during the Human ActionPhase, draw the card, and complete the Event.Rolling Green will result in the No Effect.Rolling Yellow places a Powder Keg counter in theZone.Human MovementEach Infantry, Cavalry, Field Gun, Siege Gun, Refugee,and Character can freely Move 1 Zone as their Actionduring the Human Action Phase.Rolling Red will result in Infantry being Destroyed.If a Wave enters a Zone with a Powder Keg, immediatelyroll a die.Each Zone can only hold a number of Refugees equal toits Gears. Refugees in excess of a Zone’s Gear value areCaptured.Rolling Green will result in 2 Damage. Discard thePowder Keg.Score 1 Martian Victory Point for each Captured Refugee.Rolling Yellow will result in Reduce 1 Workforce inthe Zone. Discard the Powder Keg.Example: I have 5 Refugees inCholet, but my Production counteronly has 1 Gear. Cholet can onlyhold 1 Refugee. I must either Move4 Refugees into other Zones, or theadditional 4 Refugees will beCaptured at the end of the EscapePhase.Rolling Red will result in 1 Damage. Discard thePowder Keg.If you roll a Yellow result in a Destroyed Zone, it becomesa No Effect. If you roll a Yellow result in a Zone with 1Workforce, the Zone is Destroyed.Waves placed in a Powder Keg’s Zone after being createdby a Cylinder are not affected.InfantryDamage can be spread across multiple Tripods in aWave’s Tripod Staging Area.Instead of Moving, Infantry can perform anyone of the following Actions:Example: I have 2 Powder Kegs placed in Le Chesne. AWave gets a Move result to Le Chesne. As soon as the WaveMoves in, I roll for all Powder Kegs. I roll Green and Yellowcausing 2 Points of Damage. I decide to Damage 2 Tripodsin the Wave’s Tripod Staging Area. I also could haveDestroyed 1 Tripod. I also reduce Le Chesne’s Workforceby 1.Cylinder AttackAn Infantry Unit located in the same Zone as aCylinder may attempt to Destroy 1 of theTripods in the Cylinder.The counter mix limits how many Powder Kegs you canhave in the game. At any time, you may choose to remove1 Powder Keg counter from the board so you can build itelsewhere.Roll a die and consult the Player Help Sheet tosee the effect.ESCAPE PHASEDie Roll: EffectRolling Green will result in No Effect.Advance the Clock counter to the EscapePhase.Rolling Yellow will result in 1 Tripod beingDestroyed. Remove the Tripod from its TripodStaging Area.Event CheckRolling Red will result in the Infantry beingDestroyed.If the Event card takes place during the Escape Phase,draw the card, and complete the Event.If all the Tripods in the Cylinder are Destroyed, remove theCylinder.13

Refugees EscapeWarship2 Production PointsWarships can only be purchased before aNaval Battle. Warships protect FleeingFreighters.If there is a Refugee in a Zone with a Harborcounter, roll a die to see if that Refugeesuccessfully Escapes.Buy as many Warships to assist yourEscaping Freighters as you want. After the Tripods areplaced, place your Warships in any Hex except the toprow.If there is a Refugee in a Zone

When the Martians earn 10 Martian Victory Points, move the counter back to the "0" space, and advance their Martian Colonization counter by 1 space on the Progress Track. SET-UP Place the Display Board on the table. Separate the cards into 3 decks: Land Battle, Naval Battle, and Event cards. Place the Clock counter next to the Production

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