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In the year 4010, humanity has starships out in space but no colonies. Calamity strikes andEarth explodes, sending an SOS out into space in its final moments. Players each control aship and captain that received the message to rally at the nearest inhabitable planet, set asideheir differences and divert all their attentions to landing a sustainable population in ordero save humanity

Play Time : 60 min. Suggested Age : 13+ Players : 2-4 included, plays 2-6 with expansions

Beat the planet - Together, you'll choose a planet and orbit deck to serve as your adversary.Each turn, someone will play and resolve cards from the planet deck - most of which damageyour ships or the colonies you've landed on the planet. Land a set number of people on theplanet’s surface in order to establish a sustainable population and save humanity!

Don’t get ghosted - Players each pick a ship, take the corresponding deck of cards and placehe starting number of people tokens specified on their ship mat. These people are your crewhat you will land on the surface to win. Players take their turns, either playing a card fromheir hand or adding 1 people token to their ship, then drawing a card to end their turn. If youose all the people tokens on your ship, you go ghost ship and the artificial intelligence on

your starship takes over, allowing you to continue to contribute each turn using your ghosthip ability. If everyone on your team goes ghost, humanity is lost.

Core mechanics are all in the cards - Most of the cards in your hand are played and discardedduring your turn or as reactions during other turns, but docked cards stay in play. Theychange what each ship can do or what the team's primary directive should be each turn. Shipshave different strengths and those strengths can change as different cards are docked. Youmust communicate your changing strengths to your team, recognize opportunities as theyarise and know when to allow or circumvent a hazard rather than “going in guns blazing."

GAMEPLAY OVERVIEW

At the onset of the game, the team should agree on a difficulty level, which is determined byhe number of people your team will need to land in order to win the game. This is the sum of

all the people tokens on all the planet’s surface spaces. There are three levels of difficulty;

Cadet – 85 Captain – 100 Commander – 125

The ships and planet you select will also greatly affect difficulty. Make sure someone playshe planet’s nemesis, defined on the planet description card, and be sure to have a good land-ng ship in order to play a shorter and easier game. If players communicate effectively, any two

ships can beat any planet on commander difficulty.

DIFFICULTY - OBJECTIVE

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Game Board – The planet board is placed in the middle of the ta-ble. The corners of the board are numbered atmosphere dockslots. The planet on the board is divided into numbered surfacespaces. The planet your team chooses determines whether youuse the side of the board with 8 or 5 surface spaces. During play,you will place people tokens on individual surface spaces andkeep track of the total number of people on the surface. Thereare spaces for the planet deck and planet deck discards on the

perimeter of the planet board.

People Tokens – People tokens represent your crewand are moved from your ship to a surface space when

you LAND people. Some cards allow you to ADD people tokensand these should be taken from the game box. When an atmos-phere card has hit points, people tokens are placed on atmos-phere cards as counters. They come in denominations of 1, 5

and 10.

Planet Deck – The planet deck repre-sents the world that Pangaea selectedto be our new home world. Shuffle theplanet and orbit deck together and placeit near the planet board. The planet de-scription card introduces the planet anddefines which side of the planet board touse. It also identifies the nemesis, or themost powerful ship to use against it.

Orbit Deck – Orbit deck cards are shuffled into the planet carddeck at the beginning of the game. Some of the player’s cards canblock planet cards or specifically orbit cards. Orbit deck cards areconsidered “planet cards” and also “orbit cards.”

Ship Deck – Each player will select a ship deck atthe beginning of the game to serve as their charac-ter. Find the ship mat cards and set them up in front

of you. Draw 3 cards into your hand at the begin-ning of the game. Keep in mind, there is no hand mini-mum or maximum. Each ship has a ghost ship ability

defined onthe back oftheir shipmat cards.

COMPONENTS

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1. Pick the planet – Read the planet description card and place it back in the box

2. Place the planet board on the table – Planet description card determines which side ofthe planet board you’ll use

3. Pick your orbit deck – Shuffle the planet deck and orbit deck together and place nearthe board

4. Pick your ships –

5. Set up your ship mat cards

6. Take the specified number of people tokens out of the game box

7. Draw three cards

8. Choose your difficulty

9. Choose the first player – They will go first each turn and play will proceed clockwiseeach turn

10. Begin your first turn cycle – Continue until you reach your population goal or all shipshave gone ghost

LET’S GET STARTED

Each time the following three turns are completedconstitutes a cycle. Every cycle proceeds the same

way until the game is concluded.

1. Planet Turn – Draw and resolve cards on behalfof the planet, one at a time, in the order you drawthem. The number of cards the planet plays eachturn is determined by the number of players: 2 play-ers – 2 cards, 3/4 players – 3 cards, 5/6 players –4 cards.

2. Atmosphere Turn – Read through the effects of thecards docked to atmosphere. Some take an action,like dealing damage to all ships, these actions hap-

pen now. Others have a constant effect, like block-ing players from landing or damaging them whenthey try to land. Just remind everyone what con-stant effects are in play.

3. Player Turns – In clockwise order starting with thefirst player, each player either plays a card fromtheir hand or adds 1 people token to their ship, thendraws a card from their deck to end their turn.

CYCLE TURN ORDER

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UNDERSTAND THE CARDS

Everything that happens in LSF is determined by the text in the effect box of the cards. Eachcard also contains flavor text that tells the story unfolding throughout the game. Cardsalso contain small boxes that define the deck name and type. In the corners of the cards

you’ll find icons that reiterate when and where cards are played.

Icons

In the upper right hand cor-ner of all cards, you’llfind one of three icons; dis-card (lightning bolt), dockto atmosphere (cloud) ordock to ship (Rocket ship).

In the upper left hand cor-ner of ship cards you willfind one of two icons; play(play symbol) or reaction

(Exclamation). You can ig-nore reaction cards during your turn and in a similarfashion, ignore the playcards when it is not your turn.

Finally, armor and damage card types are called out as structural (red hammer) or or-ganic (green leaf), in the effect box.

Ghost ship, and non-ghost ship – Immediately after your ship has no more people tokens, yougo ghost ship. Pick up and shuffle all the cards that belong in your deck. Cease playing ordrawing cards. On your turn, use your ghost ship ability. This represents what your onboardartificial intelligence can do without any crew. These abilities are defined on the back of

your ship mat cards. Remember, you can come back.

Land – Landing cards allow you to move people from your ship to a surface space of yourchoosing, within the parameters defined on the card.

Add – Cards that add people allow you to take new people out of the game box. When peopleare added to landing cards, they are placed on the same surface space as the people that arelanded.

Landing people – Refers to people that are landed using landing cards. People that are add-ed to the surface do not count as landing people.

GLOSSARY

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S1, S2, etc … – This is an abbreviation for the numbered surface spaces of the planet.

P, or number of players – This is an abbreviation for number of players. This number staysconstant through the game, even after some ships have ghosted.

Providence Family cards, Blasters cards, Labor Colony cards, etc… – Cards will sometimesreference other cards in their deck, by name.

Dock to Atmosphere 1, 2, 3 or 4 – Both ships and planets can be docked to the atmosphere. When a card is docked to an atmosphere slot that is already occupied, the previous card isdiscarded along with any hit points it may have had.

Hit points – Place a corresponding number of people tokens from the game box on atmos-phere cards that indicate they have hit points. These cards can be damaged by player abilities.Once an atmosphere card that has hit points no longer has any, it is discarded. Those atmos-phere docked cards that do not have hit points must be displaced by another card.

Damage, Armor and Respective Types – Anything with people tokens on it can be damaged. Thisincludes atmosphere cards, surface spaces and player ships. All damage has a type of organ-ic or structural. When something takes damage, people tokens are removed, regardless ofthe type of damage that was done. Armor can be granted to reduce the damage that is sus-tained, but it doesn’t always work. Armor only works when the damage and armor type match.

+1 damage, double damage – Damage bonus effects will always apply to the subject that isdealing damage; Never the thing being damaged. So, if I give you a +2 damage, that’s a goodthing. When you do damage to something, your attacks will do two more damage. Damage bo-nuses assume the damage type of the attack (structural/organic).

Occupied and unoccupied surface spaces – If a surface space has any people tokens on it, itis occupied.

Adjacent surface spaces – The surface spaces next to a particular surface space. S4 and S6are adjacent to S5.

Ignore – This is used in many reaction cards. This happens after an effect is read, but beforeit takes effect. It makes the effect simply not happen. It is often followed by the discardingof the offending planet card.

GLOSSARY CONTINUED