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Starcraft Invasions: Setup

Page: Guide.StarcraftInvasionsPage1 - Last Modified : Sun, 24 Feb 13 - 5676 Visits

Let start with the setup procedure, here is an example of how setup looks like.

This is an example of what the game could look like when playing. The arrangement of the components can be different if you want, but you will always have the following sections: A) The player's board and components, B) the galaxy, C) Opposing forces of both factions, D) General Game components (event cards, scoring track, etc).
The galaxy is made of 3 planets with a total of 9 territories. Use any combination of planets you want. When playing for the first time, I suggest using a total of 4 victory points, but once you are familiar with the game, you should use 3 victory points else the game will be too easy.
There are 2 invasion points per planet which are marked by the Z navigation axis. If the planet does not have enough connections, simply place the axis marker besides the planet. You should use axis from 1 to 6, this value will now be used to select the invasion area randomly with a die.
The player will need most of all his components. A few modules have been changed or are now obsolete. The transports are not used in the game and only 3 bases are required since there is only 3 planets.
It's a good idea to sort out units immediately, it save the time to search for your units during the game. The player will get the planet cards of the planet he start on once the placement is finished. Special victory goals are not used, this is why I only show the action tokens of the reference sheet.
The player will need his technology cards, so I keep my cards sorted and easy to browse. Artificial Intelligence simply don't use combat decks.
The opposing factions are those not played by the player, in the example above, since the player is playing Protoss, his opposing faction will be Zerg and Terran. You will not need all the components for the AI, only the units, 3 bases, the buildings tokens and the extra cards supplied with the variant.
Place the buildings in 3 stacks flipped in construction order, this is used to keep track of which unit is available for the AI. The variant supply a series of combat card tables used for battles and a technology card table that determines which building is going to be built.
Same thing for terran, setup units, buildings, bases and unit cards.
The event deck is built differently than in the original game, see the rules to know which cards are not used in this solo version and how many cards of each stage must be present in the deck.
Place the player's scoring token at the beginning of the track and select the planet cards available in the galaxy. AI does not accumulate victory points, their faction marker will be used to indicate the active invasion path.
Each AI select an invasion path randomly, marks it as an active invasion path and place his starting forces behind the path.
The Terran faction does the same, the number of units placed by each faction is different from a faction to another: Zerg places 4, Terran 3 and protoss 2.
Then the player can place his starting forces on a planet of his choice. You can use the starting forces of any leadership card you want if you have the expansion. The location of the AI invasion path could influence the player's starting position.
The player use the combat cards like in the original game and draw his hand of cards according to regular rules.
Dices will be required to play this variant. They are only used during battle resolution.

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