And here is what those stars may contain (showing planet cards, not hexes):
There are 4 star types:
Red giants that have mostly asteroids. Among 8 stars there are just 3 planets.
White standard that contain at least one celestial body (a planet and/or asteroids).
Orange standard that always contain at least one terran (fertile) type planet.
Blue giants that always contain extreme planets rich with minerals.
Each planet can be colonised (with extreme worlds requiring a special tech to do so). There are colony specialisations that allow you to harvest either food or resources or research or only to construct things.
Asteroids are used to house a single station - a mine, a missile base or a listening post.
1D12 at 7+ means that you have 1 shot with accuracy of 7 and higher. It means that you can throw a single D12 (12-sided) dice and any results of 7 and higher will be considered a successful HIT. Anything lower - a miss. It can be 2D12, 3D12 etc meaning 2 dice, 3 dice etc. Some modules, race abilities and techs can have bonuses to accuracy meaning that these values are added to the result of the dice (so a +2 bonus will turn result of '5' to a '7' and thus be considered a HIT in the above example).
Players start having 10 hexes at their hands (2 of each type of star + 2 deep space hexes randomly destributed). Taking turns they lay those hexes on the map around the core world (Antares for now). The layout of the map depends on number of players, but in any case starting worlds are sepparated by 3 hexes. There are quite simple rules of map creation that i wont write here. I can only say that during map setup you can seriously harm your opponent or ensure that you have some number of normal worlds (all star types contain at least 1 celestial body except for 3 red type stars - those are empty).
All hexes come into play with their star side up. Players under no circumstances can see/learn what these hexes contain. Only exploration can reveal what that star contains. Deep space hexes that contain nebulas and black holes are always uncovered after the map setup, so players are aware of obstacles and movement hinders from start of the game.
BTW, here is an example of game hexes (all hand made with proper photoshop filters/plugins):
Okim wrote: Hi. Here is a set of icons for you to judge:
These are used to describe ship`s stats.
I wonder if those are easy to figure out? Here are their descriptions:
Reds are for main guns, torpedoes and bombs.
Green are for HP and shields.
Blue are for range and speed.
Grey are for troop/fighter capacity.
Of cause, all the icon explanations are there in the rules. And icons are much smaller when printed (around 1cm).
Here how those icons are used in ship description:
Light Blue is used to point your race`s special abilities. This race is Avis - a bird-like species with good starting speed and range. They also have one of the best fighters in the game and cruiser capable of carrying those.
What do those #'s represent? 1D12 at 7+? and so theres a map you start with, covered with tiles that are flipped over. When you get to the tile, you flip it to see what star it has if any?
I wonder if those are easy to figure out? Here are their descriptions:
Reds are for main guns, torpedoes and bombs.
Green are for HP and shields.
Blue are for range and speed.
Grey are for troop/fighter capacity.
Of cause, all the icon explanations are there in the rules. And icons are much smaller when printed (around 1cm).
Here how those icons are used in ship description:
Light Blue is used to point your race`s special abilities. This race is Avis - a bird-like species with good starting speed and range. They also have one of the best fighters in the game and cruiser capable of carrying those.
Played SE and even modded it long time ago (techtree and weapons mainly).
Didn`t play Eclipse, but i have their rules in my hands. Looks interesting, especially how galaxy is generated. Don`t like initialive-based battles though.
As i probably already stated - my game is influenced by MOO series.
- You have similar economics - food, resources, science and fleet cap. You have a techtree with forced choice - getting one tech will forever prohibit you from taking its pair (tech cards have two techs on them - one at each side). So, for example, you are forced to research either resource boost (making your production better) or science boost (making your research better).
- Ships cost from 3 resources to 12 with various modules increasing the cost. If you don`t have enough resources this turn - you just put a token of the ship and a dice representing how much resources you`ve already paid for this ship.
- Various buyable or lootable modules allow you to customise your ships. They all increase the cost of ships, however.
- Ships have some unique abilities like fighters getting +2 to rolls against battleships, DE getting +2 against fighters and CRs being able to fire torpedo salvoes before the battle begins.
- The most similar to MOO thing is exploration. Players create the galaxy turn by turn (similar as in Twilight) by placing sectors with star side up (so no one including the player who put that system is aware of what is there). There are 4 star types and 'deep space' systems. Stars are: RED with almost nothing of interest, WHITE having at least one celestial body, ORANGE having at least one fertile planet and BLUE having at least one extreme (mineral rich) planet. Each system upon discovery also has an encounter (a nasty beast or a one-time boost or a wormhole that connects with another star mirror-wise and many others). There are some unique planets with food or resources or science boosts - those are always being guarded.
There are also some other similarities in races, but those are being constantly improved/balanced with each play (we play once a week with 3-4 players, so we have to play a lot of games to check all the 8 race combinations).
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