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HauptseiteProduktlinienCard GamesStar Fighter


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Star Fighter

 

Hersteller: 

Lusio Games

Produktlinie: 

Card Games

Bestellnummer: 

LUS 0001

Produkttyp: 

Grundregeln

Sprache: 

Englisch

Preis: 

20,00 EUR

Anmerkungen:

 

Hot Seller

Produktbeschreibung

Buckle up

Engage engine

Activate targeting system

Energise laser defense grid

Prepare for the battle of the stars!

Launch missiles, mines and blast away with laser cannons while deploying counter measures and performing special moves to re-route power to weapons and shields or even cloak yourself for a sneak attack!

Star Fighter is a card game for 2-8 players.

Quick and easy to learn.

Playing time 20-40 mins.

Below is a copy of the Star Fighter Rules just in case you lose one of the rule cards.

Rules Card 1

SET UP:

Deal each player 5 cards and give them 9 shield tokens (use pennies). Put the remainder of the cards in a pile in the middle of the players.

The player to the left of the dealer starts the game by picking the top card from the pile in the middle. The player must either play or discard a card.

Players hand size is 5 cards AT ALL TIMES (unless you have a wingman card in play)

ALWAYS replace cards straight away, even when you are defending yourself.

AIM: Attack other Star Fighters to reduce their shields to nothing. Play continues round until we have the ONE. When you lose all your shields you are out of the game.


Rules Card 2

There are 3 types of card (A) Attack, (D) Defend & (S) Special.

(A) Laser Blast - reduces the targets shields by the rating on the card.

(A) Mines/Missiles - reduces the targets shields by the rating on the card. These attacks have SIDE EFFECTS, The Player launching the attack selects a target, if the defending player counters it without destroying it the mine/missile continues onto the next player until it runs out of power. The rating of the card indicates the number of players it will move round. Missiles travel clockwise, mines travel anti-clockwise. Be careful as you can be hit by your own weapons.

(A) Homing Mine & Homing Missiles - cannot be jinked, (may still be deafened with ECM).

(D) Jink - Evade attack, basic dodge manoeuvre.


Rules Card 3

(D) Shield Boost - Take half damage (round down).

(D) Laser Defense - destroys incoming mine or missile.

(D) ECM - Electronic Counter Measures reduce damage by the rating of the card, if rating equal to or more than a Mine or Missile then it travels on to the next player.

(S) Holograhic Projection - You can project your image onto anybody else but the attacking player,they then take the attack. If only two players then this card acts as a jink card.

(S) EMP - Electro Magnetic Pulse : This card powers down a STARFIGHTER, they may not act for the number of turns equal to the rating on the card.Re - Root Power is the ONLY defense to this card. If play goes round to the effect star fighter they may pick up a card but if it is not Re-Root Power card they must discard the card.

Rules Card 4

(S) Re - Root Power - the only way to remove EMP. It can also be used with a Laser blast card to transfer power from shields to attack rating one for one. You can also reduce the laser blast and transfer the point to restore your shields back to full. MAX (9).

(S) Wingman - Place card down in front of you, you hand size now goes up to seven cards as long as you have your wingman card. This card does not count to your hand size. Wingman cards may be attacked just like other players, but the wingman can only take one hit. You can protect him by playing defense cards when he is attacked. You can also sacrifice your wingman to avoid an attack but you immediately you hand size goes down to 5 cards.

Rules Card 5

(S) Cloak - Sneak attack, no defense (Even Wingman). You may also play this card as if it was a jink.

(S) Flying Ace - Select 2 players, each must play a JINK card, if neither play a Jink card then they crash into each other and do damage equal to their remaining shield to each other.If one plays a JINK card then the other player will miss his next go but my still defend themselves.

(S) Whirling Death - Every other player (and any wingmen) take laser blast 5.

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