Pieces in Colonial Space Wars represent units of troops or vehicles that form a task force. As shown in Figure 2, each piece has two sides, a front and a back, which give different information.
- Illustration: Allows a fast and easyi dentification of the unit. The color of the border clearly indicates the faction to which it belongs.
- Health marker: Shows if the unit has suffered any kind of damage.
- Name: Identifies the type of unit among others in that faction. The background color indicates the faction to which it belongs.
- Attributes: These values indicate generic characteristics
- Skills: These are simple advanced rules of this particular unit.
The basic attributes of every unit, with values between 0 and 10 are:
A typical game would be “sudden death”, which is won by the player who eliminates his opponent’s ability to activate units. To achieve this goal in Colonial Space Wars, a player is defeated if, during the game, he cannot activate any unit.
Getting Ready to Play
At the start of the game both players will decide how many Combat Swords will be used, and roll a dice to decide initiative, and who is the attacker.
- The attacker will choose his deployment zone on the board.
- The attacker will start deploying all his or her units according to the Rules for Deployment.
- Once the attacker finished his deployment, the defender will deploy his or her units following the same rules.
- After both armies are deployed the game starts. The attacker has the first turn.
In Colonial Space Wars each side will carry out one or more “movements” in the same turn; this will depend on the number of CMD points available for the army. How to acquire CMD points depends on the faction.
Each unit requires a number of CMD points to be used during a turn; this is called “Activation” of the unit. Once this points are finished, the opponent´s turn begins.
Units in this game can move through the board and execute actions along their way without a pre-established order.
- Movement. For each point of MOV units can move 1 square on the board
- Embark in/Disembark from a transport. This action requires 1 point of MOV.
- Use one or more “Active Skills”.
The type of terrain that is crossed by one unit could make his movement difficult, and certain criteria must be applied:
- Normal terrain: This requires only 1 MOV point for each square.
- Abrupt terrain (type A): This requires 2 MOV points for each square to be crossed. These are for example some forests, ruins or hills.
- Extreme terrain (type B): This terrain requires 2 MOV for each square to be crossed by light units, and 3 for heavies. These are mainly mountains, deep rivers or swamps.
- Impenetrable terrain (type C): This is a type of terrain whose squares cannot be crossed.
The five rules that you must follow when attacking with one unit are:
- Attacks in range. Only those enemy units located within distances of equal or less than that of the attacker´s attribute of RNG can be the target of attacks.
- Unblockable attacks. When the attribute of RNG is 2 or higher, the unit can select any enemy unit as target, and it does not matter if other pieces or elements of terrain block the shortest trajectory of the attack.
- Attacks in movement. Units can declare an attack at any moment of his movement, so they can alternate between movements and attacks or other skills without limitations
- Split attacks. Units can attack spending less points than their maximum
ATA, and using these leftover points, go on to target other enemy
units (or after moving again.)
- Maximum attack. If units attack more than one target, the maximum
points of ATA used in that game turn never can be greater that
the highest value shown in the ATA attribute.
All units in Colonial Space Wars have 4 health levels, so we can find units:
- With minor damages.
- Damaged. The unit adds +1 to the CMD attribute while being in this state.
- With major damages. The unit adds +2 to the CMD attribute while being in this state.
Unit loose one health level for each hit received as attack points from one or more enemy units in the same game turn.
The state or health level of one unit is established by the position of the arrow every piece in the game has. Each 90 degrees turn (clockwise) indicates the loss of one health level.
Units have an attribute that represents their defensive skills or the difficulty to be damaged, the protection (PRT).
Thus, the value of PRT shows how many points of ATA the unit can absorb before being damaged.