Gamerules
The Game Basics The Game Order

In this game each player controls a futuristic army set on destroying the opposing armies. Now, there are three ways to play this game.

  1. Destroy: where each player is trying to destroy the other players main base.
  2. Capture the Flag: where each player tries to capture the others flag and bring it back to their base.
  3. Money Bags: where each player tries to reach a certain amount of credits first. A good number is 300cr.

Each player creates an army of thirty to forty units by selecting ones they've downloaded from this sight. You take the stat card of each unit and shuffle them up in a deck together. When you want to play a unit onto the board you just lay down the units stat card next to the board and place the units token down on the battle field. All the units in this game are unique. Some are strong attackers. Some are strong deffenders. Some give you more credits per turn, and a load of other abilities. Together they can all help you beat your opponent.

When it's your turn there are 7 steps to going through a play turn (see A Simple Game Turn for an example).

  1. Count up how many credits you have. You get 1 credit for each point of deffence your base has, 10 credits for each Line on the board you control (see The Board), 5 credits for any units you killed last turn, and some of the units give you some credits per turn so add those in, too. You do not get to keep credits from previouse turns unless a card says you can.
  2. Draw a card. Draw one card from your draw pile unless specified otherwise.
  3. Buy and place new units on the board. You may place down any number of units as you can in one turn. Just subtract each units cost from your credit total until you are done. All buildings and attackers start on your BaseLine unless specified. And all outposts may start on your Baseline, ypur BackLine, your Lastline, or your Deffence Line (see The Board) unless specified.
  4. Give upgrades to units. Here is were you place upgrade cards on your units on the board only, not in your hand. Just pay the credit cost and put the upgrade stat card ontop of the unit stat card to designate wich unit has it. Some buildings also give upgrades. Just put a token on the unit stat card to signify the upgrade.
  5. Move units, attack with units. You may move your unit any number of spaces any number of times up to the units movement rating but not farther. You may attack any unit within the attacking units range but only attack once per turn. So you may move-attack-move. Opponent units do not attack back on the same turn but opponent outposts do. The damage is simultaniouse so both units can die.
  6. Play events. Just show your opponent the event card and pay any costs to use it, then put it in the discard pile (see The Board).
  7. Declare that your turn is over and let the opponent go through this chain of events.
The Board Game Materials

Set the game board bewteen you and your opponent. It should be lengthwise (the long way) between you. Set you stat sheets somewere near you. Set you deck of cards face down somewere near you so your opponent can see them. Set a bucket of tokens, both playing units and markers, near you. Now you are ready to play. The pile of cards sitting next to the board is your draw pile. This is the pile of cards that you draw a new card from every time you are told to. The other pile, wich should have no cards in it before you play, is you Discard Pile. You put all of your dead unit stat cards, used up upgrade cards, and used event cards here. The board itself has 11 Lines. A Line is a stip across the board 8 spaces thick used for designating defferent zones of the battle field. There is the BaseLine, LastLine, BackLine, DeffenceLine, 3 Neutral Lines, and then it goes opposite for your opponent. The lines are only for refference and serve no special purpose. To see a map of where things should go click here.

To play all you need is a table or big space on the floor, a bowl or bucket for each player to put their tokens in, some die of variouse numbered sides, some marker tokens (download them here or just use pennies), your deck of stat cards, and both you and your opponent. Leave plenty of room for munchies 'cause you know your gunna want some.

A Simple Game Turn

In this demonstration we will have two players, Pete playing Rebels and Aaron playing Scaarroth, in a game of Capture the Flag. They have both played three turns each and it is now Aaron's turn. From previouse turns Aaron has a Ramskren (V-3/8/6/8) on his BackLine, two Jritek Fighters (T-1/3/4/8) on his LastLine, and a Fytratom (12) on his BaseLine giving him 5 credits per turn. Pete has a Squid Scooter (V-2/6/10/8) on his NeutralLine and three Lotus Mines on his DeffenceLine. Aaron first totals up his available credits for this turn. His base has 20 deffence so he gets 20. He controls three Lines so he gets 30 credits. He also has the Fyrtram producing 5 credits for him each turn. So he has a total of 55 credits. In Aaron's hand he hold a Tridka Laser Turret (O-3/9/8) outpost costing 50cr, a Sandstorm (all units range is reduced to 0) event, and a Briohn Cannon (+3 to attack) upgrade costing 30cr. Next he draws a card from the top of his Draw Pile. It is a Retgik (O-0/8/0/0 can pull designated unit back to base at a rate of movement 15) outpost costing 25cr. So, now it's time for him to buy some units. He decides he really wants the Retgik so he can yank his Ramskren back to his base if it gets in trouble while attacking. He buys the outpost and sets it on his BackLine along with the Ramskren and he is down to 30cr. Well he might as well spend all of his money now since it doesn't carry over to the next turn. He buys the Briohn Cannon. He is now out of credits and couldn't buy anything if he wanted to. Next phase he attaches the Cannon to the Ramskren by putting the upgrade stat card ontop of the Ramskren stat card next to the game board. Move/Attack phase; Aaron attaches the Ramskren to the Retgik and moves the unit up 8 spaces. No attacking takes place because none of the units are within range of each other. The next phase is the event phase. Aaron could play his event card effecting the next two turns but he decides to save his ebent until later. He now declares his turn over and lets Pete take his turn.

Game Terms and Abilities Stat Cards

Here is a list of all of the terms and abilities used in Dead Space.

  • BaseLine: an 8 space wide line going across the board. The closest Line to you and were your most vulnerable things go.
  • LastLine: the Line past your BaseLine representing your last line of defense before the enemy hits your weak BaseLine.
  • BackLine: the Line past your BackLine representing the line in back of your main defense line.
  • DefenseLine: the Line past your BackLine representing your first line of defense.
  • NeutralLine: there are three Neutral Lines. One is your NeutralLine, then the dead center NeutralLine, and then your opponents NeutralLine.
  • Base: the structure your opponent is trying to kill if your playing a game of Destroy.
  • Structure: any non defending structure (ex: a repair station). Structures can only be placed On your BackLine or BaseLine.
  • Outpost: any defending structure (ex: a turret). Outposts can be put on any of your Lines, not opponents or Neutral.
  • Vehicle: any non intellient fighting machine (ex: a hoover scooter). Must start play on you BaseLine.
  • Troop: any living fighter (ex: laser trooper). Troops must start play on your BaseLine.

Stat cards.