210 Open Daily games
1 Open Realtime game
  • Rating:
  • Rating Score: 8.00 out of 10 [3 ratings]
  • Difficulty: n/a
  • Created Date: 12th Oct 2016
  • Release Date: n/a
  • Games Played: 0

Design Information
Territories 136
Continents 405
Advanced Features Fortify Only Borders
One-way Borders
View Only Borders
Attack Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting Heavy
Fog Override Disabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Starting Cards Starting Bonus Win Condition
1 Violet Default Default
2 Red Default Default
3 Orange Default Default
4 Yellow Default Default
5 Green Default Default
6 Blue Default Default
7 Purple Default Default
8 Black Default Default
9 Cyan Default Default
10 Lime Default Default
11 Pink Default Default
12 Navy Default Default
13 Brown Default Default

Board Description

STELLAR CONFLICT... It's like a War in the Stars.

Visual Tutorial:

http://www.wargear.net/wiki/doku.php?id=boards:stellar_conflict:stellar_conflict

Each turn ask yourself these questions.

Do I have enough research to upgrade? Do I have enough weapon power to fire? Can I prevent any systems from turning off? Is my crew at max capacity? Are my shields going to be able to withstand an attack?

Captain's Log - Star Date ????

Blah Blah Story Time BOOM ENEMY TO KILL

Gameplay:

Move your crew members around to activate and work rooms with systems. Use the bonuses granted from working and activating systems to improve your chances of victory! Fire weapons at your enemy to take down their shields, then fire again to deal damage to the ship's hull. Do enough damage to the enemy hull and claim sweet, sweet victory.

CREW MEMBERS:

Your ship has 2 crew members. Those crew members can activate and work systems. To activate a system, have a crew member spend a turn in a room with an inactive system. To work a system, have a crew member spend a turn in a room with an active system.

SYSTEMS:

When active, systems provide units to use in different areas of the ship. Working an activated room increases those bonuses.

ACTIVE SYSTEMS:

When a system is activated, it is filled to its maximum with power. Each turn, that power depletes until the system is no longer active. Use your crew members to maintain system activity.

SHIELDS - Active shield bays replenish your shields by 1. Worked shield bays replenish your shields by 2.

WEAPONS - Active weapon bays replenish your weapon power by 1. Worked weapon bays replenish your weapon power by 2.

CREW - An active teleporter will add a new crew member to your ship, but you MUST clear the room, or somebody's bound to die. You can only sustain a crew of 2 until you research crew upgrades.

RESEARCH - An active lab will generate 1 research that can be spent upgrading your systems. A worked lab will produce 2 research.

PASSIVE SYSTEMS:

Not all systems can be activated.

SENSORS - Each sensor upgrades provides more information about the enemy ship.

HULL - Your hull begins with 20 integrity. Each time your ship takes Hull Damage, your hull will lose integrity. If a ship reaches 0 integrity, that ship goes BOOM.

ATTACK!!!!!!:

You can use your weapon power to power your weapons. Who would have guessed?

Charge Your Weapon - First attack from your Weapon Power to a single weapon. Using 2 weapons on the same target will cause damage to your hull. To power a weapon, power all the nodes required for that weapon. The Ion Cannon has 4 nodes, the Laser has 6 nodes, and the Missile has 8 nodes.

Pick Your Target - Once you have powered your weapon, you must select your target. Attack from the Cross Hair next to your weapon interface to the Target of your choice. At the start of your following turn, the weapon will fire at the target dealing a potential of 3 types of damage.

Damage - There are 3 types of damage: Shield Damage, Systems Damage, and Hull Damage. Each weapon indicates how much of each damage it does. Shield damage only applies to the shield around the ship. Systems damage inflicts damage upon your enemy's active systems, and with enough damage, deactives them. Don't forget to take down the shields first!

Shields - As long as a ship has an active shield, only the shield can be effectively damaged. Any attacks that target a room against a shielded ship will be deflected, doing damage to the shield, but none to the systems or hull.

UPGRADES!:

Using the research you accumulate from the lab, you can upgrade your systems.

Shields:

Increase Power to Shields (Crew members who are in a shield bay restore additional points to the shield)

Increase Power to Shields (Yes again)

Something cool I hope

Weapons:

Unlock Laser

Unlock Missile

Double Damage

Double AGAIN!

Instead of Double... maybe Increased Shield/Hull damage. Maybe upgrade the weapon?

Sensors:

Shield Scan

Systems Scan

Full Diagnostic

Crew:

Increase crew population by 1

Increase productivity by all crew members by 1.

Increase crew population by 1

Increase productivity by all crew members by 1.

Unfinished:

Weapons/Shields Upgrades (lvl 3 and 4)

Weapon Overload

Notes to self:

Add silent continents.

+5 instead of +3 to activate systems?

Figure out better shield bonus

Hull Damage also kills crew?? Hull Damage does +1 vs Empty Rooms?

(??? An inactive system can lose research points if it remains off???)

Weapon Overload - This is what you get for trying to fire 2 weapons at once. HULL DAMAGE!

Research Upgrades allow for faster research income.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowedUnlimited
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralImmediately
Fog typeHeavy
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories ownedDisabled
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice2
Number of sides on Defender's Dice1

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone