93 Open Daily games
1 Open Realtime game
  • Rating:
  • Rating Score: 8.00 out of 10 [3 ratings]
  • Difficulty: Beginner
  • Created Date: 9th May 2017
  • Release Date: 14th Apr 2017
  • Games Played: 126

Design Information
Territories 136
Continents 428
Advanced Features View Only Borders
One-way Borders
Fortify 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
Mantis
Rock
Slug
Wild
Seat Color Starting Cards Starting Bonus Win Condition

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 20XX

Blah Blah... Story Time... then... 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 Each turn, that power depletes until the system is no longer active.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, otherwise activating the system will not produce a new crewmember.

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 fill all the power nodes to charge your weapon. All nodes must be filled to fire a 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 does a different amount of each damage, indicated on each weapon.

  • Shield Damage - Shield damage only applies to shields and does not require targeting a room. Any weapon fired will remove units from the enemy shield equal to the weapon's shield damage.
  • System Damage - System damage applies to any active system in a targeted room. Systems have a max of 3 units, so a missile will deactivate any system that is hit. System damage requires a targeted room, and will not affect an enemy ship with active shields.
  • Hull Damage - Hull damage applies to the enemy ship's hull. The hull starts are 20, and the object of the game is to reduce your opponnent's hull to 0. Hull damage requires a targeted room, and will not affect an enemy ship with active shields. Hull damage will also kill any crew members in the affected room.
  • 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:

    +1 Shield Power per worked system

    +1 Shield Power per worked system

    +1 Shield Power per worked system

    +1 Shield Power per worked system

    Weapons:

    +2 Weapon Power per worked system

    +2 Weapon Power per worked system

    +2 Weapon Power per worked system

    +2 Weapon Power per worked system

    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.

    FAQ

    What exactly do you mean by "Worked System"?

    The continent to provide a "worked" room includes both the system and the room istelf. So if you begin with your turn with a crew member in a room with a system that was already active, you'll get the worked room bonus.

    Why did I lose units in my weapon nodes?

    You may not store weapon power in nodes. You must either fire the weapon by filling all nodes and picking a target, or you shouldn't fill any nodes at all.

    How did my hull take damage? I thought my shield was up!

    Hull damage only applies when your shield is down, but at the start of your turn, an active shield system will resupply your shield and make it appear as though you have shields when you may not. At the end of your turn, refresh and see if you have shields left over. If you do not have shields once your opponent's turn has started, any attack your opponent prepares that turn will apply hull damage.

    I'm still confused about how attacking works, does this count as a question?

    Yes, let's frame it in terms of WarGear. Continents only register at the start of your turn. In this game, continents often apply factory bonuses which act to add or subtract units from a target territory. Your weapons function as factories. At the start of your turn, if you control All nodes for a weapon and a target on your opponent's ship, at the start of your turn damage is applied in the form of negative factories in the target location. All attacks first hit shields, so the continents that apply shield damage do not include a target, the nodes automatically hit the shields. Your opponent's shield is a continent with a factory of -1 to every single target on their ship, so your continent that would damage the system and the hull are disconnected before they are applied at the beginning of your turn. This means only the shields take damage. If on your turn your opponent has no shields, then your continent will remain intact, thus hull damage and system damage will apply in the still targeted room.

    So, Damage is done at the beginning of your turn. If your opponnent has shields remaining, when you end your turn you'll lose your target and only hit shields. If you manage to knock your opponent's shields out, you will retain your target, and damage will apply to the hull and targeted system based on the damage capabilities of the armed weapons.

    I upgraded my system, but the bonus doesn't seem right, what's wrong?

    You must leave one unit behind in the lower rungs on the research tree. With abandon it is easy to leave 0 behind, but the continents only work if you control all previous researched locations within a column.

    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