ufo rules folder
TRANSCRIPT
8/10/2019 UFO Rules Folder
http://slidepdf.com/reader/full/ufo-rules-folder 1/2
1MTROOUCfK)N
U F O i s a n e a s y ~ o f s t r a i a g y f o r t w o
10 years a d der.
A
uniqw
Wend
of
a d rudr
m ke
the game enpysble
fw
and OM. Altlwugh
Eouched
in
UFO s still
wha
iscommonlyref-
a arnulatiwme in
thatittrystocreme
in
UH3isachrallytwogamesinone.TheBasie
me isd esig ned tos tar t~ ~ng sf te r jw t
stdymg thrub.TheAdvancd
adds
more
ffamr ophistbtion.
and
lmgth
to
the
game
for
tbse
a
mm
Ehalmngm lsyersare
reding
r b
dvanced Game
Rules
Ahhough a
simulation U O s d min d y
and
a b m with
the emphas on
and
oi
-$ion.
M
in greater
m phdca i i i
and corn
should try STARSHIP
TROOPERS-a
game
basd on
the
book
bymaster
h i o n
author Robert
Heinkin--or any
the oCher A v a h Hill gama of
maw
Far
realism
andchallengesexist intheb r d
f A v a h Hill
games
THE
BASIC
GAME
faoetupineachspaoeoforbitssvenwhiiisnot
an orbit
change
tdms t oontain a
number).
4 4
T h em ax l~~rn #r is t h en p k&b yt h e
Emh
piayer
m
arty numbwed
sp ce (wbit
change sga&ofwbitfwr.
4.5
Ail
cuunters=in
face up but
~ g 9 m e . T h e ~ s i d e i s u s e d o n l y d u r i n g
~OfttmAdnncadGmML
5.0 MOVEMENT-
5.1
The
gams is
ph y d
in alternate
turns
with
Eanh
player moving fim
5.2 In h i urn, the piayer rolk tw dice. He
must mwetwoof
hiicoumerstheaxactnu-r
d ~ i n d i c a t b y t h e d i e e ~ r o l l e d
(Exception: dwrbles: s w 5.7
and
5.8).
Fw
example.
with
a
dice
rol l of
6,
3 t player
m w
ove o m
f
hismurims six
Spaces and
a f m t k
f
his
counters
three spaces.
5 3
Acwrntermay-ba movedrwicein
one
turn T w counters must
be
moved if
- buti fa lyonecwntercanbmvd,a
p l s y w m a y ~ w h i F h o n e o f t h e r w o d m
numbers o
use.
NOTE:This
rule
does not
fwce
theAthpbyertorrmwaftying9amerwhich
haslandedon
Eanh.Wnoaiuntermnbe
legally
moved,
the player
Wei t s
his turn.
6.4 A counter
may
neverm hrough
an
oprrosing
cmnm
( E m d m
A d
Game
.
M E
APSOARD
13.8).
A
A
-Id
move
through
fri*
2.f 'Them%@mard
the
planetEarthin cMntwg of the same
side
m u t mslrietkn.
~ e m w
f
seven Eirmlm orbitalpath
Each
6.5 Only
one
ship
or
rodret munter may
path
w Mbit contains
twehre spwes
one orbit space. ( r x ~ : I ~ c e p t ~
2.2 I n e a c h o r b i f f h e r e a r e b w ~ t h a t 9.2).
6 . 6 T h e r e a r e ~ d i f f w e n t t y p e s o f m a
numbers
Idenufy
W
orbit
and
also
cmnter
can make:WbBing and
Z
changing
wn
changee
moves+
One a n t w may
nra
use both
typ s
of
HOW TO WIN- movemem
in
ha s me
turn.
A
playermay move
3 1 The
Alien
wins
by
successfully
his
two
countws
n any
w w
hewishes, using
the Earth. He wins
immediately
eilhw
of ttr tw of moy mnf fw
each
he
hasfive of his
*rig saucer
tokens counter.
erred to s
counters sirnuJtane
5.61 O R 8 W :
An
-nmve is
a
move
on
planst Earth. %rand
he
h r d n
a
Edoekrwje
direction
the
3 2 T k
Eanhphyerwinsbypreventingrbe
nu*
of
spaces indicated on
one die
atongthesanworbi twhkhthecountw~
3 3
ThetpmeendswhenmNmplayer a t the s ts r to f tk twn.P ima y ne v e rmore
hig victwy amWo a or
the Earth
mw-cloerhvh.
e l i r n w f w r Alien flying saucers,
5.62 ORBITCHANGING:
An
orbit changing
preventing an A l i i vicwry.
SET-UP-
4 1
Ptayerspunch oui fhe fo#owing dim-cut
o m
moonoounter.
e h t
rarsge
flying
cwrmers, and eight
yellow
space
The remaining pieces
areput
asidefor
in the optimal Mvancsd
Game
version.
4.2 Players ehoff t
sides
The Earth
m o v e i s a m o r r ~ r f r o m a h i g ~ m a ~ ~ w
~ . C o u n t e r s m a y d Y ~ o r b i t
w k n they areht
n
a number& spaceor
planet
Earth
(sea E h
aur i-
6.1).Thy
may then move along that row of
numbered
m he e m umber
of
(orbits)
i h t e d byonedi8.A-maynoQgo up
ad dorm in~sameturr+&muot~ei*
h& th t
same
turn
4.3TheAtiiplayertake5hiseightorange 5.7TheEarthplayer,~tosupposedFl
saucer
M e r s and
places
me
of them
in space tedudqy, PorfeiEs his tu rn
whenerw
b rolls rllor bles
t rvo d i
e m
~ t h e s a m e n ~ .
5.8 tfYPERJUMPSrThe Alien player. dm
to
s u p p o s g d h l s ~ ~ ~ ~ .
W l i t y of
making
a
special
mmm
ealM
a
k m j m p wtwn9w he rdrs dwbles. om
m w n p move
usr
h
made instead
r
the
- l f w o m .
S.S1 A hyperjump mow
of mwing
o n e A l i e n ~ u m e r f r o m ~ o r b i t ~ t 0 a n
o t h e r ~ O c b i t ~ ~ ~ ~ ~ .
5.82
A m r n r p a m e o
a n ~ r x r u n t e r u t a l a ~ m , a r l a a w f K # n
the
Earth w dle Moon.
6.0 EARTH LAUHCMING-
6.1
CoumersrnaybemowAfromrheEarth
intowbitalonganyofthelour&Ehsnge
raws; theexaa umber v
1
iced n one
dm.
6.2 Alien
cwnters may
be
launched
from
theEarthinthe~memannerafmlanding
*e, but must landagain to aw s i-s
fw purposesofsatisfying
thevicta-yeonSni.
7.0
EARTH tANOING-
7 1 CwIfiters born pIapm may
W o n
tbEanhwithanarbit&&nmwwhieh
er&onttmEarth.Thatis.aowrnterinorbit
h a W ~ n a n o r M ~ ~ , ~ w
b n d m t f l e E a r t h w iP h a r d ld ' ' 3 o n o n e ~ ~
mwingakngttre~changemwdownwttte
pbmt.
The landingcmnter
mustmore
-exact
numberof spaces indicatedbyonedie inwger to
tand.
7.3
CountersofbOth
may
mupy the
Earth smu with rmharm
to
either.
7 4 Cwmersafbthsi&smaylandonthe
Earth
and
be on subsequentturn
if
desired.
8.0
EXAMPLES OF MOYEM€W
-
A orbiting move
of
rhm2
(3)m
Rquinrs
a
t W n one
of
the
dice.
B
O r b i t C h a n g e m m m o f f w r r ( 4 ) ~
f r mm M mM wb it th re e . Requi~e~a 'four
on
one the dice.
8/10/2019 UFO Rules Folder
http://slidepdf.com/reader/full/ufo-rules-folder 2/2
C
Earth
Launchtoorbit five.
The
Landirpgfromwbitfh.
a
fm on one f
the
dike.
Mo mwe 1 far hyperjumps
made if
thepathofthemweis-by
w more
enemy counters
fNTERCEPllON-
9.1
Oppos ng counters
may
attack and
eaeh
otkr with an orbitingw e
9.2 To
ckstroy an enemy
#wntsr.
s
layw
morR one of
his
c w n ~ s
o tfr
space
bytheemmyowmerwithanwbiting
THE
I O INTRODUCTION-
The victory codiiians for both players are
from
the 8asicGsme.
All he rulesof
of the Basic
Game
a m xceptasamended
ADVANCED SET-UP
12.1
Players assemb all of the
prwided
counters: one
moon
counter.
eight
fbng
saucer
counters,
twelve orange
counters. eight ydlow space rocket W n -
and six yellow space station c w n tm .
12.2 Playerschmw sides.TheEarth player
his
eight wl lo w space d e t n t w r s and
yel low
station
munters and places
face up
on
Eanh.
12.3
The Alien playertakss
hise ight orange
saucer
coumws
and
t w e h
orange
UFO
and places them l ce
down oH
he
He
may
thensecretly seectanyeight
his
w n r y
counters
and place
each
of them
down
in
e
space
oforbit seven
which
i s
an orbit change
space. The
remaining tweive
counters are
kept o
ths
b r d ace
to
be
used
later.
SPACE
STATIONS-
13.1
The
Earthplayar
has six
space
station
which
he
may
choose
to
aunch
from
anh during
his
movs
in the
same
manner
he
launch a
space
rocket.
13.11
Space
stations may
be
rnwed
from
Eanh into orbit along any
of
the four
orbit
space rows, the exad nurnbr
of
spaces
indicated on one die. Launchingaspace
a
die t h r w mutt in the
same
w i n g a space r m
oes.
13.12 Once launched, e space
station
may
change orbits
w
return to Earth.
R
is
tomoving around the Earth in the same
of its initial bunch.
13.2 The
Eanh
player has no control over
movement
of
a space station after its turn of
13.3 All space stations currently in orbit
auwrmat hlly and simultarteously when-
the Earth player mlts doubles. Unlike the
however. s t i m s moue c W s a
a
numberof spacesequivalem
the h i t
hey are in. Example:A satem in
1 would move one space each time the
moves; while a
q x
station in orbii
6
move
six
spaces each time
the
moon
13.4
statims may
m ~ v e
hrwgh
space
rodrets freek ifa space
statim
arbir Inom.
t b ~ o t t h a m o o n ~ i t ~ ( t h 8 t t h
9.4 on
ttm Eanh
and
Moon
m m m o v e s ~ o o r ~ 1 s r s ~ b y i t
may not
b
ntercepted.
gravitational pull 8ndwe
dg-eyed.
f0.4Cowffersmaynevermovefhrovgha
w - ~ b y - = -
10.0Tm
MOON
30.5
E i r h e r ~ m t y l a n d ~ c w m t w
10.1 The
m
moves
in os it four
in
a thgmoonHit is~Arnunterwhichendsi ts
c m wis e direction.
tumona
m o o n ' s ~ k n e a n n o t k d ~
10.2
The
moon is ody fmwd when the
anathsr
cow= is alre y m s eliminated.
€ a n h ~ r a l t s ~ o n t k d i c e . W h e n t h i s 1 0 . 6 O ~ a n o ~ ~ m o w r ~ b u s g d
o c c w s . r h e r o c m i s ~ m o v e d ~ s p s e e sa n d o n , e r ~ f r o m , t h e m o o n .
c k k w h
arwrd
orbit
fow
M
the
n m
rbit
10.7 Acuu~erwrthemoonmowswilhthe
*W SP3=. m o o n a ? , a S t h e ~
ADVANCED GAME
en its turn
in the same
space
with an eanh
unused
Almn Ewnterskeptoff
the b a r d at the
space M e t . hawever, the space station
is
start o
play
diminated.
14.7
An Alien counter m y be
brought
onto
13.5 A spa- station cannot
end
its turn on the board prw iding there is
a
vacant unnum-
a sp cewithanothercrwnterof
any
kindwithout beredspace i n
u b h sewn
for it?o be
p k d
n.
one of the counters being eliminsted. Plaeememof an Alien counter ontotheboard in
13.6
A m c e
station cannot
landon w psas this
manner requires
thz
use
of me of the
through
them f it does, i t is eliminated.
Alien's
tw
di
dk . The
Alien may
13.7
A
spam
station which
ends
its orbital
choose
which
of
the
tw
die
rd ls o
use
fw entry
move by moving onto an Alien counter, elimi-
onto
t M
W r d ,
w hemaym t h olls to bring
nates thst Alien counter whether i t isa UK)
or
on new
counters
providedhe
hassufficient
flying saucer.
vacam
unnu-ed
spaces
n
Mi
swen.
ny
1
3 8 Space
stations m y move
through
dice roll number
suffices
tobrim
a
new counter
Alien counterswhile ng. They may not
b
into
play.
[aunched thfwgh an Alien counter. As the
14.8 A m u m p
an
W used to bring one
spa- station rnwes into a
space
containing an new counter
onto
tha board. providing
a
m n t
Alien counter the Alien counter is turned face unnumberedspece norbit swen i sav8 i lab le f~
up. the Alien counter reveald s
a
UFO
the its placemem.
A
hyprjump cannot be used o
UFO is eliminated
and
the
space
ststion may bring
a
cwntw onto the board in other than an
continue
to move
the
remaining spaces of its
unnumbered space in orbit
seven.
move.
Alien counters may
not move through a '14.9 Once
wl
the bard. counters
may
space station excspt
with a hyperjump. n e w eave
u n h
liminafed.
13.9 An Alien flying
saucer which olimi-
nates
a space
station
as
outlined in
13.8
musr
15.0
DISCOVERY-
remain
face up
on he mapboard until it ~ V W S
1
5.1
Anytime h f i h playerrdlsbes
thatm
mu^
i t is turned
fa-
he m y turn
face
up
any m e
Mien coumer
wain.
After
leavingttw encounter
wbh
it may
which
has landed
on he
Earthor
he Moon. If it
re-enter the
same
orbit
and
maintain
its
face is
a
urn t
iseliminaM. if
it is
a f ~ n gumr,
t
down status- An Alien saucer which remains i n place
and
may be reinverted by the
eliminates a space
r d e t
emainsface UPonly
Alien p l m r
in
his turn.
until the Alien's next turn. 15.2 The Atien player
may shuffle
his
14.0 WFOa-
14.1 The Alien player has twelve
UFO
cournefs
which
he
secretly mixes amongst his
flying saucer counters
and keeps face
down at
aH times(Excepprbn:
13.8)topesewe
thesecret
of
their true
identiry.
Any
orange
cwnter
which
is
n
a
flying
saucer
is a
UFO.
14.2 UFOs more
in exactly the same
fashion as
Alien
fbng saucers ex- that they
o
not
oount towards victory conditions
and
may
m r liminate an opposing counter.
14.3
UFOs
are autornaticalty
eliminatedas
soon
as
fhey enter a space containing an
Earth
space
r d e t
w sp ce
station.
14.4 UFOs
are eliminated f
an
Earth space
rocket
ends
ts
movement
on he same space.
14.6
UWsamelimkrated faspacestation
moves
through
or onto
the UFO spem
with an
orbitalmove.
14.6 s the
unnumbered spaces
of orbit
seven are vacated, d d i i l Alien
#lun#rs
may
b
brought onto
the
board
in
these
unnumbered spaces from amongst the twelve
inverted
counters
anded
on he Earthsothat the
Eanh
piaver lases
rack of any
awnters
he
may
have turned face up by this method
r l
QUESTIONS:
-_
Questions pertaining toplayof this gamewill
be answered only when accompanied
by
a
stamped, s d f - a r m envelope bearing un-
anc celled firs dasswageO u m
hould
be paced
in
a
fwma t suitable fw yes - no
answers
and sent
to:
The Avalon Hill
Game Co.
4617 Hwford
R d
Rakimwe, MD
21214
REPLACEMENT
PARTS:
For
s
urrent
prim istof co m m e n t
parts
to
UFO
send
a stamped, self-addressed e m e m
to
fhe A v a h Hill
Game
Company, 4517
HarfwdRd.. Baltimore. MD2f 214andrequesl
a
current
parts
list
for
this game.