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Page 1: UFO Rules Folder

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.

Page 2: UFO Rules Folder

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.