Support Cards
· Scout is an option for Tactical,
Support, and Assault Ants.
· Reinforcements is an option for
Tactical, Assault,
· Command is an option for Heavy Ants
Actions Include
Attack – The unit of ants chooses a range and rolls 1D6 per cog.
The target must be in range, line of sight, and arc (arc is 360o).
Each dice result that rolls over the range does a point of damage.
Move – The unit of ants moves a tile per cog. Ants can move
into buildings, gaining the line of sight of that building, and being destroyed
if that building is destroyed. However, they won’t be destroyed until the
entire building is destroyed, not just individual habitats.
Reinforcement – One unit of destroyed Tactical,
Assault, or Support ants may be placed on a road tile on the edge of the board.
Detect Titan – All ant swarm units have line of sight to the
detected Titan until the end of the round.
Detect Habitat – Place a habitat within line
of sight of the unit.
Scan – Increase the swarm’s initiative.
Operate – Increase the cogs of the next action to be declared.
Reactions Include:
Block –
enables a unit of ants to switch the attack to a different target on the same
tile.
Fall Back –
enables a unit of ants to move one tile directly away (‘directly’ by overkill
rules)
End-Game/Victory Conditions
· Knock-Out: All Heavy Ant units are
destroyed.
· Ring-Out – All Tactical, Assault, or
Support Ant units are destroyed at end of round.
· Time-Out – the usual 9 or 18 rounds.
The notion, of course, is that there is a trade-off between the amount of ants you can have on the board at any given time vs their capabilities. But that is why we do development and play-testing, to see how this makes us feel...
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