玩家评分: 4.9

拥有
Space Warrior

桌游极客排名: -1

本月排名变化: -NaN

玩家评分: 4.9

玩家人数: 2 - 4 (最佳: 1人)

时长: 60 分钟

难度: 0 (毛线)

适合年龄: 12+

专业评分:

语言依赖:

无依赖

出版年份: 1980

出版商:

| Argon Games

设计师:

| Robert J. McCredie | Stephen G. Walburn

美工:

| Craig Lindholm | Robert J. McCredie

桌游类别:

|战斗 |科幻 |战争

暂缺

User Summary A simple tactical hex-and-counter game of small-scale boarding actions in space. The counters represent individual combatants (referred to as "characters" in the rules). There can be up to twenty boarding and twenty defending characters. Each character is individually rated in four categories: Wounds, Offensive Class, Armor, and Weapons. The value for each category will range from 0-2 based on points assigned by the controlling player (four points are allotted to each character). An optional rule allows for character advancement for every ten (!) missions a character survives (which seems like long odds in a game that is always a battle to the death). Other optional rules include written orders, facing, initiative determination for each unit, and a different allocation of character construction points for multi-player scenarios. Team play is offered as part of the scenario creation rules. Rulebook Excerpts You have received orders from Fleet Command to capture a ship and have jumped from your shuttle onto the landing bay of the enemy craft. The orders are repeated over the headset: "Capture the ship intact; no prisoners are to be taken." You do not know the reason for the order nor do you care. As mission commander, your sole concern is the successful completion of your mission with as few casualties as possible. From your bunk you hear the klaxon blaring. Startled from sleep, you realize that your ship is under siege and listen for further orders. "They must not leave the ship alive." There is no time for questions; you only know that you must kill the invaders before they kill you. Designers' Notes: After carefully reviewing the board, it should be obvious that SPACE WARRIOR is a game of movement. Be careful not to stray too far from the wall that can provide cover or a hatchway that can provide escape. We strongly recommend the use of the optional rules. These rules enlivened the game during play-testing at the expense of only a few minutes of additional playing time.