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Table of Contents
SETTING UP THE GAME GAME COMPONENTS SELECTING A COMMANDER STARTING A GAME TAKING A TURN TURN CYCLE MANAGEMENT PHASE MOVEMENT PHASE COMBAT PHASE END PHASE LOST TURNS LIFE IN THE MYTHOS SECTOR RESOURCES PLANETS PLANETARY REPAIRS WARP ANCHORS ENCOUNTER CARDS BUILDING YOUR MILITARY UNIQUE RACIAL ABILITIES ABILITIES AND ITEMS ITEMS FOR PURCHASE ABILITIES FOR PURCHASE COMBAT IN THE ERA OF HAVOC INTRODUCTION TO COMBAT THE COMBAT STACK DEFEAT AND DEATH APPENDIX A MILITARY UNITS CREDITS 3 3 3 4 5 5 5 5 6 6 6 7 7 7 8 9 9 10 12 13 13 13 14 14 14 15 16 16 18
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Game Components
To play Era of Havoc: Mythos Sector you will need the following included items: 1 6 6 12 10 10 20 Game Board Laminated Conquest Log sheets Dryerase Markers Encounter Cards Character & Fleet Token Pewter Commander Figurines Commander Ship Tokens Fleet Tokens 20 40 100 1 White Mythrantian Ingot Notes Blue Mythrantian Ingot Notes Red Mythrantian Ingot Notes 8-sided die
Selecting a Commander
Players select one of the ten commanders as their avatar. Each Commander has a unique Racial Ability and Racial Traits which will have an effect on the how they play. IMPORTANT RULE: No two players may have the same commander.
Commander Name
Claude Dreifus Emerald Clif Cannon Dexter Fizzlenuck Cyan Anji Shyri Lucien Crezyk
Race
Human Elven Dwarven Martian Adamantian Archon Ethereal Anthropomorph Drakken Naiad
Hit Points
20 20 20 20 20 20 20 20 20
Attack Defense
3 3 3 3 4 3 3 3 5 3 3 5 2 3 2 2 3 3
Energy
10 10 10 10 10 10 10 10 10
Candi
20
10
Commander Ability
Atomic Bomb Hypnotize Earthen Blast Confuse Arcane Barrage Icy Veins Mist Cannibalize Inferno Heavenly Rain
None Movement rolls +1, Resources -10 from resource income per-planet Attack -1 against Air Units Resources +10 to resource income per-planet Movement rolls -1 Attack +2 against ground units Attack +2 against Air units Attack +1 against 3 or more units, Resources -10 from resource income per-planet Defense -1 against Air units Movement rolls +2
Starting a game
After selecting characters each player will begin the game with 300 Mythrantian Ingots (the resource used for trade in the Mythos Sector). They will need: 2 White Ingot Notes (50 Ingots per-note) 4 Blue Ingot Notes (25 Ingots per-note) 10 Red Ingot Notes (10 Ingots per-note) Additionally, the player will begin with the pewter figurine of their selected Commander and the red-outlined Command Ship token for their Commanders race. Once all players have selected their Commander and received their starting resources they will each roll the die to determine their starting position. The die rolls will correspond to a Warp Anchor (see board) for rolls of 1-6. If a player rolls a 7, 8, or an already claimed number they will roll again. Once a player has rolled they will place their Command Ship token and Commander Figurine on top of the indicated Warp Anchor. Once all players have placed their token and figurine on their designated starting position they will roll again to determine which player goes first. The highest rolling player goes first with play then passing around the board by starting position number from lowest to highest. Any tied rolls for highest are resolved by a reroll. Example: First player begins on Warp Anchor 5; the next player to have a turn will be the one starting on Warp Anchor 6, then 1, 2 and so on.
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Taking a Turn
Turn Cycle
Each turn a player takes follows a specific sequence known as the Turn Cycle. This sequence will take the player through four phases of play, each consisting of multiple possible events. Phases of the Turn Cycle Management Movement Combat End
Management Phase
During the Management Phase the player may take actions to manage their conquest of the Mythos Sector. The order of action for this phase is: 1. 2. 3. 4. 5. Collect Resource Income from planets under the players control. Purchase Items, Abilities or Military Units Propose/accept Trades Exchange Equipped Items or Learned Abilities Pay for Repairs
Movement Phase
Once a player has completed their Management Phase they may begin to move around the board. The order of action for the Movement phase is: 1. Use & declare any movement enhancing abilities or items. 2. Command Ship movements a. Roll 1d8, move spaces indicated on dice in any direction 3. Fleet movements a. Roll 1d8 for any fleet under 12 Ships b. Roll 1d8 and subtract -3 for any fleet at Max of 12 Ships i. 0 or Negative Rolls result in loss of movement phase for that fleet. If the player moves to a grid spot adjacent to Planet or onto a Warp Anchor they may interact with it. Ships in a grid space adjacent to a planet are considered to be in orbit of the planet. If the player moves to a grid spot adjacent to an enemy Ship, or in orbit of an enemy Planet they may declare combat. Moving into a planets orbit is considered to be adjacent to any other Fleet in orbit even if the grid spaces are not adjacent. See Combat Phase for more details. If Command Ship or Fleet movements roll lands on 1 or 8 the player draws an Encounter Card. See Encounter Cards section for more details.
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After moving his or her forces across the board the player may be in a position to declare combat. If they should choose to do so the order of action for the phase is: 1. Declare Combat a. Designate Attacking Forces b. Designate Target Player/Planet/Fleet c. Declare Attacking Abilities d. Designate Defending Forces e. Declare Defending Abilities 2. Resolve Damage a. Determine Damage Amounts b. Remove Damage amount from Hit Points 3. Resolve Aftermath a. Remove defeated unit(s) from play b. Exchange conquered Planets 4. If units still in play: a. Repeat Combat Phase b. Attacking Player Retreats
End Phase
Once the player has concluded or skipped the Combat Phase they are ready to wrap up their turn. Now, the order of action to conclude a turn is: 1. Bring purchased units, abilities, or items into play a. Cannot bring units into play on a Blockaded planet (see Combat section) 2. Unit and Commander Energy Regenerates 3. Unit Health Regenerates unless otherwise specified 4. Turn-based effects end unless otherwise specified
Lost Turns
If a player looses a turn for any reason they do not go through the normal Turn Cycle and as such do not collect any resource income. Once the player rotation has come back around to the player after the designated number of lost turns their resource income will resume as normal, but no back income may be collected.
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Planets
The Mythos Sector is home to 9 Planets that players may claim as their own and battle to control. When the game begins the Galactic Trade Guild (GTG) holds the claim to each planet, but will sell them to the first player to stake a claimfor a modest fee of course. The first player to arrive in orbit of an unclaimed planet may purchase it from the GTG by paying the Planetary Claim Fee which is based on the planets size. Planet Size Small Medium Large Planets in the sector are sized as follows: Small Nokturne Pyre Tyde Medium Terr Ytheria Zefyr Large Adamantia Jotunheim Nekron Planetary Claim Fee 100 Ingots 150 Ingots 200 Ingots
Each planet will provide its owner a supply of Mythrantian each turn. The exact amount the player will receive is based on the planets size and any resource income modifiers the player may have. The income per-planet is: Small 50 Ingots Medium 75 Ingots Large 100 Ingots
IMPORTANT RULE: Players must own at least 1 planet before they may purchase Items, Abilities, or Warp Anchors.
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Due to the ongoing conquest of the sector each planet always has local militia and civil defense bunkers ready to respond to threats even if there is no military presence. Any player wanting to conquer a planet will have to overcome this last line of defense before claiming victory and dominion. When a planets Hit Points reach 0 is has been conquered. Each planet has the following Statistics based on size: Hit Points Attack Defense Small 35 4 7 Medium 50 5 8 Large 75 6 10
Players may blockade another players planet by moving a Fleet into an adjacent grid spot to the planet. Blockaded planets may not have new units placed on them nor move units offplanet until the blockade is lifted. If there is a Defending Fleet in an adjacent grid spot to the planet no blockade is initiated until combat is resolved between the two fleets. Board spaces directly adjacent to a planet are considered in orbit.
Planetary Repairs
Conquering a planet doesnt come without a cost. Ravaged by battle, a conquered planet or even one that has survive an attempted conquest will require substantial repairs before it is ready to host military units again. Planets damaged, but successfully defended that are below 1 Hit Points, must be repaired at a cost equal to of Planetary Claim cost minus the planets remaining Hit Points and rounded down to the nearest 10 Ingot amount. Example Claim Cost 100 - 50% 50 - Remaining HP 8 Subtotal 42 Total Repair Cost 40 Successfully conquered planets have 0 Hit points and must be repaired at a cost equal to of the Planetary Claim cost. Example Claim Cost 100 - 50% 50 Total Repair Cost 50
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Warp Anchors
Around the far edges of the Mythos Sector six Warp Anchors act as the gateways of rapid transit between worlds. Controlled by the Galactic Trade Guild, the Warp Anchors act as beacons which allow ships to travel faster-than-light between them. However, this service comes with a Toll payable to the guild. Ever mindful of profit the Guild is willing to sell control of any Anchor for the right price. When a player moves onto a Warp Anchor they are declaring the start of Faster-than-light travel. They must declare their exit point, another anchor, and then pay the applicable fee for transit. 70 Resources 50 Resources 0 Resources If player does not own both Anchors in use. If player only owns 1 Anchor in use. If player owns both Anchors in use.
If a player has movement spaces remaining after moving onto the starting Anchor they may continue the movement at the exit Anchor. Should a player wish to purchase a Warp Anchor, the Guild will sell each for a mere 300 Resources. It is important to note that Warp Anchors require constant maintenance and as such have a repair cost of 100 Resources every 5 turns. If a player is unable to pay the repair cost the Anchor returns to the Guilds control.
Encounter Cards
Encounter Cards represent the randomness of life in the Mythos Sector. Some encounters may bring great benefits to a player while others end only in great frustration. When a player rolls a 1 or an 8 they immediately draw a card from the pile. The card effects are typically applied immediately upon drawing unless stated otherwise. Cards that result in loss of current turn ends the players Turn Cycle immediately. They return the Encounter Card to the bottom of the pile and play passes to the next player. If the card results in loss of next turn the player continues through the current Turn Cycle, but is bypassed when play would pass to them in the next round. Cards that add to combat stats are added to the total, not base, statistics of the applicable unit or Commander. Any card that results in combat enters the player into a special, additional, combat phase and does not have an effect on their normal combat phase.
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Military Units may be purchased individually or in multiples up to their stack limit. Most units have a stack limit of 6, but some special units may have lower limits or other restrictions. The Maximum Unit Count reference to unique unit stacks means that the player may only have a specific number of different units on the planet at a time. Example Correct Small Planet 1 Garrison Detail x6 2 Ranger Platoon x6 Incorrect Small Planet 1 Garrison Detail x6 2 Ranger Platoon x6 3 Medic
Unit Stack Unit Stack Unit Stack Unit Stack Unit Stack
Each military unit has a specific type associated with it in addition to its normal statistics. The unit type affects what type of units it may engage or defend against in combat. Units may only attack other units according to the following matrix: Unit Type Location May Attack Ground Units On Planet Ground & Air Units Aboard Command Ship None for transport Air Units On Planet Aboard Command Ship for transport Space Units In space In Orbit Ground & Air Units Space units in orbit None Space Units Space Units & Air Units
May Defend Against Ground & Air Units None Ground & Air Units Space Units Space Units Space Units & Air Units
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When a unit is declared as a players target the full stack is targeted, not individual units within the stack. All military units on a planet must be defeated before a planet may be attacked. The only exception is for abilities which allow the player to bypass units or deal damage directly to the planet. When a military unit is purchased it takes time to build. A player may purchase units during their Management Phase, but may not place them until the End Phase of their turn. However, units may not be placed on a planet under Blockade or with less than 15 Hit Points. Command Ships are unique units and a player may only have one at any given time. This unit allows the player to transport their Commander and up to 3 unique unit stacks, excluding Space Units. If the Commander is not onboard the Command Ship when it is engaged in combat it has base statistics of: Hit Points 10 Attack 2 Defense 2
Anytime the Commander is aboard the Command Ship their statistics are added to the Command Ships as a combined unit. If a Command Ship is destroyed and the Commander is not onboard the player may purchase a new one for 300 resources. Space Units may be brought into play in one of three places: as part of a planets unique unit stacks, part of the Command Ships fleet, or part of either of the players Independent Fleets. Command Ship fleets may consist of the Command Ship and up to 6 other ships in any combination. Independent Fleets may have up to 12 ships of any combination provided the stack limits are not exceeded for any one Ship. A player may only have 2 Independent Fleets at a time. Appendix A contains a full listing of units and their statistics. See the Galactic Trade Guild Military Catalog sheet for a quick reference to units and their statistics during game play.
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Race Adamantian
Name Arcane Barrage Name Icy Veins Name Mist Name Cannibalize
Cooldown 5 turns
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Cooldown 3 turns 5 turns Cooldown 5 turns
Race Naiad
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Attack vs. Defense = damage 5 Attack vs. 4 Defense = 1 damage 5 Attack (+3 Attack from Ability or Item) vs. 4 Defense = 4 damage 5 Attack vs. 4 Defense (+2 Defense from Ability or Item) = 0 damage
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Attacking players designate what unit(s) they are attacking with and the Defending player designates what unit(s) they will defend with. Player 1 is attacking with 1 stack (6 units) of Rangers o HP: 36 o Attack: 12 o Defense: 6 Player 2 has: o 1 stack (6 units) of Aegis Drones HP: 42 Attack: 6 Defense: 12 o 1 stack (6 units) of Garrison Details HP: 30 Attack: 6 Defense: 12 Player 2 chooses to defend with 1 stack of Aegis Drones, leaving the Garrison Detail stack out of combat. Damage to Player 1 = 0 Damage to Player 2 = 0 Combat resolves as a draw. Combat continues until one partys units are totally defeated, the attacking player retreats, or an ability to end combat is used.
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Appendix A
Military Units
Unit Type Ground Name Garrison Detail Purchase Cost 25 Hit Points Attack Defense Energy Energy Cost Purchase Cost 50 5 1 2 0
6 2 1 0
4 0 1 6 3
Heal target Commander for 3 HP Name Aerospace Fighter Purchase Cost 100
6 2 1 0
Energy Cost
7 1 2 0
Ability
n/a
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10 1 1 6 3
Ability
Orbital Missile Strike on Planetary target for -15 Hit Points Name Destroyer Purchase Cost 250
15 3 2 0 n/a
Ability
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Credits
Era of Havoc: Mythos Sector was created by The Illuminati, a Full Sail University Online team in the August 2011 Design Project 1 class. Matt Rodriguez World Lore Developer (WLD) Andrew Pace World Art Designer Patrick Keegan Role Playing Game Systems Designer (RPGSD) Treavor Clark Character Art Designer Andrew Gaubatz Strategic Systems Designer (SSD) Special thanks to those who helped us Beta Test the game and our families who put up with our grueling workload during development.