2009’s DotA Cram School – Sand King [English Subbed] – StarCraft eSports

Starcraft Heroes – Tassadar

Tassadar is an excellent example of the problems faced by the ever-widening rift that cuts across Protoss society. Born into a new generation that faces a dynamic future, Tassadar feels paralyzed by the rigid attitude with which the cling to the past. Tassadar feels that the inflexible nature of the Protoss and their inability to rethink ancient traditions will be the downfall of his race. Fascinated by the power and mysticism of the renegade Dark Templar Caste,

Planets Starcraft – Aiur

Aiur has witnessed the ups and downs of Protoss history – from the primitive origins of the psi race to accelerated evolution at the hands of the mysterious Xel’Naga. The Xel’Naga abandoned Aiur due to growing strife among the Protoss, which eventually led to the destruction of their primary telepathic link.

Starcraft Units – Hydralisk

The peaceful herbivorous herds of Slothien have been assimilated by the Zerg swarm to produce one of the most savage and fiendish Zerg races ever. The caterpillar Slothiens’ evolution matrix was so overloaded by the Overmind that the unfortunate creatures transformed into the nightmarish killers now known as Hydralisks.

Starcraft Missions – PSI Attack

In this scenario, as in the Secret Operations scenario, you have two different units with which you should eliminate as many enemies as possible. But don’t attack here. New waves of enemies will come at you every few seconds. First all from the northeast, later also from the south and west.

Starcraft Buildings – Engineering Bay

The Engineering Bay (commonly abbreviated as E-Bay) is a building constructed by Terran for the purpose of improving infantry weapons and armor. It also allows the player to construct Missile Turrets, so building an Engineering Bay is common even if infantry upgrades are not researched.

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Starcraft


Starcraft is a turn-based game. The active player receives the obligatory first player token, so it should always be clear whose turn is being played, and especially interesting: StarCraft does not require any dice at all.
To get started, you first have to agree on your faction, then gather all the necessary figures, cards and tokens of your faction (woe betide the game master who only starts sorting now!) and leave the table in the middle free, as this is where the galaxy, i.e. the playing field, is built.

This proceeds similarly to Twilight Imperium.

Each player draws two planet tokens, which they can use to pick their planets from the planet stack. This step is necessary because the planet cards are shaped differently and the tokens are the only way to ensure that the drawing is random.
The starting player then places his first planet in the center of the table and can already build a base – but he doesn’t have to, then he has to do it on his second planet as soon as he lays it out.
Once the first planet is in place, it is the next player’s turn to lay out his first planet and connect it to the previous player’s planet with a navigation route cardboard piece. The last player may lay out both planets at the same time and then it goes in reverse order to the starting player. This way a more or less interconnected galaxy is created.
Finally, Z-axes are laid, which are navigation routes across loose ends, sort of a 3D conversion.
Each player receives the corresponding resource cards for his two planets and then only the cards are reduced according to the number of players, shuffled and placed on the board. There are three event card phases, which is symbolized by different card backs and should help the game to become faster and more powerful towards the end. Now the game can start.

Each round is divided into three phases.

Starcraft is a turn-based game. The active player gets the obligatory first player token, so it should always be clear whose turn is being played, and most interestingly, StarCraft doesn’t require any dice at all.
To get started, you first have to agree on your faction, then gather all the necessary figures, cards and tokens of your faction (woe betide the game master who only starts sorting now!) and leave the table in the middle free, as this is where the galaxy, i.e. the playing field, is built.
This proceeds similarly to Twilight Imperium.
Each player draws two planet tokens, which they can use to pick their planets from the planet stack. This step is necessary because the planet cards are shaped differently and the tokens are the only way to ensure that the drawing is random.
The starting player then places his first planet in the center of the table and can already build a base – but he doesn’t have to, then he has to do it on his second planet as soon as he lays it out.
Once the first planet is in place, it is the next player’s turn to lay out his first planet and connect it to the previous player’s planet with a navigation route cardboard piece. The last player may lay out both planets at the same time and then it goes in reverse order to the starting player. This way a more or less interconnected galaxy is created.
Finally, Z-axes are laid, which are navigation routes across loose ends, sort of a 3D conversion.





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