From our WIKI section.
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Starcraft Heroes – Gabriel Tosh
Gabriel Tosh grew up with his grandmother in the slums of Haji. Throughout his childhood he assumed that his considerable psionic powers were actually voodoo magic. It wasn’t until he was drafted into the Confederacy that those specializing in their discovery recognized his powers.
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 – War Prism
For thousands of years, the protoss have studied the nature of space and time. Through their meticulous research work and elaborate experiments, their scientists succeeded in unlocking many of the mysteries of the universe. Eventually, using psionic manufacturing processes, the Protoss created an artificial consciousness whose programming is embedded in the molecules of an advanced crystal grid core.
Starcraft Missions – Rendezvous
Head straight east (1) with Kerrigan and once you’ve collected the first few resources, build an extractor and a hatching slime pool. From the location of the second resources, you can hit the bunker at (1) with a kinetic wave to burn it up. The Marines stationed there will be in pursuit of Kerrigan and can be taken out quite easily with a well-placed Crushing Grip.
Starcraft Buildings – Starport
Initially, the Starport can only produce Vikings, Medivacs, or Liberators, one at a time — however, like Barracks and Factories, attaching add-ons increase this capability. Attaching a Reactor allows the Starport to produce two of these units at a time while attaching a Tech Lab allows a Starport to produce Banshees, Ravens and Battlecruisers (the latter also requiring a Fusion Core).
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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 event 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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