Let’s Play Descent – Part 12 [CO-OP]

 

Starcraft Heroes – Abathur

 

Abathur is an ancient organism that has long served as the “evolution master” — a guiding hand that weaves together strands of Zerg DNA into mutations of existing Zerg and entirely new species. Left to his own devices, the Abathur’s approach to the swarm’s evolution is quite unorthodox:

 

Planets Starcraft – XT39323

 

The that identify with the Umoja Protectorate have long felt their independence to be a defining characteristic. The Protectorate does not recognize Emperor Arcturus Mengsk’s right to rule all Terrans, and goes to great lengths to ensure that the way of life there is unaffected by the League.

 

Starcraft Units – Infested

 

An infested terran is created when a terran is infected with the zerg hyper-evolutionary virus. The victim usually loses most of their intelligence and sanity, as their mind becomes consumed by the zerg. Most become physically stronger, faster, tougher, and develop the ability to burrow, as well as other typical zerg traits (the ability to quickly heal wounds, receive orders psionically, and so forth). In addition, many infested terrans can explode, sacrificing themselves in a splash of toxic fluid.

 

Starcraft Missions – Veterans

 

For this mission, the presence of “Ferocious Mutation” is a crucial advantage. This makes it easy to destroy the base in the east (1) in the beginning and in the golden expansion (2) without any major problems, since the zerglings and banelings don’t actually die before they can do the damage to the terran units.

 

Starcraft Buildings – Wings of Liberty

 

Raynor’s troops have run out of money and low morale, but Jim is trying to change that by acquiring artifacts and selling them to an ominous “Moebius Foundation”. This collaboration can be traced back to Tychus Findley meeting Jim Raynor at a bar and giving him new hope.

 

 

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Starcraft


Starcraft is a turn-based game. The active player receives the obligatory 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 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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