Narcotic vs kAnJi – ESL Go4SC2 – No. 4 37 (Ro16) – Starcraft Videos

From our WIKI section.

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Starcraft Heroes – Overmind

Created thousands of years ago by the enigmatic Xel’Naga, the Overmind represents the collective consciousness of the Zerg race. Obsessed with his belief that he exists only to become the perfect life form by assimilating the strongest races in the universe, the Overmind is steadfast in his sacred mission.

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 .

Starcraft Units – Infestor

The Infestor is an offensive spellcaster, meaning that its abilities are used to harm enemy units rather than support the player’s units. It can be built after the Zerg player has an Infestation Pit. The Infestor has three abilities: Neural Parasite, Fungal Growth, and Infested Terran. Infestors can move while burrowed as long as Burrow has been researched.

Starcraft Missions – No News is Good News

Begin this mission by heading east and capturing your second camp (1) there while to the west (3) enlarge the crawler and position your spore crawlers at the edge of the canyon. Be there with Kerrigan and your Hydralisks in time to intercept the shuttle, while still using the Kinetic Wave to damage the ship and take it down faster.

Starcraft Buildings – Spore Crawler

The Spore Crawler is a Zerg base anti-air static defense structure, which deals 15 points of damage to air units and has the ability to detect cloaked units. Although similar to the Spore Colony, the Spore Crawler has the distinct ability to Uproot itself and Root in a new location, giving it very good mobility and a more flexible use.

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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 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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