Salt and Sanctuary Part 5 – StarCraft eSports

Starcraft Heroes – Jim Raynor

Jim Raynor was born on Mar Sara and raised by his grandfather, who taught him much about hunting and shooting. As he grew older he fought in the unit ‘Heaven’s Devils’ against the Kel-Moria Combine, but was withdrawn for insubordination and met Tychus Findlay at Camp McIntyre, who would later serve him faithfully.

Planets Starcraft – Char

Char was once one of the thirteen core worlds of the Confederacy, but the planet is best known as the primary hive of the alien Zerg. After its discovery, Char turned out to be an inhospitable, volcanic planet; Ash covered much of the surface, obscuring the corrosive atmosphere. Extremely high levels of cosmic rays make the environment all the more dangerous.

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 – Harbingers of Oblivion

Description: Raynor, the Bloodhounds of the Void are approaching. I transfer my memories – the essence of my being – into this crystal… that you will see what I have seen… that the future… may not be without hope.

Starcraft Buildings – Greater Spire

The Greater Spire is one of two Zerg Tech Tree buildings that are available after the completion of Hive. After Hive is completed, a Zerg player may choose to upgrade their Spire to a Greater Spire. After the Greater Spire is done, the Zerg player has the ability to create the Brood Lord from a Corruptor.

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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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