SC2 LotV, 2v2, ZP vs. PP, protoss’s no planning – StarCraft eSports

Starcraft Heroes – Tychus Findlay

Finding out the truth about Tychus Findlay’s past isn’t easy. There are enough anecdotes, but picking a grain of truth from these flowery tales is more than a challenge. Some stories portray Findlay as a scoundrel who would sell his own mother to Kimera pirates for the right offer, while others portray him as a loyal soldier who risked his life in the Guild Wars to save his fellow marines

Planets Starcraft – Korhal

Korhal IV is the headquarters of the Terran League, and its irradiated surface is a common testament to humanity’s warlike past in the Koprulu Sector. The planet is the fourth in the Korhal system and is often simply called “Korhal”. It was green and had a mild climate when it was colonized by the Tarsonian settlers in the early years of Terran expansion.

Starcraft Units – Hellion

A fast expansion-raiding unit and anti-Melee unit when transformed into Hellbats. With a line of effect attack, the same range as a Marine’s attack, Hellions excel at fighting in Choke Points on maps. With a very slow cooldown on attack and fast movement speed, this unit requires a lot of attention and micro-management to be effective due to its nonexistent armor and low health.

Starcraft Missions – Domination

In this mission it is essential to know where Zagara will try to collect her eggs. This is probably also related to where on the map you have already collected eggs. Accordingly, this can only be taken as an approximate prediction, but should follow roughly the same scheme.

Starcraft Buildings – Dark Shrine

The Dark Shrine is a structure on the Protoss Technology Tree. Its only function is to unlock the powerful Dark Templar stealth melee unit at the Gateway and/or Warpgate. The Dark Shrine requires a Twilight Council before it can be warped in.

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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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