Starcraft Commentary #91 – coL.NaNiWa vs. EGHuK (MLG, Game Three) – StarCraft eSports

Starcraft Heroes – Matt Horner

Matt Horner spent his youth as the second son of a minor trader on Tyrador IX, and from an early age craved a change from his easy and uneventful life. That change was promised by the tales of a passing trader, about a tyrannical empire and brave men and women who wanted to liberate the land.

Planets Starcraft – Phaeton

The harsh deserts on Phaeton are extremely hostile to life. Although the planet has breathable amounts of oxygen, there are almost no deposits of minerals or drinking water. Phaeton’s location at a great distance from the centers of the Protoss and Terran civilizations makes it even less attractive for settlement.

Starcraft Units – Larve

The creatures that come closest to the original Zerg Insectoids are the Zerg Larvae. Though their size and toughness have been vastly improved by Xel’Naga experimentation, they still possess the two traits that fascinated their former masters: genetic diversity and psychic sensitivity.

Starcraft Missions – Infested

In this mission, the main focus should be on getting as many Terran units under your control as possible – this should be done to increase the efficiency of your army while unlocking the achievement. A focus should be placed on the mechanical units of the Terrans, as these are particularly suitable.

Starcraft Buildings – Supply Depot

The Supply Depot is a building constructed by Terran for the purpose of providing supply. Each Supply Depot raises the Terran’s supply cap by eight. Supply Depots are also used for strategic purposes, typically for walling. Another use for them is to be placed near other Terran buildings to create obstructions that enemy units must walk around, giving Terran time to out micro his opponent.

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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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