The Witness – 10 – StarCraft eSports

Starcraft Heroes – Zeratul

Little is known about Zeratul’s origins, but he spent many years of his life away from his homeworld of Shakuras on various missions. Zeratul appears when he meets Tassadar alongside Jim Raynor on Char. Since the High Templar have a fundamental aversion to the Dark Templar, this meeting did not necessarily go smoothly, but after some time the three came to an agreement and hid from the Zerg.

Planets Starcraft – Moria

The large, red planet of Moria has long been considered the most prolific mining colony in the Koprulu Sector, due to its rich mineral and fuel reserves. The first settlers of Moria were the occupants of the supercarrier Argo, one of the four colony ships that had transported Terrans to the sector. After crash-landing on the planet,

Starcraft Units – Brood Lord

Defilers can also morph and transform into another form based on the Mantis Screecher nestling form. The Broodlord has thick insect armor and attacks by hurling large chunks of acid that have a longer range than the Defiler’s spray. However, this acid can only be aimed at targets that are on the ground below the attacker. These sentinels have no natural defenses against attacks from the air.

Starcraft Missions – Evolution of Zerglings

Overnight, the apocalypse befalls the Terran colonies: 2 alien races invade the sector, seemingly destroying everything in their path. But the real reason is far more gigantic than first assumed.

Starcraft Buildings – Fleet beacon

The Fleet Beacon is a structure on the Protoss Technology Tree that unlocks capital ship level air units, specifically the Carrier and the Tempest at the Stargate and the Mothership at the Nexus. The Fleet Beacon also contains an ability upgrade for the Protoss fleet: the Phoenix’s Anion Pulse-Crystals upgrade, which increases the attack range of the Phoenix.

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Starcraft


Starcraft is a turn-based . 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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