Wing Commander: Prophecy (1997, Windows) 4/7 – StarCraft eSports

Starcraft Heroes – Abathur

Abathur is an ancient organism that has long served as the “evolution master” — a guiding hand that weaves together strands of Zerg DNA into mutations of existing Zerg and entirely new species. Left to his own devices, the Abathur’s approach to the swarm’s evolution is quite unorthodox:

Planets Starcraft – Shiloh

Shiloh is a temperate rim planet that was initially ignored by the settlers due to its low metal supplies. They instead focused on planets that enabled industry and space trade. It was only after the richer, central were mapped, settled, and established that Shiloh caught the interest of the colonists.

Starcraft Units – Mutalisk

The Mutalisk has evolved little from its original form, the roaming Mantis Screecher in the secluded Dinares Sector. In their original form, these creatures could fly both in the atmosphere and in space – but exactly how they managed to do so is unclear. Apparently they were even able to move from one star system to the next, presumably in some kind of larval form.

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 – Roach Warren

The roach warren is a zerg structure in StarCraft II. It allows roaches and ravagers to be spawned. It is designed to simulate the humid, mountainous depths needed to create roaches and ravagers.

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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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