mirror of
https://github.com/imjasonh/globetrotter
synced 2026-07-07 01:32:20 +00:00
Update README.md
This commit is contained in:
parent
ec3971096a
commit
7c386e1ef1
1 changed files with 5 additions and 5 deletions
10
README.md
10
README.md
|
|
@ -21,7 +21,7 @@ Players take turns performing one action each. The actions they can take are:
|
|||
- **Move** - move your Rover to an adjacent open space.
|
||||
- a Rover can't move into a space that's occupied by another Rover or Building, enemy or friendly.
|
||||
- a Rover can't move over enemy Fortifications, but it can move into and share the space with a friendly Fortification.
|
||||
- **Fortify** - a Fortification may be placed in any unoccupied space adjacent to a friendly Rover or Building.
|
||||
- **Fortify** - a Fortification may be placed in any unoccupied space adjacent to a friendly Rover, that is not adjacent to an existing Fortification.
|
||||
- **Shoot**
|
||||
- identify an enemy Rover or Fortification or Building within 3 spaces.
|
||||
- HQ spaces (pentagons) count as 2 spaces for determining shooting range.
|
||||
|
|
@ -33,8 +33,8 @@ Players take turns performing one action each. The actions they can take are:
|
|||
- Fortifications have 1 hit point, and are destroyed when they take any damage.
|
||||
- When shooting at a Rover sharing a space with a Fortification, you must declare whether you're shooting at the Rover or the Fortification. When targeting a Rover on a Fortification, missing the Rover does not hit the Fortification.
|
||||
- **Build** - if 3 or more spaces adjacent to an unoccupied pentagonal HQ space are occupied by the same player's Fortifications or Rovers, you can place a Building in that space.
|
||||
- At least one of the adjacent spaces must be a friendly Rover, to oversee construction.
|
||||
- Each player can only have one of each type of Building, even in multi-planetary games.
|
||||
- If a Rover occupied the pentagonal space, it gets one free move out in any direction before building. If it cannot move out, it is destroyed.
|
||||
- **Decommission** - remove a friendly Building or Fortification from the board.
|
||||
- Any Fortifications surrounding a Building are not removed.
|
||||
- When a Treasury or Factory is decomissioned, all of their saved points are lost.
|
||||
|
|
@ -44,10 +44,10 @@ Players take turns performing one action each. The actions they can take are:
|
|||
|
||||
### Space Port
|
||||
|
||||
- When a Rover is adjacent to a friendly Space Port, it can be moved into orbit. Remove the Rover from the board.
|
||||
- When a Rover is adjacent to a friendly Space Port, it can Move into orbit. Remove the Rover from the board.
|
||||
- A Rover in orbit around a planet can Move to descend into any unoccupied space on the planet.
|
||||
- In multi-planetary games, Rovers in orbit can Move from the orbit of one planet to being in orbit of an adjacent planet, then descend to that planet in a subsequent turn.
|
||||
- Rovers can remain in orbit indefinitely, but they cannot take any other action except to land.
|
||||
- Rovers can remain in orbit indefinitely, but they cannot take any other action except to Move to descend.
|
||||
- There is no limit to the number of Rovers that can be in orbit at any given time.
|
||||
|
||||
### Factory
|
||||
|
|
@ -73,7 +73,7 @@ Players take turns performing one action each. The actions they can take are:
|
|||
|
||||
- when a player has a Treasury, they can choose to save an action point, and use it later.
|
||||
- The Treasury can store up to 3 action points.
|
||||
- For example, instead of moving or building, a player can save its action point in the Treasury. On the player's next turn, they can perform one extra action before the other player's turn. If a Treasury has 3 action points saved in it, the player could take up to 4 actions.
|
||||
- For example, instead of moving or building, a player can save their action point in the Treasury. On the player's next turn, they can perform one extra action before the other player's turn. If a Treasury has the full 3 action points saved in it, the player could take up to 4 actions consecutively.
|
||||
- When a Treasury is destroyed, all of the action points it holds are _immediately_ available to the player that destroyed it; they cannot save them in their own Treasury, and must immediately use or forfeit them. This can never result in more than 4 actions being taken by the same player consecutively (e.g., if they used their own Treasury-banked actions to destroy an enemy Treasury); any excessive action points are forefeit.
|
||||
|
||||
## Ending the Game
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue