Episode 4 - New Perils

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This game is included in the additional "Global Campaign" Galaxy Distant (9 stages).

Episode 4 - New Perils.

historical background.

147 year after creation of the UC.

The exploration of the galaxy has become an extremely exciting and rewarding activity, the planets have become very interesting, with an abundance of possibilities. However, something soon happened that everyone secretly guessed, but did not want to seriously think about. It turned out that the mysterious super-ancient Civilization did not die out at all millennia ago, but rather successfully continued its existence. And, of course, the owners did not like uninvited guests, and this is only the first contact....

At this stage, you have to master new planets of the 4th level and dodge attacks from ships of an unknown type, against which the existing weapons do not work. 

The usual rules of the game apply, only in addition you can colonize 3 types of planets of the 4th level, also each player will have to play for "artificial intelligence", moving the Aboriginal token from portal to portal. 

Planets level 4

In order to colonize these planets, you need to collect 4 ships around the planet. If the whole fleet is at risk, 3 out of 4 ships are at risk. 

An additional fleet is not needed to capture a foreign colony - there are also 4 ships in orbit. 

Planet 4 level - type "green".

The planet gives 5 points, like a regular third-level planet. However, starting from the next turn, the colony will earn +2 points each turn.

Planet level 4 - type "blue". 

The planet gives 7 points. Also, with a 50% chance (dice numbers from 4 to 6), you can create 1 standard ship every turn in orbit. 

Planet level 4 - type "red".

The planet gives 9 points. Any ship that stops in orbit (except Aboriginal) must be checked by means of protection. The planet attacks the ship, if the number 6 falls out, it goes into repair. If the ship survives the attack, it remains in orbit. When trying to colonize again, 2 ships are tested (Federation, Republic, Monarchy - 1 ship). 

After successful colonization, the protection of the planet from any alien ships (including Aboriginal) is triggered. Also, the player who owns the planet can additionally attack 1 ship on his turn with a success number of 5-6.

Aboriginal cruiser

This ship of unknown design is located at the beginning of the game in any of the portals. Subsequently, each player rolls a die before their turn to determine which of the 6 portals the cruiser will enter. There are a total of 6 portals on this game board, the first one in the top left and then clockwise..

As soon as the cruiser flies into the portal, it checks for the presence of some ships in it. If there are enemies, it attacks by approaching the nearest ship (clockwise, near the portal). The cruiser can also find ships adjacent to the portal area (radius of two cells from the portal). However, it does not go beyond the portal area.

The attack is made with a single die roll, if the die is 4-6 the success of the attack. Attack and defense bonuses of players do not count, except for the built base of the Federation or the Republic (+1 defense, Aboriginal success 5-6).

Aboriginal cruiser does not fly to another portal if there is someone to attack in the current portal.

It is impossible to shoot down a cruiser, but it is possible to drive it away with dense fire into any other portal chosen by the player. This requires a die roll, numbers 5-6 to succeed. 

Game screenshot: 

st-4-s1.jpg