Episode 5 - Encounter with the Aborigines

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

Episode 5 - Encounter with the Aborigines.

historical background.

152 year after creation of the UC.

For the representatives of all Civilizations who found themselves in the new galaxy, difficult days have come. The aborigines were seriously offended by the fact that someone was robbing their lands without asking and, it seems, firmly decided to put the guests out the door. Although the Civilizations have revealed some of the secrets of the masters of the galaxy and can now fight back, they will have to work hard not to return home with nothing. It's time to put aside differences and truly come together to achieve a common goal!

In the previous game, you already managed to try out the cruisers of the Aborigines, now it's the turn to get acquainted with all the enginery of the new Civilization.

The goal of the Aborigines is to close at least 3 portals for movement, the task of all other Civilizations is to prevent this or act proactively and capture 4 portal zones (colonize 1 planet in the portal area).

In this scenario, the usual rules apply, except for these points:

Actions of ordinary players

As noted above, players try to prevent the capture of 3 portals by the enemy or take possession of 4 portals themselves. To do this, they try to colonize portal planets for a maximum of 12 turns and shoot down the ships of the Aborigines, especially ships of the "invader" type".

An attack on an Aboriginal ship is determined by only one die, the numbers 5-6 being a successful attack. Attacking a Hunter is similar in principle to attacking a cruiser. If it's not a cruiser that's attacking, then the Hunter fires first. 

The attack of the native ships on other players is determined by only one die, the numbers 5-6 - a successful attack. Having the Hunter next to the portal increases the chance of success. - 4-6 - successful attack. Regular Aboriginal ships can attack the cruiser only after the first shot from the side of the cruiser. 

An important note - if a portal is occupied by Aborigines, none of the other players will be able to fly there. To unlock the portal, you need to capture the planet occupied by the Aborigines in the portal zone.

Aboriginal actions

Note - Aborigines use portals without risk to themselves. 

Тship types.

Invader

The main ship of the Aborigines. Their main goal is the colonization of planets, but they can also attack. 

To colonize, you just need to collect 4 ships in the portal area (not necessarily around the planet itself). A colony token is placed and the portal is blocked. If the planet is occupied by an alien Civilization, an attempt is made to take the planet. Success number from 4 to 6. Having someone else's  the fleet in orbit is not a hindrance. However, players cannot claim an Aboriginal planet if there is an Aboriginal fleet in orbit.. 

Security guard

Ships accompanying the convoy. They do not colonize planets, only attack alien fleets. 

Hunter

Aboriginal cruiser. Attacks ships and grants an attack bonus to other ships in the area of the portal. 

Actions that all players take before their turn.

First action - determining in which portal Aboriginal activity is expected. This requires a roll of the die. There are 6 portals on the playing field, the first in the upper left and then clockwise.

Second act - determining how many ships will arrive at the portal, and what type they will be. This requires a die roll. In the center of the game field there is a conditional area where the bases and ships of the Aborigines are located, reinforcements will fly to the game field from there almost every turn. Downed ships are returned to this area. 

Number on the dice Type of reinforcement
1 Nothing*
2 1 invader
3 2 invader
4 1 security guard
5 1 security guard and 1 invader
6 1 hunter

* (if there is no at all аboriginal ships in the portal, the action is transferred to the nearest portal clockwise, where there is at least someone).

Third act - moving all Aboriginal tokens that are in the active portal. Each ship type has its own priority table. This algorithm suggests what the ship will do in the first place, and what in the second place, if the first priority is not relevant. 

Aboriginal Ship Priority Tables. 

The sequence of moves. In what order do the Aboriginal ships go.

  1. Invader
  2. Security guard
  3. Hunter

Invader

This ship avoids battles and prefers not to come close to the ships of other Civilizations. However, if someone is in an adjacent cell, the invader can attack and, if unsuccessful, change its location. 

№ 1 Go to the portal that was captured, but is now unguarded and can be lost; 1 ship crosses, stands near its planet. Or, under this condition, stay in your portal (first of all).
№ 2 Go to a portal that already has invaders and needs more ships to capture. Or, under this condition, stay in your portal (first of all).
№ 3 Go to the portal with the fewest enemies. Or, under this condition, stay in your portal (first of all).

Security guard

The main purpose is attack. Unlike the invaders, the security guards are looking for any opportunity to fight someone. 

№ 1 Go to a portal that has been captured but is now unguarded and can be lost. 1 ship passes, stands near its planet. Or, under this condition, stay in your portal (first of all).
№ 2 Go to the portal where there are invaders and in this area you need to remove the defenders. Or, under this condition, stay in your portal (first of all).
№ 3 Go to the portal, where there are more enemies within a radius of 2 cells. Or, under this condition, stay in your portal (first of all).

Hunter

The most powerful Aboriginal ship that also enhances other ships. 

№ 1 Go to a portal that has been captured but is now unguarded and can be lost. 1 ship passes, stands near its planet. Or, under this condition, stay in your portal (first of all).
№ 2 Go to the portal where there are alien cruisers or scouts and attack them. Or, under this condition, stay in your portal (first of all).
№ 3 Go to the portal, where there are more enemies within a radius of 2 cells. Or, under this condition, stay in your portal (first of all).

Area of visibility

Аborigine can see ,what happens within the portal and in the neighboring cells (radius 2 cells from the portal). They can also move if necessary a 2-tile radius, but they prefer a 1-tile radius (right next to the portal). The hunter can see what is happening within a 3 cell radius, but it does not enter this area. However, if the ship is next to the guard within a radius of 3, the guard can also see the other ship. 

Аborigine in one portal can see what is happening in neighboring portals (clockwise and counterclockwise), and take this into account in their actions. Clockwise has more priority for equal priorities.

If there is at least one own ship in a neighboring portal, the area of visibility is extended by 1 more portal, then the area of visibility does not extend.

Direction of movement and attack. 

See paragraph "Second act" above in the text. The second action's die also determines where the ship starts (or which cell it flies to). If the cell is already occupied, the next cell clockwise is used, and so on.

s6-01.jpg

When occupying a certain cell, the attack goes to the nearest neighboring ship in a clockwise direction (you need to come close to the enemy). Priority to attack ships within a 1 cell radius of the portal, then ships within a 2 cell radius. Movement speed is unlimited. 

In this picture, the attack goes to the nearest ship in a clockwise direction. 

In this picture, the attack goes to the nearest ship located within a 1 cell radius of the portal (the vertical is closer than the diagonal). 2 cell radius is ignored. 

In case of incomprehensible situations (it is not clear how to apply the described rules), it is possible to decide the choice of attack by lot between the players.