Episode 6 - Flight and Pursuit

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

Episode 6 - Flight and Pursuit.

Historical background.

155 year after creation of the UC.

At some point, it began to seem that retreat and inglorious return to their galaxy was inevitable. The hordes of Aboriginals oppressed all Civilizations. Had to reluctantly to leave the already beloved places. However, once again the scientists of the Gray Monarchy distinguished themselves. Thanks to their discoveries, which they kindly shared (for everyone else to do the main dirty work), Civilizations managed to put a mess in the computing systems of the Aboriginals, as a result of which they hastened to retreat into the depths of the galaxy.

In this episode you can play 2 different games. In one you are running away from the Aboriginals, in the second you are chasing them. For a full game, you must first complete Episode 5 in order to understand how to play as Aboriginals.

The rules are similar as in the previous scenario, but there are some differences (highlighted in red).

Special rules for using portals

A new type of portals has appeared on the field - red. The peculiarity of the new portals is that you cannot fly to blue ones and vice versa - you cannot get from ordinary portals to red ones, red portals - for everyone with risk, even for the Republic. However, from Portal #6 you can get to the nearest upper red portal (in this Episode). 

Aborigines use only blue portals with numbers, but in the "Hunt" scenario, red ones are used at the end. 

In the "Escape" scenario" - it is possible to fly from the portal only to the neighboring sector if the direction is counterclockwise and it is impossible to fly clockwise from the top left to the top right. 

New 4th level planet

Note - 4th level planets can be colonized with 3 ships in this episode. 

4th level planet - type "purple".

The planet gives 5 points, like a normal 3ed level planet (but points are not counted in this episode). Unlike all other planets, it can  colonize regardless of the presence of alien ships in orbit. However, if the player's colony is on it, the planet cannot be taken without removing the guard. Colonization without risk, regardless of Civilization, success 4 to 6. Or choose risk 1  ship, numbers from 3 to 6, then indicate as a goal is "capture" and not "colonization". 

Additional features if a colony is built on the planet. 

You can start from the planet at a speed of 7 cells (single dash, then as usual). 

From the planet, you can fly to the portal in your sector or a neighboring sector * no risk. From the portal you can fly to this planet of yours in your sector or an adjacent sector without risk. You can also without risk fly to another similar planet in your sector or neighboring sector. 

* Note - in the "Escape" scenario, only the counterclockwise sector is understood as a neighboring sector. In the scenario "Pursuit" - the direction does not matter. 

Additional Instructions for the Scenario "Escape"

The goal of the players is to evacuate their fleet to a safe area outside the field (where there are 3 red portals). To do this, you need to move from the starting sector (upper left) to the final sector (upper right) 3 any ships (sending them to a safe zone, except for scout ships). 

You need to move the fleet by going into each sector counterclockwise. So you need to check in each of the 4 sectors. 

The game ends as soon as any player places the 3rd ship in the safe zone. Or the game ends on the 18th move - the one who has more ships in the shelter wins. If on turn 18 someone has an equal number of ships, lots are thrown and the loser removes 1 ship from the safe zone. 

Determine how many ships will arrive at the portal, and what type they will be. The principle is the same as in Episode 5, but the table is different. In this scenario, ships of the "Invader" type do not appear. 

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

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

Additional recommendations for the "stalking" scenario

The goal of the players is not to let 3 "invader" ships into the safe zone in the middle of the field (where there are 3 red portals). If the Aboriginals place 3 invaders in the hideout, the game immediately ends with their victory. 

Aboriginal actions.

Invaders spawn at random portals and move on one portal forward to Portal 6 on their turn. From there, they move to Red Portal 7 and to the Safe Zone during next turn. As usual, the natives pass through the portals without risk. 

If the invader flies into the portal and there are other invaders there, they also make a move

The guards simply help the invaders, but do not fly into the red portals themselves. With more than 3 players, have +1 attack.

On the Aboriginal turn, an additional check takes place - if there is one of the invaders in the red 7 portal - send one of them to the shelter, also if there is an enemy in the shelter, the hunter will attack the ship. Accordingly, before the start of the game, you need to place 3 hunters in a safe zone, 1 near each portal. You cannot shoot them down in this scenario, you can only fly to the shelter, eliminate the invader and quickly return back to the main field of the game, if possible. You can make a sortie into the shelter if there are already 2 invaders there. 

Notes for players

Determine how many ships will arrive at the portal, and what type they will be. In this scenario, ships of the "Hunter" type do not appear. 

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

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