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Belt Miner

By: David Beaudoin - Michail Michail - Michael Morrone - Brendan Wascher


(version 0.6)

Table of Contents:

Content Page Number


Number of Players: 2

Game Objective: 2

Required Materials: 2

Set-up: 3

Gameplay: 4
The Basic Turn 4
Asteroid Movement Phase 4
Player Action Phase 5
Combat 5

Units: 5
Player Units 5
Scouts 5
Drillers 6
Haulers 7
Ore Refining Platform 8
Other Units/Objects 8
Asteroids 8
Common Ore 10
Uncommon Ore 10
Rare Ore 10

Other Game Rules: 10

Win/End Game Conditions: 11

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Belt Miner
By: David Beaudoin - Michail Michail - Michael Morrone - Brendan Wascher

Number of Players:
This can be a 2-player game, a 4-player game, or a 6-player game. There will always be, and can
only be, two teams.

Game Objective:
Be the first team to acquire 5,500 resource points for each member on your team.

Required Materials:
Map - 14 tile sets - 6 tile sets with safe zones - 8 open tile sets
Asteroid spawners - four tiles for a 2 players, six for 4 players, eight for 6 players

Red and Blue teams - 40 pieces each


Scout ships - 15 pieces
Drillers - 10 pieces
Haulers - 10 pieces
Ore Refining Platforms - 5 pieces

Resource tokens - 100 tokens


Common Ore - 60 tokens
Uncommon Ore - 30 tokens
Rare Ore - 10 tokens

Action tokens - 30 tokens (total)


Each player gets 5 action tokens

Emergency tokens - 6 tokens (total)


Each player gets 1 emergency token

Asteroids - 8 Asteroid pieces

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Set-up:
Set up your game board according to the number of
players you have playing. If you have 2 players,
arrange it in the way as shown by the top left image. Be
sure to put the safe zone tiles as shown as well, paying
close attention to the correct team colors. In the same
way also arrange your game board according to the
middle left image if playing with 4 players, or arrange
it according to the bottom left image if playing with 6
players. Once this has been done, you are ready to place
the asteroid spawners. But first we must decide the
playing order.

To determine the playing order, each player should


draw out of the bag of tokens. The player with the
highest value of token goes first, and from there play
will move in a clockwise manner. If there is a tie with
the highest drawers, keep drawing until the tie has been
broken.

After the playing order has been determined, each player


may select a corner in which to place their starting
pieces. Those pieces being a refining platform in the
corner, and a driller, a hauler, and a scout in the places
adjacent to platform. You should also place tokens
totaling to a value of 2500 resource points (2 uncommon
resource tokens, 4 common resource tokens) on your
platform.

Now it is time to place the asteroid spawners. In a 2


player game, each player gets two asteroid spawners to
place. In a 4 player game each team places three asteroid
spawners between themselves. Similarly, in a 6 player
game each team places four asteroid spawners between
them. This means there are four asteroids in a 2 player
game, six asteroids in a 4 player, and eight asteroids in a
6 player game.

In a 2 player game, there are three 1 movement speed asteroids and one 2 movement speed
asteroid. In a 4 player game, there are four 1 movement speed asteroids and two 2 movement
speed asteroids. In a 6 player game, there are five 1 movement speed asteroids and three 2
movement speed asteroids. You are now ready to pick asteroids spawners.

Whoever won the token draw, that persons team (in a 2 person game, that person) gets first
choice of what asteroid spawner they want, keeping in mind the speed and the number of the

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asteroid. After they pick, then the next team picks an asteroid spawner. This goes back and forth
until the correct number of spawners has been picked. You are now ready to place the asteroid
spawners.

In the same order as you picked the spawners, place them on the board. You can place the
spawners anywhere on the map, except the start safe start tiles, and in any direction. When
placing, keep in mind the numbers indicated on each of tiles in the setup images, as those are
number of asteroids allowed on each tile.

Once all this has been done, you are ready to begin playing.

Gameplay:
The Basic Turn
There are three types of phases in a turn, the asteroid movement phase, a players action phase,
and a combat phase. The turn goes as such:
1. Asteroid Movement Phase
2. Player Action Phase
a. Combat Phase
3. Next Players Action Phase
a. Combat Phase

Each player gets an action phase during the turn. The asteroid movement phase happens once per
turn at the beginning of the turn. The combat phase happens anytime a player declares an attack
on another player and is part of the attackers action phase. The defender that takes part in the
attackers combat phase does not wait until their action phase to respond, and instead take part in
the combat phase immediately.

A more detailed breakdown of each phase can be found below.

Asteroid Movement Phase


Before the start of the players phases it is the asteroids movement phase. This means that the
asteroids make the very first movements of the game. At the beginning of the game, place an
asteroid in each of the asteroid spawn tiles. After that, move each asteroid according to the
direction and number indicated on their spawn tile. Each asteroid will follow that direction and
move that number of spaces on the asteroid movement phase, until that asteroid is either drilled
or goes off the map. Asteroids only move after they are spawned on the first turn of the game.
Otherwise, they spawn one turn and move the next turn.

When an asteroid is drilled or goes off the map, on the next asteroid movement phase, rotate the
spawn tile that the asteroid belonged to once clockwise and place a new asteroid on that space.
Move it according to its new direction by the same distance indicated on it the turn after it was
spawned. Do this each time an asteroid is destroyed. After all asteroids have moved, it is the
players turns.

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Player Action Phase
Each player gets up to 5 actions per turn. You do not have to use all 5 actions, but you cannot use
more than 5 in your turn. Everything costs one action except for building a unit, which does not
cost an action. Drilling an asteroid and depositing resources also do not cost an action, as those
units must be on either an asteroid or a platform when you end your turn for depositing or driller
to occur. You may split the actions up among pieces or may use all of them on one piece if you
so desire. Once you have used all your actions or are satisfied with your movements your turn
ends and it is the next players turn.

Combat
Reminder: A scout attacking another scout costs one action. A driller attacking another driller or
hauler costs two actions. The result of those actions are determined here.

After your action phase, you receive an emergency token. On one side of the token there is a
destroyed ship, and on the other there is an intact ship. You may use this token in the following
ways:

If one of your ships is attacked, you may allow your ship to be destroyed and not use
your emergency token.

If one of your ships is attacked, you may flip your emergency token. If it lands on the
side of the destroyed ship, your ship is destroyed and you lose your emergency token
until the end of your next turn. If it lands on the side of the intact ship, your ship is safe
and you keep your emergency token.

If the defending ship is successful, the defender chooses an empty adjacent spot next to their ship
and places the attacking ship in that spot. If there are no empty adjacent spots, the attacking ship
is destroyed.

Units:
Player Units
Scouts
(The images below give an example of each teams scout ship. The number inside is the player number
for that team, for when there are more than one player on each team.)

Can move 4 spaces per action and cost 250 resource points to build. New ones can spawn next to
a refining platform, which doesnt use an action. Scouts can attack other scouts, which uses one
action (see combat section for more information on combat.)

When within 2 spaces of an asteroid, scouts can determine what resource the asteroid is carrying,
which costs an action.

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New refinement platforms can be built on tiles that are adjacent to a tile that a scout ship is on.
Building a new platform uses an action.

Movement - 4 spaces 1 action token

Build new scout (250 resource points) No action token

Determine resource in asteroid (2 spaces 1 action token


away)

Attack another scout ship 1 action token


(see combat section for more details)

Build new refinement platform (see Refining 1 action token


Platform section for more details)

Drillers
(The images below give an example of each teams driller. The number inside is the player number for
that team, for when there are more than one player on each team.)

Can move 3 spaces per action and cost 500 resource points to build. New ones can spawn next to
a refining platform, which doesnt use an action. Drillers can attack other drillers and haulers,
which uses two actions (see combat section for more information on combat.)

If a Driller is on an asteroid, when your action phase is over, it mines it, changing it to a debris
field on your next turn. If the Driller is destroyed while mining, the mining action gets canceled
and the asteroid is not mined. The action of mining does not use an action.

Drillers can damage mining platforms by mining it. Each turn a driller is left mining a platform,
it takes 250 resource points from the enemy platform it is drilling and drops it in an adjacent
space. This does not use an action, but you must end your turn with your driller on the same
platform for the attack to take place.

Movement - 3 spaces 1 action token

Build new driller (500 resource points) No action token

Mine an asteroid or a refining platform No action token

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(but must be on the asteroid or platform at the
end of your turn to begin mining)

Attack another driller or hauler 2 action tokens


(see combat section for more details)

Haulers
(The images below give an example of each teams hauler. The number inside is the player number for
that team, for when there are more than one player on each team.)

Can move 2 spaces per action and cost 750 resource points to build. New ones spawn next to a
refining platform, which doesnt use an action. Haulers cannot attack, but they can be destroyed
by a driller. If a hauler is destroyed by a driller, it drops its haul. If it is destroyed by an asteroid
then its haul is destroyed as well.

Haulers transport resources to a refining platform, with a max carrying capacity of 2500 resource
points. If you end your turn when a hauler is on a resource platform, its haul is deposited to that
platform at the beginning of your next turn. A hauler cannot be attacked when it is on a refining
platform, but the platform itself can still be attacked.

Haulers can also transport resources from one refining platform to another. To load resources
onto a hauler, you must end your turn with a hauler on the refining platform you wish to move
resources from. At the beginning of your next turn, those resources are now being carried by that
hauler. To deposit those resources, do so in a normal way a hauler deposits resources in a
refining platform.

They can also drop the resources they are carrying. However, if the player decides to drop their
haulers resources, they must drop it all. When they drop their resources they can also move one
space away from their where they dropped them.

Movement - 2 spaces 1 action token

Build new hauler (750 resource points) No action token

Load resources No action token


(but must be on the debris field or the
platform at the end of your turn to begin
loading)

Deposit resources (into a refining platform) No action token


(but must be on the platform at the end of

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your turn to begin depositing)

Drop resources (into space) 1 action token


Drop resources on the space you are currently
on. Then move one space away.

Ore Refining Platform


(The images below give an example of each teams ore refining platform. The number inside is the player
number for that team, for when there are more than one player on each team.)

Can move at the cost of 750 resource points per space. Each platform can hold a maximum of
4000 resources, with the amount of resource points its holding being represented as resource
tokens on its tile. A refining platform costs 1500 resource points to build and must be placed by a
scout ship on any open tile that is not immediately next to another refining platform.

Movement - 1 space (750 resource points) 1 action token

Build new platform (1500 resource points) No action token

Other Units/Objects
Asteroids -
(The images below give an example of an asteroid. The bigger number in the middle indicates how many
spaces it moves per turn. The arrow next to that number indicates the direction it is moving in. The
smaller number in the middle indicates what the asteroid number is. Match it up to the corresponding
asteroid spawner number.)

An asteroid does not have an assigned ore until a scout identifies it, it is excavated, or it is
destroyed. This means you dont place an ore on the asteroid until one of those conditions is met.
The ore type is determined by drawing a resource token out of the bag. The player that identifies
it or excavates it first draws the token, examines the side that identifies what kind of ore it is, and
places the ore face down on the same tile as the asteroid. Other players will be able to identify

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what the ore is by either using a scout ship to identify it, hauling it themselves, or when a player
drops it off at a refining platform.

Asteroids move at their given speed (either 1 or 2) until they go off the game board or are
excavated. If an asteroid is excavated, it drops its ore on that tile, the asteroid piece is destroyed,
and the ore remains on that tile until it is hauled away or destroyed by another asteroid.

Asteroid-on-asteroid collision is determined by speed. If two asteroids cross paths on the asteroid
movement turn, the following occurs:
If the asteroids have the same speed, the ore it was carrying appears at whatever its
destination for that movement turn was. If its on the same hexagon, then both ores
appear there.
If one asteroid is faster than the other, the ore that the slower the asteroid was carrying
appears at its asteroids destination and that asteroid is destroyed while the other asteroid
continues on its path unaffected. If they have the same destination then the faster asteroid
occupies the hexagon and the ore that the slower one was carrying is destroyed along
with the slower asteroid.

In a similar way, if an asteroid flies through an open ore token on its turn it is destroyed. If it is a
unit (any ship or a refining platform), the player who the unit belongs to may use their
emergency token to avoid the ship. If they succeed and the asteroid was not going to land on the
tile the unit is on, they asteroid goes to the same place. If they succeed and the asteroid was
going to land on the tile the unit is on, move the unit to an adjacent space. If no adjacent spaces
are available the ship is destroyed. If they fail, the ship is destroyed. If its a hauler, its haul is
destroyed as well (This is also true if the hauler is on an open ore and excavating it, both the haul
of the hauler and the ore it was excavating is destroyed). If its a refining platform, it is destroyed
and its resources are scattered as debris fields in adjacent hexagons.

Asteroids that are being mined move on the asteroid movement turn, but carry the driller with it.
If an asteroid carries a driller off the map, that driller is destroyed. If the asteroid the driller is on
is destroyed by another asteroid, the driller is destroyed as well.

A few things to note. An asteroid cannot be mined while on the spawn tile. An asteroid doesnt
carry an ore until it has been scouted, mined, or collides with another asteroid that turns it into an
ore piece. Only the player(s) who have scouted it or the player who mined it may look at what
ore the asteroid is. This means the first person to scout it or the person to mine it is the person
who draws the ore token from the bag. That player then looks at what ore it is, and places it face
down on the same tile as the asteroid if it was scouted, or replaces the asteroid with the ore if it
was mined. If the asteroid was destroyed by another asteroid any player may draw the ore token
from the bag.

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Common Ore - Has a value of 250 resource points.

Uncommon Ore - Has a value of 750 resource points.

Rare Ore - Has a value of 2500 resource points.

Other Game Rules:


There cannot be more than one pieces on a tile at a time with the exceptions being a hauler on a
platform to deposit resources and a driller on an asteroid to excavate. However, in movement,
you can pass over another unit, whether it is an ally or an enemy unit, as long as you dont end
up on the same tile as the other unit.

Players can cross over an asteroid, but only drillers can stop on an asteroid. No unit, however,
can pass over or stop on an asteroid spawn tile. If a player does try to do this, the piece they are
controlling is destroyed. If a hauler is destroyed that way, their haul is destroyed as well.

When an asteroid runs into an asteroid spawner that is not its own, the asteroid is destroyed and
drops its ore as if it was destroyed by another asteroid. Any player may draw the ore token and
place it where the asteroid was destroyed.

After your driller has finished drilling an asteroid, turning the asteroid into ore, it is not required
to leave the tile it is on (the tile that contains ore and the driller). It may stay there as long as you
desire or until it is destroyed.

If you have multiple haulers, you can have multiple haulers on the same refining platform.
Reminder: as long as a hauler is on a refining platform it cant be destroyed.

If you so desire, you may swap out your resource tokens for a token or tokens of equal value
from the resource bag. For example, you can swap out three 250 tokens for one 750 token.

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You can move your ships through your own ships, your teammates ships, and asteroids, but
cannot occupy the same space as any of those. However, you cannot move through enemy ships.
You must either go around or destroy the ship(s) blocking you first.

Win/End Game Conditions:


The first team that has each and all of its members collect at least 5,500 resource points, wins the
game.

If one team is left no haulers and not enough resources to make a hauler, the other team is
declared the winner automatically.

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