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SCDDDF Rules - Web-Resolution

This document summarizes two expansion modules for the game Space Cadets: Dice Duel - Die Fighter. The expansions introduce Fighters, small and maneuverable ships piloted by a single player, and Experimental Equipment cards that provide special ship abilities. It describes the components, rules for playing with Fighters, including three sample missions, and mechanics like how Fighters are damaged and destroyed differently than capital ships. Fighters have fewer defensive and offensive systems than capital ships but are more agile.

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0% found this document useful (0 votes)
67 views12 pages

SCDDDF Rules - Web-Resolution

This document summarizes two expansion modules for the game Space Cadets: Dice Duel - Die Fighter. The expansions introduce Fighters, small and maneuverable ships piloted by a single player, and Experimental Equipment cards that provide special ship abilities. It describes the components, rules for playing with Fighters, including three sample missions, and mechanics like how Fighters are damaged and destroyed differently than capital ships. Fighters have fewer defensive and offensive systems than capital ships but are more agile.

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greycompanion
Copyright
© © All Rights Reserved
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Introduction:

Space Cadets: Dice Duel - Die Fighter adds two expansion modules to the original Space Cadets: Dice
Duel:
Fighters are a new type of ship in the Dice Duel universe. Piloted by a single player, they are small and
maneuverable, but vulnerable.
Experimental Equipment can be used to give ships special abilities, and requires teams to adapt their
tactics to make the best use of their abilities.
These two modules can be played separately or together.
Components:

27 Experimental 2 Fighter Cockpits


Equipment Cards

Rules

2 Fighter Miniatures

x8 x6 x4

8 Sensor Dice 6 Weapon Dice 4 Helm Dice

x2 x2

2 Tractor Dice 2 Shield Dice


1
Fighters
This expansion introduces Fighters into the Dice gets two Fighters. The team with the Fighters has
Duel universe. two players, and the Capital Ship team may have
Fighters are piloted by a single player (called the two, three, or four players. So this mission allows
Pilot), and use a single Cockpit display. four, five, or six players.
Each Fighter receives 11 dice: If the Capital Ship is destroyed, the Fighters win.
1 Shield Die If both Fighters are destroyed the Capital ship
wins.
1 Tractor Beam Die
Mission 3: Fighter Duel!
2 Helm Dice
This is a two-player scenario. Each player con-
4 Sensor Dice
trols one Fighter, and must destroy the opposing
3 Weapon Dice Fighter to win.
Fighters do NOT have shields. The Shield Die Stations on the Fighter:
is used to mark the Health of the Fighter. At
the start of the game place the Shield Die on the Helm:
three pip side on the Health space. Helm operates the same way on a Fighter as on a
Fighters do not have Energy Dice. Instead all Capital ship, except that there are only two Helm
the dice can be rolled at any time by the Pilot, dice. So when both dice are placed, move the
whether they are on or off the display (Exception: Fighter on the map and remove the dice.
The Shield Die is never rolled). Asteroids: Fighters are not affected by Asteroids
at all. They are maneuverable enough to slip
The Cockpit Display has special spaces for the through the square without being hit.
different types of dice. See diagram below.
Nebula: If moved into a Nebula remove ALL Sen-
The original ships included in Space Cadets: Dice sor Dice on the Fighter, not two as on a Capital
Duel are called Capital Ships. These new ships
are called Fighters. This is important later in the Fighter Cockpit Display
rules, as weapons may affect these different types
Weapons Health
of ships differently.
(Shield Die)
Ways To Play:
There are three ways to play with the Fighter
Expansion:
Mission 1: Carrier Strike!
Each team gets one Capital Ship and one Fighter.
If a Capital ship is destroyed that team loses
and the game ends. Fighters that are lost may be
relaunched (see page 5).
Mission 2: Fighter Assault! Helm
One team gets one Capital Ship. The other team Locks Jammers Map Hazards

2
ship. The lack of shielding makes Fighters more Pulse Bombs
susceptible to nebula interference. Pulse Bombs ONLY affect Capital Ships. They do
Sensors: not affect Fighters.
Sensors operate the same way on a Fighter as on In order to load a pulse bomb, load the Nose and
a Capital ship, except that there are only two slots Tail of a Missile, but instead of using the third
for Jammer dice. So Fighters may have at most Weapon die, you must roll the Tractor Beam die
four points of Jammers. and get either a single or double Lightning Bolt
symbol. Place it on the Cockpit in the center
Tractor Beams: of the Missile Bay to show that a Pulse Bomb is
Fighters do not have Tractor Beams. They cannot loaded.
move enemy ships or pick up or use crystals. Pulse Bombs can be freely converted to Missiles
Instead the Tractor Beam die is used for Pulse and vice versa by removing the center die and
Bombs. See Weapons for details. rolling either the Weapon or Tractor beam die,
Fighters are affected by Tractor Beams on Capital whichever is appropriate. You can leave the Nose
ships as normal. NOTE: Fighters CAN be moved and Tail dice in place.
by tractor beams on a friendly ship. To attack with a Pulse Bomb the Fighter must
Fighters do not have Mines. They are affected by END its move in the same square as the Capital
them as normal. ship. Simply passing through the same square
is not sufficient. Also, you must have the bomb
Weapons
loaded before you move into the square. If you
There are two types of weapons that can be build a bomb when in the same square as the
loaded by Fighters: Missiles and Pulse Bombs. Capital ship, or it moves into the same square as
Missiles the Fighter, you may not declare a Bomb attack.
Missiles are loaded and fired exactly as torpedoes Declare BOMB to stop the action. Roll the NOSE
on Capital ships with the following notes: and TAIL dice of the Pulse Bomb. For each die
that shows a single or double blast symbol the
• Fighters only have one missile tube, which
Capital ship takes one damage. So Pulse Bombs
launches out the Front arc of the ship. They
can do 0, 1, or 2 damage. Shields and Jammers
cannot launch at targets in the Rear arc.
do not protect against pulse bombs.
• Sensor locks equal to Range plus Jammers are
required to hit, exactly as with Torpedoes. Target Locks on the Sensor Dice are not required
to drop a Pulse Bomb. Locks and Jammers are
• A Capital ship hit by a missile is treated as not removed when a Pulse Bomb is dropped.
if it had one more Shield die than it actually All three dice are removed from the Weapon as
has. So if there are no shield dice, treat it as if normal.
there were one Shield. If there are two Shield
Dice the capital ship treats it as three, and can- If the square with the Capital Ship contains a
not be damaged. Mine, the Mine hit is resolved first. So if the
Fighter is destroyed by the mine the Pulse Bomb
• A Capital ship removes at most ONE shield is not resolved.
die when hit by a missile, instead of all of
them.
3
Missile Pulse Bomb

Pulse Bomb Example


The Fighter has a Pulse bomb loaded, and Helm is set up to
move into the same square as the black Capital Ship.
She moves the Fighter on the map, removes the Helm dice, and
calls ‘BOMB’, stopping the action.
She takes the two Weapon dice on the display and rolls them,
getting a double blast and a tail icon. The black ship takes one
damage, and the Fighter removes the Tractor die from the
Cockpit display.

4
Damaging Fighters Action then resumes.
For each point of damage taken by a Fighter, Note: Fighters may NOT land back on the Capital
rotate the Shield Die down one pip to show the ship. Once they are launched they must stay on the
current health. If the health ever drops to zero or board until they are destroyed or the game ends.
below, the Fighter is destroyed. The miniature is
removed from the board. Turn over the cockpit
display to indicate that it is out of the game.
If playing mission 2 (Fighter Assault), that pilot is
out of the game. The Fighter may not be returned Relaunching a Fighter
to play.
The Black team’s Fighter is destroyed, and Sydney,
If playing mission 3 (Fighter Duel), the game the Fighter pilot, returns to the Capital ship and is
ends when one Fighter is destroyed. given the Tractor Beam and Shields displays.
Relaunching Fighters After a few minutes, they manage to collect three
crystals and decide to relaunch their Fighter.
In missions 2 and 3, destroyed Fighters may not
be returned to play. They call ‘LAUNCH’, freezing the action. The
Fighter can be placed in the same square as the
In mission 1, the Capital ship may relaunch the
Capital ship, facing either of the ways shown below.
Fighter if it is destroyed. Shout LAUNCH to
freeze the action. Brian leaves the Weapons and Sensor Stations to
Then: man the Fighter. Susan switches from Captain to
take over those stations. Once both players are set,
A. The Capital Ship must either pay 3 crystals or play resumes.
take 1 damage to launch the Fighter. If choosing
to take a damage, place one energy die on the
damage display. Because of this, if you have three
damage you must spend crystals to launch a new
Fighter.
B. The team places the Fighter in the same square
as the Capital ship, facing either to the left or
right. It may not face in the forward or rear direc-
tion of the Capital ship.
C. Set the Shield die on the Fighter on the Three
Pip side. No other dice are placed on the Fighter
display.
D. One player assumes the Fighter Pilot station,
and stations they were manning (see page 6) have
to be given to another player still on the Capital
ship.
5
Player Roles
In Mission 1, players are either on the Fighter or on the Capital ship. Only one player may be on a
Fighter and roll its dice, and is called the Pilot.
If a Fighter is destroyed, the player who was piloting the Fighter is now back on the Capital ship. They
may be given any Stations on the ship that the team desires, or even the Captain role.
If the Fighter is relaunched, any player on the team may be assigned to be the pilot. It does not have
to be the same player each time. Any stations that player was manning must be moved to players that
remain on the Capital ship.

Experimental Equipment Cards


The Experimental Equipment cards may not be used by Fighters.

Experimental Equipment

This 27-card expansion gives different abilities to the ships, giving teams additional tactics to use to
defeat the enemy!

Setup Using the Cards


Shuffle the Equipment cards, draw five at ran- In order to use the ability on the card, you must
dom, and place them face up. place the matching dice symbols on the card, by
rolling them normally. As always, only the player
Randomly select one team to go first. That team
who controls that station may roll and place dice.
selects one Equipment card of their choice.
So if a card requires a Tractor die and a Sensor
The other team now selects two Equipment cards die, whichever player is controlling the Tractor
of their choice. The first team now selects one Beam station will place that die, and whichever
of the two remaining cards. Each team should player is controlling the Sensor station will place
have two Equipment cards. The remaining card is the other die.
discarded.
Some cards have Crystal symbols. The crystal(s)
Each team places the cards in their team area, must be on the card when you want to use the
wherever they wish. ability. However if you are doing a basic crystal
ability (Station Override, Warp Jump, Energy
Go over the special abilities with all players and
Surge, or Launch Fighter) you may remove crys-
make sure everyone understands how they are
tals from the cards immediately in order to do
used. When ready, start the game.
the action.

6
Example: The Black team has two crystals on the When an ability is used the dice are normally
NeuroNav interface card allowing them to ignore removed from the card, or crystals are sent to the
asteroids and nebula. They declare a Warp Jump, Used Crystal space. However some cards show
freezing the action. They have no crystals in their the die or crystal with a ‘lock’ symbol above
Available Crystals box on the board, so they take them. These dice are not required to be removed
one from the NeuroNav card to pay for the action. when the power is used. However they can be
removed at any time as normal to be used in a
Some cards have a ‘snowflake’ symbol on them.
different way.
This means that they ‘freeze’ the action when
used, in the same way as launching a torpedo or Example: The Shield die on the Warp Nav card
using tractor beams on the enemy ship. Shout the does not show a lock icon. It is removed after the
name of the card to freeze (Example: The White ability is used. The Gravimetric Bubble shows the
team wishes to use their Plasma Pulse, which has a Lock icon above both dice. The dice do not have to
snowflake icon. The Captain shouts ‘Plasma Pulse’, be removed until the team decides to do so.
and all action stops while it is resolved.

Card Title

Ability Text

Crystal Icon Freeze Icon Lock Icon

Shield Icon Tractor Icon Sensor Icon

7
Card Notes
Certain cards have special rules that are different than
those described above, or need additional explana-
tion:

Weapon Cards
Weapon cards (Flux Feedback Torpedo, Homing
Torpedo, Fusion Torpedo, Missile Pack)
These cards give you access to specialized torpedoes.
The weapons officer may load a normal torpedo, or
one of these. For the torpedoes that take four dice,
the dice locations will not match the icons on the
Display. Simply place the dice in a line on the desired
torpedo tube.
Torpedoes may be converted between different types
by adding or removing dice. However once a die is
removed it cannot be placed on the display again until
an energy is received, as normal.
If the extra die that is required is from a station not
controlled by the Weapons officer, the die will need to
be passed to Weapons after being rolled with the cor-
rect symbol. Example: The team wishes to load a Flux
Feedback Torpedo, which needs a Tractor die showing
the expansion symbol. It needs to be rolled by the Trac-
tor Beam officer and then passed to Weapons.
Missile Packs allow you to load three torpedoes. These
may all be on the same side of the ship. Simply use the
top or bottom of the display to hold the third torpedo.
A torpedo may only be one special type. For example,
if you have the Flux Feedback and Homing Torpedo
cards you cannot make one torpedo with five dice and
both special abilities. You can make one Homing and
one Flux Feedback and launch them at the same time.
You can mix normal and special torpedoes in a single
launch. To launch any of these weapons, just shout
FIRE as normal.

8
Blink

Blink allows the ship to move without changing


facing or entering the intervening squares. To
use, place one Helm die showing the direction
you want to move, relative to current facing. So
the Forward arrow will move the ship forward,
and the backwards arrow will move the ship
backwards. You must place up to three tractor
beam dice showing the square symbol to indicate
how many squares you are moving.
Example: You have the ‘left arrow’ die and two
tractor beam dice on Blink. Move the ship two
squares to the left without changing facing.

Rotational Thrusters

These allow you to pivot the ship in place. The


Helm die indicates whether you are turning 90
degrees left or right, or 180 degrees. When both a
Helm die and the Shield die are placed, rotate the
ship and remove the dice.

Maneuver Jets

You can use Manuever Jets instead of the normal


Helm Display to move the ship. As long as a Sen-
sor Die is on the card you can move the ship after
only two dice are placed instead of three.

9
Credits

Game Designers: Sydney and Geoffrey Engelstein


Artwork : William Bricker (www.kavoc.com)

Graphic Design: Michael Plowman & William Bricker

Project Management: Stephen Buonocore

Creative Assistance: Brian Engelstein


Playtesters: Benjamin Nicholson, Jared Gordon, Jeff Bockelman, Chris Lowe, Richard Spice,
Simona Spice, Matt Cocuzzi, Adam Dickson, Terry Hunt, Nick Jaramillo, Joshua Kimble, Dan
Lamont, Matt Reddick, Will Faust, Rodney Romasanta, Weldon Chen, Minmin Li, Aurora
Stewart, Donna Stewart, Glenn Stewart, Shaowen Wu

(c) 2014 Stronghold Games LLC, a Delaware USA Limited Liability Company. All Rights
Reserved.
If you have any questions, please email us at: info@StrongholdGames.com
LIKE us on Facebook: www.facebook.com/StrongholdGames
FOLLOW us on Twitter: @StrongholdGames
To see our other great games and to sign up for our Newsletter to find out about future games,
visit Stronghold Games on the web at:
www.StrongholdGames.com
Reference

Missile Pulse Bomb

• Capital ships get a bonus Shield die • Single or Double Lightning Bolt as center
die
• Capital ships remove at most one Shield
die • Must end move in same square as Capital
ship
• Normal resolution against Fighters
• Roll Nose and Tail dice. Each single or
double blast = 1 damage
• Cannot be used against Fighters

Freeze Actions Play Notes

These are all the actions that freeze the game: For your first few games you may find that
Fighters are extremely powerful. Until you
• Launch Torpedos or Missiles (FIRE 1 or
discover tactics for how to counteract them
FIRE 2)
with Capital Ships, you may want to start
• Tractor Beam Enemy Ship (TRACTOR) Fighters with two health instead of three.
• Warp Jump (WARP)
• Pulse Bomb (BOMB)
• Launch New Fighter (LAUNCH)
• Experimental Equipment Card (CARD
NAME)

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