SCDDDF Rules - Web-Resolution
SCDDDF Rules - Web-Resolution
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:
Rules
2 Fighter Miniatures
x8 x6 x4
x2 x2
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
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
This 27-card expansion gives different abilities to the ships, giving teams additional tactics to use to
defeat the enemy!
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
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
Rotational Thrusters
Maneuver Jets
9
Credits
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Reference
• 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
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)