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Unbound: Endless War

Unknown to Earth, for centuries a war has waged in the skies above. Launched from their carrier-bases,
fleets from the hated Empire and the feared Skiritai stalk one another between the stars, hurling their
ships in a gambit to claim supremacy. The war has gone on so long, that the only edge each side has in
this conflict is their admirals.

Will you be a footnote in history, or will you lead them to victory?

Rules

At the beginning of the game, five hexes are dealt to each player, as well as a base hex. The remaining hexes are
set in between the players as the draw pile.

Each player starts with a hand of five hexes and fourteen pieces in their reserves and a base hex set five hexes
across from their opponents base hex.

The back of the hexes Skiritai Base Hex Empire Base Hex

The game is won by occupying your opponents base hex for one whole turn.

Each turn, a player draws three hexes from the draw pile, up to twelve hexes per hand at the end of a turn. Players
then take as many actions as they are able.

If the draw pile is exhausted, the discard pile is reshuffled and placed into the draw pile.

If at any point there are no cards available to draw at the beginning of a turn, both players lose.

2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com


Each hex has 3 values on it: a defense value, an attack value and a movement cost.

Marks the defense value Marks the attack value Marks the movement cost

Players can:
Place a hex in which they would have an unbroken connection from their base: A connection is broken if the
opponents pieces cross the path to the space in question. Placed hexes remain face down until a player
moves into the hex.
Example:

The player The player The opponents


has two can place a pieces block
hexes hex in any of the player from
connected to the spaces placing hexes
their base. marked with on the board. If
a green dot. the opponent
had a piece in
the top most
hex, the player
could only
place a hex in
the spaces
marked with a
green dot.
Blocked spaces
are marked
with a red dot.

Discard a hex to spawn a single unit on their base hex


Discard a hex to gain two movement points
Spend movement points to move units out of a hex
Discard three cards to move a hex they occupy into the discard pile

The movement cost is the number of movement points required for one unit to exit a hex. Any movement points
not used by the end of the turn are lost.

2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com


There are three varieties of movement costs:

Movement Cost of 1 Movement Cost of 2 Movement Cost of 3

No more than four units can occupy a single hex.

Combat
Combat is performed by attempting to move units into a hex occupied by another player. The number of units on
the hex multiplied by the attack value of the hex they are exiting is the total attack. The number of units in the
defending hex multiplied by the defense value of the hex is the total defense. The greater value of the two is the
winner.

If the attacker wins, their pieces move into the defending hex.

In the event of a tie, the defenders win.

Hexes can be attacked by more than four units. If the attacker wins, the attacker picks which pieces move into the
conquered hex.

Say that you wanted to attack a hex that had four of


your opponents pieces on it. Your pieces are marked in
green. The opponents are marked in red.

Assume that the defense value of the red occupied hex


is high enough so that four green pieces could not take
the hex.
In order to take the hex, the player (green) discards
enough cards to move all five pieces and declares the
attack. The red pieces lose the combat and are moved
into the opponents reserve.

The player (green) must now decide which four pieces


to move into the conquered hex. In this case the player
chose three pieces from one hex and one piece from
the other hex to move into the unoccupied hex.

2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com


Special Cards
There are two special cards: supernovas and black holes.

Black Hole Supernova

If a player enters a black hole, the players units are unable to leave the black hole. Starting the next turn, one unit
is moved back to the players reserve until no other units are in the black hole.

When a supernova is revealed, all of the hexes and units immediately surrounding the supernova are revealed and
then moved to the discard pile. The only hex unaffected by the supernova is the base hex, however, units in the
base hex are removed to the players reserves.

Player pieces:
Empire

Skiritai

2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com


Unbound: Endless War Unbound: Endless War
Players draw three hexes at the start of their turn. Players can have Players draw three hexes at the start of their turn. Players can have
no more than 12 hexes in their hand at the end of their turn. no more than 12 hexes in their hand at the end of their turn.

Actions: Actions:
Place a hex in an unbroken chain from their base hex Place a hex in an unbroken chain from their base hex
Discard a hex to spawn a single unit on their base hex Discard a hex to spawn a single unit on their base hex
Discard a hex to gain two movement points Discard a hex to gain two movement points
Spend movement points to move units out of a hex Spend movement points to move units out of a hex
Discard three cards to move a hex they occupy into the discard Discard three cards to move a hex they occupy into the discard
pile pile

Combat: Combat:
(Attack of hex) x (number of ships) vs. (Defense of hex) x (Attack of hex) x (number of ships) vs. (Defense of hex) x
(number of ships) Ties go to the defender (number of ships) Ties go to the defender

Special Cards Special Cards


Black Hole Supernova Black Hole Supernova

Black hole traps players ships with one ship going back to the Black hole traps players ships with one ship going back to the
reserve per turn reserve per turn
Supernova reveals and moves all hexes around it into the Supernova reveals and moves all hexes around it into the
discard pile discard pile
Defense Attack Move Defense Attack Move

Unbound: Endless War Unbound: Endless War


Players draw three hexes at the start of their turn. Players can have Players draw three hexes at the start of their turn. Players can have
no more than 12 hexes in their hand at the end of their turn. no more than 12 hexes in their hand at the end of their turn.

Actions: Actions:
Place a hex in an unbroken chain from their base hex Place a hex in an unbroken chain from their base hex
Discard a hex to spawn a single unit on their base hex Discard a hex to spawn a single unit on their base hex
Discard a hex to gain two movement points Discard a hex to gain two movement points
Spend movement points to move units out of a hex Spend movement points to move units out of a hex
Discard three cards to move a hex they occupy into the discard Discard three cards to move a hex they occupy into the discard
pile pile

Combat: Combat:
(Attack of hex) x (number of ships) vs. (Defense of hex) x (Attack of hex) x (number of ships) vs. (Defense of hex) x
(number of ships) Ties go to the defender (number of ships) Ties go to the defender

Special Cards Special Cards


Black Hole Supernova Black Hole Supernova

Black hole traps players ships with one ship going back to the Black hole traps players ships with one ship going back to the
reserve per turn reserve per turn
Supernova reveals and moves all hexes around it into the Supernova reveals and moves all hexes around it into the
discard pile discard pile
Defense Attack Move Defense Attack Move

2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com


2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com
2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com
2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com
2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com
2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com
2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com
2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com
2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com
2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com
2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com
2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com
2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com
2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com
2013 Clich Studios www.clichegames.com Artwork provided by Stephen Fortner cofortner@hotmail.com

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