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FIRETEAM ZERO PLAYER AID

SEQUENCE OF PLAY
1.THE TACTICS PHASE, when the heroes draw new cards and have the option of playing a tactical response.
2.THE HERO PHASE, when each player may move across the board and perform actions.
3.THE THREAT PHASE, when monsters move and attack, and new monsters enter the board. The Threat Track
also advances during this phase.

TACTICS PHASE On the 1st round of the game, skip the first 2 steps & proceed directly to step 3
1. Determine Start Player (skipped in first round)
The player who currently holds the Start Player Token passes it to the player to his left.

2. Play a Tactical Response (skipped in first round)


One player (and only one) may play a tactical response from his hand if he wishes. If multiple players wish to play a
tactical response and the group as a whole cannot agree on which of them will do so, the player who currently holds
the Start Player Token has the final say.
• A player whose hero has been knocked down may not play a tactical response, nor can his hero be affected by
such a card played by another player.

3. Draw Cards
Once any tactical response has been resolved (or a group decision has been made not to play one), each player
who did not play a tactical response may draw sufficient action cards from his action deck to bring him up to his
hand size (normally 5 cards). If anyone played a tactical response, that player does not draw any cards.
• A player whose hero has been knocked down may draw cards normally. If your action deck becomes depleted,
immediately reshuffle your discard pile to form a new deck.
• Note: If a card effect instructs you to draw cards, you may do so even if it takes you over your normal hand size!
You simply won’t draw any cards during the Tactics Phase if you are already at (or over) this number.

THE HERO PHASE


During the Hero Phase, each player acts in turn beginning with the player who currently holds the Start Player
Token and proceeding clockwise around the table. On your turn, you may normally move your hero a distance equal
to his speed and perform one action. Both moving and performing an action are optional.

MOVING
When a hero moves, he moves from one adjacent location to another up to a distance equal to his speed. Your
hero normally has a speed of two, meaning he may move a total distance of two spaces from his starting location.
• If a location is identified as difficult terrain, it costs a hero two moves to enter instead of just one. Monsters are
unaffected by difficult terrain and may move into such locations freely.
• If a location is identified as impassable terrain, a hero may not enter it at all. Even monsters cannot enter
impassable locations.

Guarding Specialists
When you move your hero out of a location containing one or more specialist figures, you may choose to bring any
or all of those specialists along with you if you wish. If yours is the only hero in that location, you must bring any
specialists with you - you may never choose to leave them without a hero to guard them!

Fleeing
• You may not normally move your hero out of a location which contains more monsters than active heroes.
• Note that the specialists are not considered “heroes” and do not count toward this comparison.
PERFORMING ACTIONS
You may normally perform only one action per turn. The two standard types of action available to you each turn
are attacking and searching.

Attacking
You may attack a monster by playing one or more cards and combining them as a single attack action. Each card
played in this fashion must conform to two restrictions:
• All cards played must share the same attack type.
• The target must be within each card’s attack range.

1. First, add together the attack strength of each card played to determine the total attack strength of the attack
and roll that number of attack dice. Each hit symbol rolled which matches the attack type of the attack inflicts one
damage upon the monster.
2. Then, determine whether the amount of damage you’ve inflicted is sufficient to kill the monster. Each
monster’s reference card indicates its health as well as its resistance to each attack type. To kill the monster,
you must inflict damage equal to or greater than its health after subtracting for any resistance.
• Regardless of an attack’s total attack strength, you may never roll more than 8 attack dice.
• All damage required to kill a monster must be inflicted in a single attack.
• Boss monsters are more difficult to kill and must be injured before they can be defeated.
• Resistance. Each monster’s reference card indicates how much damage it resists when taking damage of a
particular attack type. Any damage inflicted upon a monster is reduced by its resistance to that attack type.
• Bonus Hits. Some cards provide bonus hits, which are added to any hits rolled on your attack dice. There is no
limit to the total number of bonus hits which may be added to an attack.

Boss Fights
When a boss monster enters play, a number of power tokens are placed on its reference card as indicated on the
card (usually 1 token for each hero in the game). Whenever an attack inflicts sufficient damage to injure a boss
monster, remove one power token from its reference card.
• When the last token is removed, the boss monster has been defeated. Remove it from the board, but do not
return it to the Spawn Pool

Terrain Effects
If a location is identified as cover terrain, any ranged attack targeting that location has its attack strength reduced by
one die, to a minimum of zero. Attacks originating in the same location are not affected. Monsters and heroes both
benefit from cover terrain.
• If a location is identified as elevated terrain, any ranged attack originating in that location has its attack strength
increased by one die if targeting a non-elevated location.

Explosives
Any hits inflicted with an attack type of bomb are applied to every figure in the target’s location, both active heroes
and monsters – including the attacker! Note: The specialists never take damage.

Special Attacks
Sometimes a specific mission or card effect may require you to attack things other than monsters, such as mission
objectives or even your allies!

Henry (left figure)


If Henry’s specialist figure is in your location or any adjacent location when you perform an attack
action, you may reroll one of your attack dice after rolling for your attack.
Patty (right figure) If Patty’s specialist figure is in your location or any adjacent location, you may
search as a free action.

Searching
If your hero occupies a location containing a face up spawn token and no monsters, you may use your action to
search that location. When you do so, turn the token face down to indicate that it has been searched and draw a
card from the recon deck to determine what you find, resolving the card’s effects immediately.

Completing Objectives
Mission objectives frequently require that the heroes search for discovery cards found in the recon deck. When
found, these cards usually instruct you to place intel tokens on the related objective card.

Ambush!
If a recon card indicates that you are ambushed by a monster, spawn that monster in your location and activate it
immediately. Take that monster from the Spawn Pool if possible. Reactions may not be played in response to an
ambush.

THE THREAT PHASE


1.Advance the Threat Token
Advance the Threat Token one space along the Threat Track. If it reaches a space indicating that a new twist card
should be drawn, draw and reveal a card from the twist deck, placing it face up on the Threat Track in the spot
provided.

2.Activate Monsters
Activate each monster in turn, beginning with any minions before activating any elite monsters, and saving the boss
(if there is one) for last. Within each type, you may activate the individual monsters in any order you choose. When a
monster is activated, it moves and attacks in the following sequence:

I - Monster Movement
If there is already an active hero in the monster’s current location, the monster does not move. Otherwise, it moves a
distance up to its speed toward the closest active hero, moving from one adjacent location to another in the same
manner as a hero. If it must choose between equidistant heroes, it moves toward the one earliest in turn order.
II - The Activation Die
Roll the Activation Die to determine whether the monster gains any additional movement or utilizes its special
ability.

Blank: No effect

Move Symbol: The monster immediately moves one additional location

Special Symbol: Consult the monster’s reference card and resolve its special ability.

III - Monster Attacks


After moving, a monster will always attack an active hero within range of its attack if it is capable of doing so. If it
must choose between targets at different ranges, it will always choose the closest. If it must choose between targets
at the same range, it will always choose the one earliest in turn order.

Roll a number of attack dice equal to the monster’s attack strength. Each hit symbol rolled which matches the
monster’s attack type results in one hit upon the target hero, who must discard one action card of his choice for each
such hit. If he does not have enough cards in hand to discard the required number, he is knocked down.

Taking One for the Team


When a hero is targeted for an attack, any other active hero in the same location may voluntarily intercede,
becoming the new target for the attack.

Knockdown
If a hero is ever required to discard a greater number of cards than he currently has in hand, he discards his entire
hand and is knocked down. Tip his hero figure onto its side until his next turn. Each time a hero is knocked down, the
Lucky Coin is flipped tails up. If the Lucky Coin is already tails up, the players immediately fail the mission and lose
the game!

Unprotected Specialists
If the last active hero in a specialist’s location is knocked down, the Threat Token is advanced one additional space
along the Threat Track. If this causes a new twist card to be drawn, draw it immediately.

3. Spawn Monsters (skipped if Boss in play)


Roll the Spawn Die for each available monster in the Spawn Pool, beginning with any minions before proceeding to
any elite monsters. Add each monster figure to the location which contains the spawn token corresponding to the
number rolled unless it is secured.

Securing Spawn points


Any location containing at least one active hero and no monsters is secured against monster spawning (you may
wish to place your hero figure on top of the spawn token as a reminder of this). If a secured location is rolled when
rolling the Spawn Die to spawn a monster, roll again until an unsecured location is rolled.

Boss Fights
If the mission features a boss monster, monsters will stop spawning once the boss monster enters play. For as long
as the boss monster remains on the board, the Spawn Monsters step of the Threat Phase is skipped. If the boss
monster is defeated, monsters will resume spawning as normal if any objectives remain yet to be completed.

MISSION ACCOMPLISHED?
The heroes complete their mission and win the game immediately once they have achieved all the objectives
specified for the mission in the Mission Briefing Book and reached the designated Exit Point with all heroes. If the
mission does not designate an Exit Point, the heroes win immediately upon completing all of their objectives.

Note: If the mission designates an Exit Point, all heroes must reach it to complete the mission
The heroes fail the mission and lose immediately if a hero is ever knocked down while the Lucky Coin is tails up.

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