Moves
each turn, a TEAM may make multiple moves
- equal to the number of CONSTELLATIONS -
that TEAM currently occupys - for a maximum of 7
with at least 1 piece in every starting CONSTELLATION
thus, it is usually beneficial at the start of the game
to branch out in as many directions as possible
the quickest method
on your first turn, use your move
to place a piece in another CONSTELLATION
then, on your second turn, now with 2 moves
placing 2 different pieces in the other
neighboring CONSTELLATIONS
bringing your total to 4
therefore, by your third turn
you can move up to 4 pieces, and so on
bringing added incentive to establishing a presence
in as many CONSTELLATIONS as soon as possible
and also for other players to try and stop you
COURT pieces - that is, ROYAL pieces
and their CONSORTS, the WILDCARDS
become MAGICAL just being on STARS
channeling the power of FIRE ELEMENT
- the first and perhaps most commonly used -
special or MAGICAL type of move is FIRE MAGIC
- with a SYSTEM otherwise all to themselves -
a COURT piece: KING, QUEEN, DEUCE or JOKER
- may call forth and bestow FIRE MAGIC upon -
- any LINE piece in your TEAM - JACKS or ACES -
- on NATIVE ELEMENT within that same SYSTEM -
and FIRE MAGIC may additionally be spread
to a second piece on the other NATIVE HEX
- which may be any piece, COURT or LINE -
the initiating COURT piece does not enjoy
the same MAGICAL FIRE effect however
- and should that piece be eliminated -
- the effect is immediately dissolved -
additionally, COURT pieces may enjoy
MAGICAL FIRE and the effect is doubled
however, the effect is immediately cancelled
should any other piece enter the SYSTEM
otherwise, ordinarily, with LINE pieces
- once FIRE MAGIC has been initiated -
any other pieces may enter the SYSTEM
without dispelling the FIRE MAGIC effects
- KINGS on STARS - calling FIRE MAGIC -
- make your affected pieces ALL POWERFUL -
against an otherwise unbonused opponent, anyway
- KING'S face value becomes a DAMAGE multiplier -
with a KING at his full 20 - and an ACE ATTACKING
ACE rolling maximum 8 - his ATTACK score is 160
- unbonused opponents needn't bother rolling -
even if the ACE rolls a 1, his ATTACK score is still 20
- QUEENS on STARS - calling FIRE MAGIC -
- make your affected pieces INVULNERABLE -
QUEEN'S face value becomes a DEFENSE multiplier
with a QUEEN at her full 10 - if a JACK is ATTACKED
JACK rolling maximum 6, his DEFENSE score is 60
with another TEAM in a neighboring SYSTEM
calling forth FIRE MAGIC, scores can get high
this is where multiple moves comes in handy
switching COURT pieces, to alternate effects
or advancing the TROOP to another SYSTEM
thus leaving any pesky INVADERS far behind
- WILDCARD pieces - DEUCES and JOKERS -
cancel FIRE MAGIC effects against their TEAM
by simply occupying the CENTER STAR
of the CENTER CONSTELLATION
- this effect is not voluntary -
- JOKERS on STARS may TRIP OUT -
- any piece on its own NATIVE ELEMENT -
- from your TEAM - or an opposing TEAM -
from the target piece's starting NATIVE HEX
TELEPORTING the target, like a JOKER moves
such as: first to the same HEX
in a NEIGHBORING SYSTEM
then to that SYSTEM'S STAR
then to that corresponding STAR
in a NEIGHBORING CONSTELLATION
and so on - up to the starting HEX value's
- number of RELATED HEX away - 1 to 6 -
and if there are any MOVE POINTS left over
the JOKER may use those to PORT himself
- but not add his own score to that move -
- DEUCES may SUMMON any other piece -
- to her STAR HEX position, by STARHOPPING -
the target's face value NEIGHBORING STAR away
but the target piece must originate from a STAR
- and the STARHOP path must be clear of traffic -
except for JACKS - as they cannot land on SUNS
they therefore cannot be SUMMONED by DEUCES
- to finish the move, once a piece is SUMMONED -
to her STAR HEX, with the SYSTEM all to herself
- she must STARHOP to a NEIGHBORING STAR -
but if there is no NEIGHBORING STAR available
the move is not possible at that particular time
though that SYSTEM may be otherwise occupied
- additionally, unless the DEUCE is SUMMONING -
from a NATIVE CONSTELLATION (HOME, OPPOSITE)
- she is DRAINED the SUMMONED piece's face value -
though the SUMMONED piece's score does not change
and she may not opt to eliminate herself in the process
though she is free to SUMMON any piece
whose face value is lower than her own
in the case of a tie, she is reduced to 1
if the TEAM has any available moves left that turn
she may move to NATIVE HEX and heal HEX VALUE
- you may want to position a few WILDCARD pieces -
at key points in your territory as a transporter service
- PIECE SPECIFIC SPECIALITIES -
- KINGS may also occasionally STARHOP -
but only from ANOMALIES, such as NEBULAE
and only to immediately neighboring STARS
- additionally, KINGS may also SWITCH HEX -
with any piece on a neighboring STAR or ANOMALY
if this action results in the elimination of a piece
- the KING may RETURN to the original HEX -
- as a free move, but only in the same turn -
- QUEENS on SUNS may SPIN -
- all pieces within her SYSTEM -
rotating up to her face value HEX
- in either direction she chooses -
should this action cause the elimination of a piece
- she is awarded that piece's initial face value -
unless another piece is otherwise entitled to it
JOKERS can PUSH any piece
even those of their own TEAM
from the HEX they are currently on
to any adjacent HEX of the JOKER'S choosing
- if the target piece's HEX is a valid destination -
as the final leg of his move, normally up to face value
DEUCES and JOKERS sharing a NATIVE PAIR
may combine their scores for one of them to move
but any two pieces sharing a NATIVE PAIR
may switch positions as a free move
DEUCES on SUNS
send out HEALING VIBES
to all pieces of their TEAM
- on any NEIGHBORING STAR -
for her current face value per turn
a JOKER may opt to TRIP OUT one of its own
with an effect modifier such as FIRE MAGIC
which lasts only for the duration of the turn
- and then PUSH it away to a SAFE HEX -
- or a DEUCE may SUMMON it back -
as previously mentioned
JACKS are SAFE on SUNS
and ACES are SAFE in SPACE
if they are on such HEXES and in closest proximity
that is, just the borderline of 2 HEX between them
both HEX may be called on to act as NATIVE ELEMENT
sharing PAIRING rules with any NATIVE PAIRS adjacent
there are many special moves in STARHEX
perhaps the easiest and most dazzling is STARFIRE
any piece engaged in an INTERACTION
on any STAR in the CENTER CONSTELLATION
- causes STARFIRE to occur -
on every corresponding STAR
in every other CONSTELLATION
be it the BETA STAR or the CENTER STAR
or multiple STARS, depending on the INTERACTION
such will be the weather, elsewhere
any pieces on STAR HEX undergoing STARFIRE
lose 7 points per turn and are unable to attack
thus, all JOKERS and JACKS
and most other pieces
encountering STARFIRE
will immediately be eliminated
not even your own pieces are immune to this
- such unfortunate pieces -
- involved in CLOSED CIRCUITS -
may be SPARED by an internal QUEEN
costing her 1 point for each piece spared
moving to an adjacent NATIVE ELEMENT
each left with jus 1 point - barely alive
- but, as on any NATIVE ELEMENT -
- eleigible for HEALING next turn -
and it is not unheardof for a piece
- even a valiant JOKER or a JACK -
to move into a STARFIRE position
- wherever on the board it may be -
thereby sacrificing itself for the play
such as causing another INTERACTION
- or any PIECE SPECIFIC SPECIALITIES -
in which noble lauded case, however
the SPARED by CLOSED CIRCUIT rule
- does not apply, though rarely would -
one endeavor perhaps worth the trouble
is in cancelling the offending STARFIRE
- still, any piece in an INTERACTION -
- having STARFIRE inflicted upon them -
causes the same STARFIRE effect to occur
to all other pieces within that INTERACTION
but CLOSED CIRCUIT QUEENS are spared this
- as they are not connected to the INTERACTION -
no matter how their positions may happen to line up
- STARFIRE may continue theoretically indefinitely -
- until the initial STARFIRE INTERACTION is broken -
by either the moving or elimination of a crucial piece
- but if you annoy the other teams too much -
- you may have them both gang up on you -
- so use such awesome power sparingly -
- additionally -
a STARFIRE INTERACTION
involving the CENTER STAR
of the CENTER CONSTELLATION
- causes the STARFIRE effect to occur -
on every STAR in the CENTER CONSTELLATION
even burning yourself, so be careful
regardless of whether or not
that STARFIRE INTERACTION
involves other PRIME STARS
- adding FIRE MAGIC to STARFIRE -
affects a piece not otherwise involved
within the STARFIRE INTERACTION, in that
the 7 points is added to the effect, not health
and in the case of a ROYAL FIRE MAGIC initiator
the 7 points becomes a multiplier to the same effect
- ELEMENTAL SPECIALITIES -
- NATIVE HEALING -
any piece on their
NATIVE ELEMENT in
the CENTER SYSTEM
- HEALS 1 point per turn -
this effect transmits to any piece on any STAR
- in that same corresponding CONSTELLATION -
and, with another piece on the CENTER STAR
the effect spreads to any TEAM piece
currently on any NATIVE ELEMENT HEX
in that corresponding CONSTELLATION
BLACK HOLES are dead STARS
but they still manage to maintain
- their FIRE ELEMENT properties -
therefore, any FIRE ELEMENT effect
in a neighboring CONSTELLATION
- is spread to the BLACK HOLE -
and the DEEP SPACE surrounding
NEBULAE are random assorted accumilations
of stray material from all other ELEMENTS
therefore, any other ELEMENTAL effect
in any neighboring CONSTELLATIONS
- is spread to the various NEBULAE -
and the OPEN SPACE surrounding
ELEMENTALISM is another special move
that has a remote effect across the board
any piece engaged in an INTERACTION
on a WORLD HEX in the CENTER SYSTEM
causes ELEMENTAL DAMAGE to occur on
every WORLD hex of that same ELEMENT
- in that corresponding CONSTELLATION -
so, for PI HEX, every LAND ELEMENT WORLD HEX
in the PI CONSTELLATION undergoes the effect
and, like STARFIRE, may continue indefinitely
also, naturally, each TEAM is IMMUNE
to the EFFECTS of their own ELEMENT
and JACKS are not affected by this at all
utilizing their ELEMENTAL HARMONY
- though any piece may move into -
such affected HEX, and be attacked
becoming that much more vulnerable
for EARTH - QUICKSAND
affected pieces become IMMOBILIZED
frozen in place - and may neither move nor attack
though they may be certainly attacked at any time
damage taken is the roll difference, whoever wins
for WATER - LIQUIFICATION
reduced to 1 ATTACK POINT
should that piece attack and win the roll
but a single point of DAMAGE is dealt
for AIR - EVAPORATION
reduced to 1 DEFENSE POINT
should that piece be attacked
its only hope to not lose the roll
is if the ATTACKING piece rolls a 1
thus resulting in a tie, no DAMAGE
- these effects last for the duration -
- of the ELEMENTALISM INTERACTION -
thus, should you notice an opposing TEAM
about to move onto a CENTER SYSTEM WORLD
it might be wise to stick to your own ELEMENT
should an affected piece
run out of HEALTH POINTS
and thus be eliminated during
an ELEMENTALISM INTERACTION
the offending piece on the CENTER SYSTEM WORLD
loses 1 point every turn until the INTERACTION ends
though it is free to remain on the HEX in question
this effect stacks for multiple eliminated pieces
but if the instigator is on NATIVE ELEMENT
- it HEALS 1 point per turn anyway -
which is a passive NATIVE property
of the CENTER SYSTEM WORLDS
regardless of any INTERACTION
- so it can't be itself eliminated -
- adding FIRE MAGIC to ELEMENTALISM -
spreads the effect to any so affected pieces
on any STARS within the affected CONSTELLATION
a TEAM occupying both of its
NATIVE ELEMENT WORLD HEX
in the CENTER SYSTEM causes
- BALANCED ELEMENTALISM -
in both corresponding CONSTELLATIONS
this effect cancels any ELEMENTALISM
but does not disrupt that INTERACTION
and affects any pieces, on like ELEMENT
in either CONSTELLATION - even your own
for LAND - EARTHQUAKE
pieces are shaken from those WORLDS
to affected player's choice adjacent AIR HEX
taking the BOTH HEX value DAMAGE
for SEA - FLOOD
pieces are washed from those WORLDS
onto nearest unoccupied EARTH HEX
taking BOTH HEX value DAMAGE
for AIR - HURRICANE
pieces are blown from those WORLDS
onto nearest unoccupied WATER HEX
taking BOTH HEX value DAMAGE
if damage DRAINS a piece completely
and it lands on its own NATIVE ELEMENT
it may survive with 1 HEALED HEALTH point
otherwise is is eliminated
adding FIRE MAGIC to BALANCED ELEMENTALISM
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