

A simple Tabletop game of space
exploration
and combat
By Sean Patten
OVERVIEW
Star Crashers is a
friendly
game for 2-4 players, ages 8 and up. Each turn, players move
their
spacecraft around the table, exploring by flipping over Blip Counters
that
could be Space Pirates, Gravity Mines, Derelict Ships, and stranger
things!
When a player successfully deals with an encounter, they collect
Credits
as specified in the encounter. Once all the Blip Counters have
been
revealed and dealt with, the game ends- the player with the most
credits
wins. You can also try playing teams, pairing up with another
player
and combining your credits to see which team can earn the most!
COMPONENTS
To play Star Crashers, you
will need:
- Spaceship
Miniatures.
You can make your own miniatures
using model and toy parts, or you can borrow toy or model ships from
your
favorite show or other game. You will need models of different sizes to
represent the different classes of ships and the Starbase.
Until
you
have
your
own
miniatures,
you are welcome to print out a set
of these SHIP COUNTERS
provided.
- 6-sided dice.
It's
handy
to
have
three
per
player.
- Blip, Credit,
and
Hit Counters.
Print out 3 sets of blip counters,
and
a
set
of
Credit and Hit tokens.
Then use a glue stick or spray adhesive to mount them on a piece of
cardboard.
Then cut them out with scissors or a paper cutter.
- Sticks.
Each
player
will
need
a
MEASURING
STICK. Sticks should be 8 inches long- make
sure they are all the same size. They are used for measuring
movement
and attack ranges. Try using soda straws or chopsticks.
- A table.
You'll
need
a
table
to
play
on. You can decorate your table with Scenery
to make the game more interesting. Try making your own planets
out
of painted toy balls, or asteroids made from garden rocks, paper
machie,
or even shredded mattress foam! Scenery blocks movement and
shooting,
making the game more interesting.
GETTING STARTED
Before you can play,
you'll
need to get set up for a game. Place SCENERY on the table.
Place a STARBASE in the center of the board.
Players
must agree on how many POINTS worth of SHIPS to use (7 points is a good
number). All the players should take the same points amount of ships-
see
the SHIPS section below for points values.
Then players select
their
ships and choose a place to sit at the table. All players must start
from the starbase in
the middle unless otherwise noted. Try playing teams, with two
players per team sharing
one fleet of ships!
Finally, shuffle
the
blips, and draw out some blips without looking at them- a good number
is
(#
of points) x (# of players). For example, 3 players playing 7
points
of ships would draw 21 blips. Place the blips face down, spread
out evenly across the entire table, and at least 1 stick away from the
starbase. Blips should only be placed on the table and not on top
of scenery (but nearby scenery is okay).
TAKING TURNS
When you're ready to
start,
have each player roll two dice- whoever has the highest roll goes
first,
and turns continue around the table in a clockwise order. If
playing
teams, stagger the players so teams alternate.
When it's your turn,
you
may do TWO things with each of your SHIPS. These things are
called
ACTIONS. Finish both actions with one Ship before you start with
the next. Continue until ALL of your Ships have done two actions
(or chosen to do nothing). Then it's the next player's turn!
After the last player's
turn
is the ENEMY TURN. If there are any Enemies on the table during
the
enemy turn (such as Space Pirates, Mines, or the Leviathan), they
will usually move towards and attack the nearest Ship (see the
Encounter
Blips section for details). Once all the Enemies have gone,
it's back to the FIRST player's turn.
Continue taking turns
around
the table until all of the Blips have been dealt with. Then the
game
ends. The player or team who collected the most credits
wins!
A small game takes about 30 minutes. You might have time to play
another game- just shuffle the Blips, put them out and start again!
SHIPS
Ships have some
interesting
features that tell how they will work during a game.
- All Ships have a
POINTS value-
usually between 1 and 3 points. The more powerful the ship, the
more
points they cost. The total points of all your Ships can't be
more
than any other player's total. So if everyone is using 6 points
of
Ships, for example, you could take any number of Ships as long as
their points total adds up to 6.
- All Ships have a
DICE
value-
this is how many dice they roll when doing different things in the game
such as Attacking, Defending, or any other die roll unless otherwise
indicated.
- Some Ships have
special abilities
or limitations. For example, a REROLL is a special ability
that allows the player to reroll ONE of their dice when doing the
action
described.
- TRANS is the
number of
transport
spaces the ship has. Ships with a * can be transported.
TYPE |
POINTS |
DICE |
TRANS |
SPECIAL ABILITIES |
FIGHTER |
1 |
1 |
* |
+1 Die when Defending. |
BOMBER |
1 |
1 |
* |
+1 Die when Attacking. |
SCOUT |
1 |
1 |
* |
+1 Die when Escaping.
May Scan. |
GRAPPLER |
1 |
1 |
* |
+1 Die when Ramming /
Repairing. |
FREIGHTER |
2 |
2 |
1 |
Only 1 die when shooting.
+1 Die when Repairing. |
CRUISER |
2 |
2 |
1 |
Reroll Shooting / Defending. |
BATTLESHIP |
3 |
3 |
1 |
Reroll Shooting / Defending. |
CARRIER |
3 |
3 |
3 |
Only
1
Die when Shooting. |
TRANSPORT
Any ship with a transport
value may carry small ships (marked *) instead of starting them on the
board. Note that this can dramatically extend the range of your
smaller
ships! To represent a small ship on board, you can place the
small
ship underneath the large one.
- At any time during
your turn,
a transported ship may be placed outside the transporting ship- this is
known as deploying. Deploying takes no actions.
- A small ship may board
a transport by ending a move next to the transport.
There
must be room on the transport.
- A transport ship
may pick
up a small ship by moving past the small ship (this is another form
of boarding).
- A damaged small
ship
onboard
a transport may spend an action to automatically repair the
damaged
small ship.
- A transport ship
may
spend an
action to automatically repair ALL transported ships on board.
SPACE
STATION
Any ship adjacent to the
SPACE STATION may automatically repair ALL damage at the end of its
move.
Should a space station ever be attacked for any reason, it rolls 5 dice.
ACTIONS
Ships do things by
performing
ACTIONS. Unless crippled (see damage below), a ship can perform
TWO
actions each turn. It may perform the same type of action TWICE
if
they wish! For example, in one turn a Ship could move two
times.
Here are all the types of actions Ships can perform:
- MOVE. Move
1
STICK in
any direction. May not move through terrain. A small ship
that
moves next to a transporting ship may board as part of the move.
Large ships may pick up or drop off small ships as part of a move.
- ATTACK.
A
ship
can perform a shooting attack (see combat below). May not shoot
through
terrain.
- REPAIR.
A
ship
may
attempt
to
repair
themselves or an adjacent ship as an
action.
Roll the ship's dice: for each die that rolls a 5 or 6, remove 1 point
of damage!
- SCAN(Scout
only).
A scout
ship may examine 1 blip within 1 stick as an action. This does
NOT
reveal the blip.
- ESCAPE. A
ship
may attempt
to escape a Black Hole or Raystorm by spending an action and rolling a
6 on any 1 die.
- RESCUE. A
ship
may attempt
to rescue an adjacent ship trapped in a Raystorm by spending an action
and making a successful repair roll.
COMBAT
Ships can attack with a
SHOOTING attack or by RAMMING. Unless using the Adversity rules
(see
advanced rules below), players may not attack each other- only enemies
(such as pirates).
- SHOOTING:
To
shoot, a
ship must spend an action, usually within 1 STICK's distance of
the
target, in which case the ship rolls its dice and the target rolls its
dice to defend. If the ship has taken damage, subtract 1 attack
or
defend die for each point of damage taken. If the defender ties
or
wins, nothing happens. Ships with more than one attack die may
shoot
at LONG range. For each additional STICK of range, deduct one
attack
die from the roll.
To see who won, compare
the
dice rolls. Don't add your rolls together- instead, notice what
number
was rolled on EACH of your dice. Whoever has a die with the
HIGHEST
number on it wins. In the case of a tie, compare the NEXT HIGHEST
dice, and so on until the winner is determined (or it is a tie).
For example, an attacker that rolls
6 and 1 will beat a target that
rolls 5 and 5, because the 6 is the highest roll. An
attacker
with three dice that rolls 3, 2, 1 will beat an defender that
rolls
3,
2 because the attacker's die that rolled 1 is still more than
nothing
(so having more dice is a big help). An attack can do MULTIPLE
hits-
if more than one of the attacker's dice rolls higher than the
defenders
highest die, do a hit for each die that is higher. Remember that
some Ships may REROLL ONE of their dice during combat. They must
stick with the second roll even if it is worse than the first
roll. You
can
read
more
about
how
contested die rolls work by reading this
page.
- RAMMING: To
ram, a Ship
must MOVE into contact with its target. The attacking and
defending
ships roll their base dice value (even if damaged). If the
defender
wins, and is the same size or larger than the attacker, the attacker
will
take damage! A ship may not ram more than once per turn.
DAMAGE
Ships can be damaged as
a result of combat. When a ship is damaged, REMOVE ONE OF ITS
DICE.
If the ship only has one die left, it becomes CRIPPLED. Crippled
ships may only spend 1 action per turn, and may only move, repair
(themself or others), or
board.
No one may attack a crippled ship, and crippled ships cannot reveal
or resolve blips.
REPAIR
Anyone can attempt to
REPAIR
a damaged or crippled ship by spending an action adjacent to
it, or may attempt to repair themself.
Each die that rolls a 5 or 6
means 1 point of damage has been
repaired. Ships repairing may always roll their full dice,
even
if
they
are
damaged. Crippled ships are restored to 1 die when
repaired. If a crippled ship has not already spent an action on
the
turn it is repaired, it may take two actions after being repaired as
normal.
BLIP COUNTERS
STAR CRASHERS is an
explorative
game, where your fleet must face the unknown- represented by Blip
Counters of course! Blips start face down. To FLIP a
blip,
a ship must TOUCH it as part of their MOVE. A blip cannot be
flipped
unless the ship revealing it is MOVING! It does not take an
action
to flip a blip (but it takes an action to Move, of course).
Flipping
a blip
ends the ship's' move. They may take another move
afterward
if they have another action to do so. Blips can be dangerous, but
they can also earn you credits if you deal with them properly!
- AMBUSH! Place
a
Pirate
Cruiser
there
(2
dice).
It will immediately attack the
revealer.
On the ENEMY turn, it will move towards the nearest target and attack
until
it runs out of actions or cripples the target. If damaged, it
will
attempt to Ram! If an adjacent target is crippled, it will LOOT
the
target, taking one credit from the player who owns the ship for each
action
it has. Place the looted credits next to the pirate ship.
Once
the pirate ship has 2 credits, it will move 1 stick per turn
towards
the nearest board edge and if it gets to the edge, it escapes, taking
the credits with them! Earn 1
credit
for each hit done to a Pirate Cruiser. Whoever destroys the
Pirate
Ship earns any looted credits the pirate ship had!
- BLACK HOLE!
Your
ship
is
sucked
into
another
dimension! Place the ship on the
Black
Hole blip. No interaction can occur between ships inside and
outside
the Black Hole. As an action, roll a 6 to ESCAPE- you may
reappear
ANYWHERE on the board. Earn 2 credits for escaping and
remove
the blip. Other ships may enter the black hole voluntarily- if a
ship escapes, the other ships inside will drop back into normal space,
and only the ship that escaped will earn 2 credits.
- EMISSARY!
Spend
an action
to pick up the Emissary. Keep the blip with your ship. If
your
ship is crippled, place the Emissary back in space, adjacent to the
crippled
ship. Then any other ship may pick up the Emissary by spending an
action. Earn 1 credit for returning the Emissary to the starbase.
- LEVIATHAN!
Place
a
giant
space
monster
there
(3 dice, ram only). It will
immediately
ram the revealer! On the ENEMY turn, it will move towards the
nearest
ship (which could include pirates) and attack. If it ties or
wins,
it will ESCAPE: set it aside along with its blip and any hits it has
taken.
If it escapes, it will REAPPEAR at the next AMBUSH or LEVIATHAN blip
found
(instead of the normal ambush), and ram the revealer! Each time
it
reappears, add the blip to its collection. Earn 1 credit
for
each hit done to the leviathan. If killed, earn one credit for
each
blip accumulated, and discard the blips.
- METEORS!
They
immediately
make a 2 dice attack vs. the revealing ship, and are then
removed.
The ship earns 1 credit.
- MINES!
Place
a
mine
model.
Mines
attack
with 2 dice. The mines will
immediately
move next to and attack the revealer. Mines defend with only 1
die,
and have 1 hit. On the ENEMY turn, Mines will move one
stick
towards the nearest non-crippled ship, and attack if it makes
contact.
If mines win a combat while defending from an attacker within 1 stick,
the attacker takes 1 hit! Earn 1 credit for destroying a
minefield.
- RAYSTORM!
Place
the
ship
on
the
Raystorm
blip. To ESCAPE, spend an action and
roll
a 6. Another ship may attempt to RESCUE you by moving adjacent to
(but not on) the blip, spending an action, and making a successful
REPAIR
roll. No other interaction can occur between ships inside and
outside
the raystorm. Earn 2 credits for escaping or rescuing and remove the
blip.
- SALVAGE!
You
have
found
a
wrecked
ship.
Make a Repair roll while adjacent to
salvage.
Earn 1 credit for each die of success (Remove after any
successful
salvage roll).
- SURVIVOR!
Spend
an action
to pick them up. They tell you about a nearby threat- you may
SCAN
any blip on the board and place the survivor marker under the scanned
blip.
Whoever resolves that blip will earn an additional credit!
ADVANCED BLIPS.
These
are
special
types
of
encounter
blips that can be added to the normal
deck before being placed on the board, if the players agree to include
them. Print one page of these blips.
- ALIEN PROBE!
Place
an
Alien
Probe
model
in
place of the blip. ANY other blip that is
resolved within 1 stick of the alien probe earns an extra credit!
If another alien probe card is revealed while a probe is
already on the board, the probe "teleports" to the new card
location. The Alien Probe
CANNOT BE DESTROYED, damaged, or affected in any way, and is ignored by
all other enemies.
--MOVEMENT. At the
beginning of the enemy turn, the Alien Probe will move TWO TIMES
in RANDOM DIRECTIONS. Declare one end of the table to be the "12
o'clock" end. Then roll one die and double the result, and that
number is the direction on the clock the probe will move. For
example, if you roll a 3, the probe would move towards 6 o'clock- the
opposite direction of the 12 o'clock end of the board. MOVE the
probe 1 stick in that direction, IGNORING any ships, blips, planets,
etc. If the move ends inside a planet or other obstacle, move the
probe just past the obstacle. If the move ever takes the probe
off the board, it is REMOVED from play. Don't forget to move
twice, randomizing the direction each time!
--PULSE. After making the two random moves, the probe will then
PULSE, unintentionally emitting a burst of energy that can wreak havoc
on ships nearby. Treat the pulse as a 2 die attack, rolling
against EACH ship within 1 stick of the probe, including other
enemies! If an enemy is damaged by the pulse, give any credits
earned to the player ship nearest to the probe.
- COMET!
Place a
COMET model at the nearest board corner, and immediately move it 1
stick
towards the SPACE STATION- it will RAM any ship or terrain piece in the
way, pushing them aside as it moves. The comet rolls
4 dice! Earn 1 credit for every hit you do to the
comet.
If another COMET card is found while one is already on the table, add
+1
DIE and +1 HIT to the one already on the board! Each enemy turn,
the comet moves 1 more stick towards the SPACE STATION. If
the COMET hits the SPACE STATION, the comet is destroyed, but does one
hit to the space station per player! Each player must place one
CREDIT
of theirs on the space station. Whoever repairs any damage on the
space station will earn one credit per point of damage repaired!
While the space station is damaged, it cannot repair adjacent ships.
- DERELICT!
Place
a Derelict model on top of the blip. When confronted
with a derelict, there are two options:
--SCUTTLE. Any
ship
may SCUTTLE the derelict by doing 2 hits to it. This earns ONE credit
(turn
in the blip and the ship). If the Derelict is crippled, it rolls
1 die for defense.
--BOARD. Any
adjacent
ship may BOARD the derelict by spending an action, and declaring the
size
of their boarding party (up to the number of base dice the ship has)-
this
will be the number of dice the boarders roll. Attack Rerolls
and extra Repair dice may be included in a boarding
attempt.
The Derelict ship rolls TWO dice vs. the Boarders DICE. If the
derelict
ship WINS, the boarders have been CONTAMINATED- the boarding ship
immediately
takes a number of hits equal to the size of the boarding party!
If
the Derelict ship LOSES, it has been CAPTURED. If it TIES,
nothing
happens.
--ONCE
CAPTURED:
The ship may now be used by the capturing player, who should hang onto
the derelict blip. The ship cannot be Scuttled or Boarded. (see
stats
above).
--SELL. The owner
may sell the Derelict for TWO credits by moving next to the space
station and turning it in.
--CURSED. While in
posession of a derelict, there is always a risk that some lurking
horror
is still hiding on board... On the ENEMY turn, each derelict rolls two
dice. If either die rolls a 1, the crew are contaminated!
Place
the DERELICT blip back on the ship, and treat it as an uncaptured
derelict!
Any boarded ships are immediately deployed.
--KEEP. If the
owner
is still in posession of the Derelict at the end of the game, they earn
THREE credits!
TYPE |
DICE |
TRANS |
SPECIAL ABILITIES |
DERELICT |
2 |
1 |
Attack with 1 die.
|
ADVANCED
RULES
Players may try out any
of the following advanced rules. These rules are optional, and
all
players must agree to the use of any of these advanced rules before the
game starts if they are to be used.
- GOODWILL.
Players
can
earn
1
credit
whenever
they successfully repair another player's
damaged
or crippled ship, as long as they did not cause the damage.
- ADVERSITY.
Players
may
attack
each
other's
ships!
In addition, a player may spend an
action adjacent to another players crippled ship to take one of that
player's
credits! Keep in mind this is a good way to get other players mad
at you, so don't use these rules unless all the players are mature
enough
to handle it...
- GALLEON OF DEATH. Each time an
ambush is revealed, roll a D6. On a 6, the ambusher is a 4-die
Pirate Galleon instead of the usual Pirate Cruiser! Don't roll if
the Galleon is (or was) already on the board.
ADVANCED SHIP TYPES.
Players
must
agree
to
the
use
of any of these special ship types before
you play them.
TYPE |
POINTS |
DICE |
TRANS |
SPECIAL ABILITIES |
Q SHIP |
2 |
2 |
1 |
Can damage if it wins
while defending! |
WARPSHIP |
1 |
1 |
* |
May drop 1 warp buoy (see below). |
WARPSHIPS: A Warpship may
drop
a Warp Buoy at any time during its move. Only 1 buoy can be out
at
a time, so remove any placed buoy before placing it in a new
location.
ANY ship (friend or foe), during its move, may WARP from the Warp Ship
to the Buoy or from the Buoy to the Warp Ship! You may warp
into or out of a Raystorm or a Black Hole, but this will NOT count as
an
escape (the card remains in play until a ship is rescued or escapes
through
traditional means).
SPECIAL SCENARIOS
Try one of these special
scenarios to add a new twist to your game! More special scenarios
will be added soon, so check back periodically.
PRISON
BREAK!
Prisoners have busted out
of the penal colony on Zebra 6, intent on stealing your ships and
making good
their escape!
[] Treat AMBUSH BLIPS
as escaped prisoners! When an
Ambush
blip is revealed, the prisoners will attempt to board your ship.
They roll 2 dice as an attack- if they lose, you have
successfully
subdued them- earn 1 credit. BUT if they win, they take over your
ship (instead of damaging it). Keep the blip with the ship to
indicate
that it is taken over.
- During the ENEMY
turn,
ships
that have been TAKEN OVER will move towards and attack the nearest
player
controlled ship, Ramming if it rolls more dice than shooting.
- Whomever can CRIPPLE
a
ship
that has beenTAKEN OVER earns 1 credit for each die the ship
has!
The ship will return to the control of the player who originally owned
it, but will still need to be repaired, of course...
SPACESHIP
GRAVEYARD!
The fleets have stumbled
upon a Space Sargasso! Hulks from across time and space
drift
about this eerie place...
SETUP. This scenario plays
best
with small fleets- try 5 points per player but place an extra 2 blips
per
player.
SPACE STATION starts
DISABLED- it cannot be used until it is reactivated. To do this,
treat as a boarding attempt on a derelict ship. If successful,
earn
1 credit, and the Space Station can then be used (for repair, selling
derelicts,
etc).
[] Treat all
SALVAGE blips are treated as DERELICT blips instead!
HOSTILE
TAKEOVER!
Pirates have taken control
of the Space Station, and are shooting down anyone that comes near!
SETUP. Players start at
a
board corner. Be sure there is at least 1 comet blip mixed into
whatever
blips are placed. Place cover-providing terrain evenly about the
board so players can have an equal chance to advance on the space
station
under cover!
SPACE
STATION cannot
be used by anyone until it is subdued (they must hang onto Emissaries
and
Derelicts, can't get repaired, etc). The Space Station
rolls
FIVE dice and has five hits. Anyone damaging the Space Station
earns
a CREDIT for each HIT, plus whoever does the FIRST hit earns a bonus
credit!
If a COMET appears, the station will target all attacks against the
comet.
If the comet hits the station, it automatically does 1 hit, and whoever
revealed the comet gets credit for the hit!
[] SALVAGED AMMUNITION:
To
aid
in attacks against the Space Station, whenever a player successfully
salvages,
they should take the blip card in addition to any credits
earned.
At any time during an attack on the Space Station, a player may trade
in
the Blip Card in exchange for an additional 1 die for that
attack!
They may add as many dice as they have blip cards, but must discard the
cards after using them.
- On the ENEMY TURN,
the
Space
Station will attack once per number of players, targeting the closest
player
ships that it can see, firing at long range if necessary.
- PIRATE
ships with LOOT will return to the Space Station if it is held by
pirates
instead of escaping off the board. They will drop off the credits
at the station, automatically repair any damage, and return to combat
the
nearest player ship! If the station is crippled, any credits on
the
station will be awarded to repair teams, one extra credit per hit
repaired,
until all extra credits are gone or the station is repaired
fully.
Then all remaining credits are awarded to the ship that repaired the
final
hit to the station.
- Once the station is
CRIPPLED,
it must be repaired- earn one credit for each hit repaired.
When all 5 hits have been repaired, the station is fully
operational
again.
NEBULA OF BLOOD!
The largest Pirate Fleet ever assembled has siezed the Blood Nebula,
destroying all who resist. Now a desperate band of civilians must
find a way out...
SETUP. Players may NOT start with
the following ship types, as they have been wiped out by pirates:
Battleship, Carrier, Destroyer, Bomber.
Players
start at the ravaged Space Station.
Consider using the advanced Goodwill rules,
and even the Galleon of Death rule
for this
scenario, if you dare...
SPACE STATION
has been ravaged by pirate raids, and cannot repair ships. It can
receive Derelicts and Emissaries though, and it also makes good cover
(see HIDING below).
[] Any SALVAGE blips
found are treated as a CRIPPLED WARSHIP from your fleet instead. Roll a D6 to determine the type
of ship: 1, 2, 3 = Bomber.
4= Cruiser. 5= Battleship. 6= Carrier. If no more
ships of that
type are available, choose the next lowest (or next highest if there
are no bombers left). If no more ships are available for your
fleet, place a ship from another player's
fleet
of your choice.
(consider using the GOODWILL special rule here to earn some extra
credit). Leave the blip there until the ship is activated. Once
you have repaired at least one hit
on the ship (at least two hits for Carrier and Battleship), you may
ACTIVATE it by spending an action. Then that fleet owner may use
the ship for the rest of the game!
[] Any RAYSTORM blips
found are treated as ESCAPE ROUTES instead- a way out of the Blood
Nebula! The ship who reveals it earns 1 credit. Leave the
revealed blip on the board. Any ship that moves into a RAYSTORM
blip may choose to LEAVE the board, including crippled
ships. Once a ship
leaves, it cannot return. However, you will earn one credit for every ship that you
can get out of the blood nebula. EMISSARY and DERELICT owners may
consider an ESCAPE as equivalent to being turned in at the space
station.
- AVAST THERE: At the
start of each ENEMY TURN, roll the
turn number in dice, at each blip
that
has not been
revealed yet, starting with the most remote blip. Don't roll if all the pirate
ships are out on
the board already. On a 6, place a
pirate ship there (check to see if it is the Galleon of
Death
where appropriate), and reveal the blip! Meteors and
Leviathans will attack the Pirate Ship that revealed it. All
other blips are ignored by the Pirates, and behave as normal.
- HIDING: Any player
ship next to a piece of terrain (asteroid, Comet, etc) that did not
attack this turn may attempt
to HIDE from pirates. When a pirate moves within 1 stick of a
hiding ship, roll the ship's dice (a Battleship rolls 3 dice, for
example). As long as no 1s are rolled, the pirate will
ignore them, and move towards the next
closest target instead.
- YE BEST BE LEAVIN':
Once all the blips have been revealed,
the
game ends when there are either no
player ships or no pirate ships
left
on the board. Also from this point on, any ship that is still crippled at the end
of its player's turn is removed from play. Now might be a
good time to escape...
Sean's
Games page