Apophis: Difference between revisions

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→‎Setup: Added back what to do for a one-player game
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| designer=Designed by [[User:erak|Erik Dresner]]
| image_link=
| description=A real-time co-op game of saving the world from an asteroid
| min_players=1
| max_players=4
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| trios_per_color=1
| number_of_colors=5
| sets=1 Rainbow Stash
| stashes=5
| other_equip=Six-sided die, Playing cards, Timer, 5 Counters
| setup_time=2 min
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==Introduction==
 
13 April 2036. The asteroid 99942 Apophis nears its imminent impact with Earth. All previous efforts to prevent the collision have failed. In a last ditch effort, a team of scientists have gathered to construct enough rockets to destroy or alter the path of the asteroid before it becomes the cause of Earth's next mass extinction...
 
==Objective==
 
Either destroy or sufficiently alter the course of Apophis before time runs out.
 
==Materials==
 
{|style="border:2px solid black; border-collapse:collapse; text-align:center;"
|style="padding:10px;"|<font size="6em">🂠</font>
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*{{PL|:Beads|black|2em}} 5 objects for use as counters. These can be buttons, erasers, anything you have five of.
 
==SetupObjective==
Either destroy or sufficiently alter the course of Apophis before time runs out. You do this by building pyramid towers of rockets. Each pyramid color represents a different part of the rocket.
{| class="wikitable" style="text-align:center;"
!Rocket Part
!Pyramid Color
!Colored Cards
!Poker Card<br>Translation
|-
|Deflecting Warhead
|{{PL|:MiniTrio|green|3em}}
|<font size="6em" color="green">🂠</font>
|<font size="6em">♣</font>
|-
'''Red - Hearts - |Nuclear Warhead'''
|{{PL|:MiniTrio|red|3em}}
|<font size="6em" color="red">🂠</font>
||<font size="6em" color="red">♥</font>
|-
|Booster Fuel
|{{PL|:MiniTrio|orange|3em}}
|<font size="6em" color="orange">🂠</font>
||<font size="6em">♠</font>
|-
|Guidance System
|{{PL|:MiniTrio|blue|3em}}
|<font size="6em" color="blue">🂠</font>
||<font size="6em" color="red">♦</font>
|}
<br>Work together with your team to install the rocket parts by spending the corresponding cards, then launch your finished rockets at the asteroid.
 
==Setup==
*Place a nested set of black Icehouse pieces on the middle of the table. This represents Apophis.
 
*Set aside the deflection counters.
*Remove 1one card of each suit from the deck and place them on the table. Place the pyramids, representing specific rocket sections, on the appropriate cards:
 
Remove 1 card of each suit from the deck and place them on the table. Place the pyramids, representing specific rocket sections, on the appropriate cards:
 
 
'''Green - Clubs - Deflecting Warhead (Basic Rules) / Fail Safe (Advanced Rules)'''
 
'''Red - Hearts - Nuclear Warhead'''
 
'''Blue - Diamonds - Guidance System'''
 
'''Yellow - Spades - Booster Fuel'''
 
 
Shuffle the remainder of the cards and deal 3 to each player (4 if there are only 1-2 players).
Lastly, set the timer to the desired game length:
 
[[Image:Apophis.setup.jpg|600px|Initial setup]]<br>
 
*Shuffle the remainder of the cards.
*Deal 3 cards to each player, or 4 if playing a one- or two-player game.
*Lastly, set the timer to the desired game length:
<br>
'''15 Minutes - Beginner'''
 
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==Play==
 
During their turn, a player may choose to do one of the following: Draw, Build, Launch or Scrap. Remember, this is a co-op game,. playersPlayers are encouraged to discuss their decisions! However, the final decision is always up to the active player. Players may not show their hands, but they are free to discuss them.
 
'''1. Draw 2 Cards''' - If this action causes a player's hand to exceed 5 cards, that player must immediately discard down to 5. Whenever a player attempts to draw a card with the draw deck empty, the team must spend at least 10 seconds shuffling the deck. Though anyone can shuffle the deck, the active player may not complete his or her turn until the 10 seconds are up. (If only 1 card was drawn before forcing a shuffle, the player would then draw the second card.)
 
{|class="wikitable" style="text-align:center; float:left; margin-right:2em;"
'''2. Build a Rocket Section''' - A player may discard cards to build 1 rocket section per turn. Each rocket section's cost is dependent on its size. For example, to build a large Deflecting Warhead, the player will need to discard 3 clubs. To build a small Guidance System, the player will need to discard 1 diamond. (Note: all cards are worth 1. For example, the 2 of hearts, 10 of hearts and jack of hearts all have the same value: 1 heart.)
!Spend...
!To Build...
|-
|<font size="6em" color="red">🂠</font><font size="6em" color="red">🂠</font>
|{{PL|::M|red|4em}}
|-
|<font size="6em" color="blue">🂠</font>
|{{PL|::S|blue|4em}}
|-
|<font size="6em" color="green">🂠</font><font size="6em" color="green">🂠</font><font size="6em" color="green">🂠</font>
|{{PL|::L|green|4em}}
|}'''2. Build a Rocket Section''' - A player may discard cards to build 1 rocket section per turn. Each rocket section's cost is dependent on its size. For example, to build a large Deflecting Warhead, the player will need to discard 3 clubsgreen cards. To build a small Guidance System, the player will need to discard 1 diamondblue card. (Note: all cards are worth 1. For example, thea 2blue of8 hearts,from 10Uno ofor heartsa andblue jacktwo-droplet offrom heartsBlink allare have the same value: 1worth heartone.)
 
 
Rocket sections are limited--&mdash;there is only one of each size and color available in the supply!
 
There is no restriction to a rocket's height. However, sections may only be placed on other sections of equal or greater size. For example, a medium section may be placed on a large or another medium section, but never a small.
{|class="wikitable" style="text-align:center; float:right; margin-left:2em"
|'''Launch Sequence'''
|-
|<font size="6em" color="blue">🂠</font><font size="6em" color="orange">🂠</font><font size="6em" color="green">🂠</font><font size="6em" color="red">🂠</font>
|-
|To launch, the team must<br>collectively play one<br>card of each color.
|}
'''3. Initiate Launch Sequence''' - To initiate a launch sequence, the active player may play up to 1 card of each suit from his or her hand in front of the rocket. If the player plays all four suits, the rocket is Launched (see below). If the player plays three or less suits, play continues. If a Launch Sequence is incomplete, other players cannot build additional sections to the rocket. However, on their turn they may add to the launch sequence. (Example: Player 1 initiates the launch sequence by placing a Heartred card in front of the rocket. On his turn, Player 2 adds to the sequence with a Diamondblue card and a Spadeyellow card. Player 3 has no clubsgreen in his hand nor wishes to Scrap the rocket, so he draws 2 cards. Player 4 placesplays a clubgreen card and the rocket launches.)
 
 
 
'''3. Initiate Launch Sequence''' - To initiate a launch sequence, the active player may play up to 1 card of each suit from his or her hand in front of the rocket. If the player plays all four suits, the rocket is Launched (see below). If the player plays three or less suits, play continues. If a Launch Sequence is incomplete, other players cannot build additional sections to the rocket. However, on their turn they may add to the launch sequence. (Example: Player 1 initiates the launch sequence by placing a Heart in front of the rocket. On his turn, Player 2 adds to the sequence with a Diamond and a Spade. Player 3 has no clubs in his hand nor wishes to Scrap the rocket, so he draws 2 cards. Player 4 places a club and the rocket launches.)
 
'''4. Scrap''' - Return all rocket sections to the supply. If a launch sequence was initiated, discard those cards as well. The next player may start a new rocket.
 
==Launching==
{|{| style="float:right; margin-left:2em; text-align:center; border: 1px solid black; border-collapse:separate; width:30%;" class="wikitable"
!Apophis Launch Checks
|-
|style="border: 5px solid orange;"|Fuel<br>{{PL|:MiniStack|orange|2em}} '''≥''' 25% of all rocket pips
|-
|style="border: 5px solid blue;"|Navigation<br>{{PL|:Mini|black|2em}} '''+''' {{PL|:MiniStack|blue|2em}} '''+''' {{PL|:6|black|2em}} '''≥''' '''7'''
|-
|style="border: 5px solid red;"|Impact<br> {{PL|:MiniStack|red|2em}} '''+''' {{PL|:6|black|2em}} '''≥''' '''7''' <br><font size=2>(On success: remove top asteroid piece)</font>
|-
|style="border: 5px solid green;"|Deflection<br>{{PL|:MiniStack|green|2em}} '''+''' {{PL|:6|black|2em}} '''≥''' '''7'''<br><font size=2>(On success: add a deflection token)</font>
|}
 
 
When the fourth card of a launch sequence is played, the rocket immediately launches. For the sake of launches, large pyramids count as 3 points, medium 2 and small 1. Check the success of the rocket in the following order:
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After a launch, regardless of success or failure, return all pyramids from the rocket to their supply.
 
 
==End Game==
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Advanced Apophis plays much like regular Apophis except for three key differences:
 
'''1.''' There are no more deflections. In order to win, Apophis must be completely destroyed.'''
 
'''2.''' When the rocket launches, players roll a die and add it to the total number of Fuel points. If the total is 8 or higher, the rocket explodes and the launch is a failure.'''
 
'''3.''' Green pyramids no longer deflect Apophis. (The Roll For Deflection phase of the launch is skipped.) They are now Fail Safes. For every 2 points of Fail Safes on a rocket, the players may reroll one die during the launch.'''
 
Recommended game time is 10 minutes. Like basic Apophis, the difficulty level can be altered by increasing or decreasing game time.
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