Xero-G: Difference between revisions

Content added Content deleted
imported>Kataclysm
No edit summary
imported>Kataclysm
(put certain images into tables so they could be side by side)
Line 49: Line 49:
==How Ships Move==
==How Ships Move==
* '''1)''' A ship must move exactly the number of spaces as it has pips. Ships move orthogonally only, but are allowed to change direction with each space.
* '''1)''' A ship must move exactly the number of spaces as it has pips. Ships move orthogonally only, but are allowed to change direction with each space.
::{| border=0 cellspacing=0 cellpadding=4 class="wikitable" style="text-align: center;"
[[Image:1-pip_instructional.jpg|300px|thumb|center|A small pyramid moves one space orthogonally]] [[Image:2-pip_instructional.jpg|300px|thumb|center|A medium pyramid moves two spaces orthogonally]] [[Image:3-pip_instructional.jpg|300px|thumb|center|A large pyramid moves three spaces orthogonally]]
|[[Image:1-pip_instructional.jpg|250px|thumb|center|A small pyramid moves one space orthogonally]]
|[[Image:2-pip_instructional.jpg|300px|thumb|center|A medium pyramid moves two spaces orthogonally]]
|[[Image:3-pip_instructional.jpg|300px|thumb|center|A large pyramid moves three spaces orthogonally]]
|}


* '''2)''' Spaces that a ship passes through must be empty, but the space the ship lands on at the end of its movement can be occupied. Landing your ship in an empty space ends your turn.
* '''2)''' Spaces that a ship passes through must be empty, but the space the ship lands on at the end of its movement can be occupied. Landing your ship in an empty space ends your turn.
Line 55: Line 59:
* '''3)''' If your ship lands on another piece, you get a choice between two actions:
* '''3)''' If your ship lands on another piece, you get a choice between two actions:
:::'''Rocket Boost''' — Count the pips of the piece that your ship landed on. Your ship then gets a boost of exactly that many extra spaces. As with regular movement, any spaces the ship passes through while being boosted must be empty, and spaces the ship lands on may be occupied. Rocket Boosts can be chained and/or can end with a Reprogram Coordinates action.
:::'''Rocket Boost''' — Count the pips of the piece that your ship landed on. Your ship then gets a boost of exactly that many extra spaces. As with regular movement, any spaces the ship passes through while being boosted must be empty, and spaces the ship lands on may be occupied. Rocket Boosts can be chained and/or can end with a Reprogram Coordinates action.
[[Image:Rocket_Boost.jpg|300px|thumb|frame|center|'''Rocket Boost''' This ship gets four successive boosts before ending in an empty space]]
:::'''Reprogram Coordinates''' — Leave your ship in the space where it landed and pick up the piece it landed on. Place that piece in any empty space on the board—except beyond your opponent’s home row. This ends your turn.
:::'''Reprogram Coordinates''' — Leave your ship in the space where it landed and pick up the piece it landed on. Place that piece in any empty space on the board—except beyond your opponent’s home row. This ends your turn.

[[Image:Reprogramming_Coordinates.jpg|300px|thumb|frame|center|'''Reprogram Coordinates''' This ship has landed on a medium pyramid. Instead of taking a boost of two movement, the player has chosen to leave his original ship there and relocate the medium pyramid to an empty square of his choice. The only prohibited square would be beyond the opponent's home row.]]
::{| border=0 cellspacing=0 cellpadding=4 class="wikitable" style="text-align: center;"
|'''Rocket Boost'''
|
|'''Reprogram Coordinates'''
|- valign=top
|[[Image:Rocket_Boost.jpg|350px|thumb|This ship gets four successive boosts before ending in an empty space]]
|
|[[Image:Reprogramming_Coordinates.jpg|350px|thumb|This ship has landed on a medium pyramid. Instead of taking a boost of two movement, the player has chosen to leave his original ship there and relocate the medium pyramid to an empty square of his choice. The only prohibited square would be beyond the opponent's home row.]]
|}

* '''4)''' Your ship can pass through the same square more than once in a single turn, but it is not allowed to double directly back on itself or retrace its path. To understand this, it helps to visualize the four sides of any given square as being made of four separate gates, each of which can be crossed only once. All the gates start out black (open) at the beginning of each turn. But as a ship passes from one square to another, the dividing line between the two turns red (closed). Look at this example. For simplicity, assume the ship has picked up sufficient boost power from pieces not shown in these diagrams.
* '''4)''' Your ship can pass through the same square more than once in a single turn, but it is not allowed to double directly back on itself or retrace its path. To understand this, it helps to visualize the four sides of any given square as being made of four separate gates, each of which can be crossed only once. All the gates start out black (open) at the beginning of each turn. But as a ship passes from one square to another, the dividing line between the two turns red (closed). Look at this example. For simplicity, assume the ship has picked up sufficient boost power from pieces not shown in these diagrams.
[[Image:PassThroughSquareEx01-cropped.jpg|300px|thumb|frame|center|The ship has traveled North, East, and South, turning gates red as it crosses them. At its current position, the ship is allowed to enter the square where it started, because the gate for that side of the square is still black. Suppose it does pass through…]]
[[Image:PassThroughSquareEx01-cropped.jpg|300px|thumb|frame|center|The ship has traveled North, East, and South, turning gates red as it crosses them. At its current position, the ship is allowed to enter the square where it started, because the gate for that side of the square is still black. Suppose it does pass through…]]