Difference between revisions of "Halo: Starside deck"
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| date =3/11/2008 | | date =3/11/2008 | ||
| players =2+ | | players =2+ | ||
| status = | | status = Untested | ||
| unlocked = | | unlocked = | ||
}} | }} | ||
Choose your side and conquer your enemy in a tactical battle, picking off ships with your heavy guns, or leave things to chance and plunge headfirst into battle, hoping your maneuvers will be enough to save your ships. | |||
This is a deck based around the space combat that takes place in the Halo novels and the limitations of that universe(Slipspace, nukes, shields, prowlers, etc). This is my first deck, so please leave opinions, criticisms, war stories, etc in the [http://www.dvorakgame.co.uk/index.php/Talk:Halo:_Starside_deck talk page]. | |||
One more thing...no Halo Installations, Flood, Master Chief or Forerunners. It would just complicate things to try and tie this in with the whole Halo story arc. | |||
==Winning Conditions== | |||
Destroy all of an opponent's ships in play to eliminate them. You can use any method to do this, including: boarder type Actions, Objectives, Direct Engagements or good old fashioned SHOOTING.<BR> | |||
Survive to win. Surrender is not an option, whichever side you play, so this means either eliminate all opponents or make a tactical retreat of 3 or more ships into [Halo: Starside# Slipspace Slipspace]. | |||
==Special Rules== | ==Special Rules== | ||
A player must choose a race and allegiance at the start of the game. These are: | A player must choose a race and allegiance at the start of the game. These are: | ||
Human(UNSC), Human( | Human(UNSC), Human(Insurrectionists), Covenant(Sangheili/Elites) and Covenant(Jiralhanae/Brutes) | ||
Each race has card limitations and advantages, i.e. the Insurrectionists cannot use Spartan teams | Each race has card limitations and advantages, i.e. the Insurrectionists cannot use Spartan teams, but can use the Black Market or Piracy to easily procure ships. | ||
Basically, the UNSC and Sangheili can use boarder type Actions to instantly destroy ships, but the Insurrectionists and Jiralhanae can use their specialist Actions to gain(or regain) more ships. So you can choose your style of play AND what race you want to use without being tied to any specific way of playing. | |||
Then draw until you have three ships if you are Covenant, four if you are Human. This balances out the whole Covenant-has-shields-and-plasma-weapons against the Humans-have-nukes-and-not-many thing. | Then draw until you have three ships if you are Covenant, four if you are Human. This balances out the whole Covenant-has-shields-and-plasma-weapons against the Humans-have-nukes-and-not-many thing. | ||
===Slipspace=== | ===Slipspace=== | ||
Your hand is considered to be anywhere away from the battle. When you put a ship into play, it transitions into and out of slipspace. If you have SHIVA nukes or HORNET mines in your hand when you put a ship into play, the resulting [http://en.wikipedia.org/wiki/Cerenkov_radiation Cerenkov radiation] will clearly reveal any prowlers making the jump, rendering their stealth technology useless(place them into your hand). You must discard SHIVA nukes or HORNET mines or both if you have them, for your prowlers to remain invisible. | Your hand is considered to be anywhere away from the battle. When you put a ship into play, it transitions into and out of slipspace to get to the battle. If you have SHIVA nukes or HORNET mines in your hand when you put a ship into play, the resulting [http://en.wikipedia.org/wiki/Cerenkov_radiation Cerenkov radiation] will clearly reveal any prowlers making the jump, rendering their stealth technology useless(place them into your hand). You must discard SHIVA nukes or HORNET mines or both if you have them, for your prowlers to remain invisible. You cannot move ships from your hand into Slipspace unless you play Transition to Slipspace. | ||
<br clear=all /> | <br clear=all /> | ||
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{{card | {{card | ||
|title=Spartan Team(boarder) | |title=Spartan Team(boarder) | ||
|text=Play | |text=Play onto a ship to indefinitely negate the effects of enemy boarder type Actions. '''Action:''' If you have a Human transport, discard Spartan Team and roll 2d9. If first roll is 8-9, gain control of target Human ship or Covenant ship WSD or dissipate shields of Covenant ship WSA. If first roll is 1-7, destroy target ship. If second roll is 8-9, do not discard Spartan Team. If second roll is 1-7, discard Spartan Team as normal. | ||
|longtext =true | |longtext =true | ||
|type=Thing - Human(UNSC) | |type=Thing - Human(UNSC) | ||
Line 186: | Line 194: | ||
{{card | {{card | ||
|title=Active Camo Elites(boarder) | |title=Active Camo Elites(boarder) | ||
|text=Play | |text=Play onto a ship to indefinitely negate the effects of enemy boarder type Actions. '''Action:''' If you have a Covenant transport, discard Active Camo Elites and roll 2d9. If first roll is 8-9, gain control of target Human ship or Covenant ship WSD or dissipate shields of Covenant ship WSA. If first roll is 1-7, destroy target ship. If second roll is 8-9, do not discard Active Camo Elites. If second roll is 1-7, discard Active Camo Elites as normal. | ||
|longtext =true | |longtext =true | ||
|type=Thing - Covenant(Sangheili) | |type=Thing - Covenant(Sangheili) |
Revision as of 14:49, 4 November 2008
Halo: Starside | |
---|---|
Designer | Xahn Borealis |
Date | 3/11/2008 |
Players | 2+ |
This is an untested deck. Its cards are complete, but it hasn't yet been tested. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
![]() | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Choose your side and conquer your enemy in a tactical battle, picking off ships with your heavy guns, or leave things to chance and plunge headfirst into battle, hoping your maneuvers will be enough to save your ships.
This is a deck based around the space combat that takes place in the Halo novels and the limitations of that universe(Slipspace, nukes, shields, prowlers, etc). This is my first deck, so please leave opinions, criticisms, war stories, etc in the talk page. One more thing...no Halo Installations, Flood, Master Chief or Forerunners. It would just complicate things to try and tie this in with the whole Halo story arc.
Winning Conditions
Destroy all of an opponent's ships in play to eliminate them. You can use any method to do this, including: boarder type Actions, Objectives, Direct Engagements or good old fashioned SHOOTING.
Survive to win. Surrender is not an option, whichever side you play, so this means either eliminate all opponents or make a tactical retreat of 3 or more ships into [Halo: Starside# Slipspace Slipspace].
Special Rules
A player must choose a race and allegiance at the start of the game. These are: Human(UNSC), Human(Insurrectionists), Covenant(Sangheili/Elites) and Covenant(Jiralhanae/Brutes) Each race has card limitations and advantages, i.e. the Insurrectionists cannot use Spartan teams, but can use the Black Market or Piracy to easily procure ships.
Basically, the UNSC and Sangheili can use boarder type Actions to instantly destroy ships, but the Insurrectionists and Jiralhanae can use their specialist Actions to gain(or regain) more ships. So you can choose your style of play AND what race you want to use without being tied to any specific way of playing.
Then draw until you have three ships if you are Covenant, four if you are Human. This balances out the whole Covenant-has-shields-and-plasma-weapons against the Humans-have-nukes-and-not-many thing.
Slipspace
Your hand is considered to be anywhere away from the battle. When you put a ship into play, it transitions into and out of slipspace to get to the battle. If you have SHIVA nukes or HORNET mines in your hand when you put a ship into play, the resulting Cerenkov radiation will clearly reveal any prowlers making the jump, rendering their stealth technology useless(place them into your hand). You must discard SHIVA nukes or HORNET mines or both if you have them, for your prowlers to remain invisible. You cannot move ships from your hand into Slipspace unless you play Transition to Slipspace.
Card List
WSD = With shields dissipated.
WSA = With shields active.
Card cornervalues represent ship strength.