Amoeba Wars
Amoeba Wars-1981
Design Garry Donner Random Games Inc.
Components
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mapboard
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45 power cards ranked by number 0 (lowest) to 44 (highest)
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8 special power cards
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42 space amoeba counters
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2 doomsday machin counters
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9 amoeba attack counters
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6 sets of 60 space ship each set has
15 scouts
15 criusers
15 dreadnoughts
9 battlestars
6 monitors
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6 player aid cards
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instruction folder
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2 dice 1 white 1 colored
The Space Amoebas and Doomsday Devices are running amok. Perched on your
outer system your mission is to reconquer Saestus, the central system. You
do so on a system by system basis trying to capture a chain that will lead
to the center. The larger systems increase your production accordingly. The
players will also do their level best to thwart you as you will them.
There are 8 Special Powers cards;
- you may place reinforcements in any friendly solar system
- you may place your power card down at any time
- you have special monitors which can move and attack just like other types
of space ships
- you may use up to 6 ships to attack space amoebas and empty solar
systems
- amoebas eat only one of your ships in battle
- you may hyperjump any three of your ships free each turn
- send ships lost in battle against you or your power play to time warp
- same as above
Preparation
Roll dice. High roller plays first. Play passes to the left.
Choose color and place 1 monitor, 2 dreadnoughts, 2 cruisers and 2 scouts
on one of the home systems on the boards edge.
1 doomsday machine is placed om Saestor.
1 amoeba is placed on each of the seven central systems.
4 amoeba attacks take place out of the central systems
The power deck is shuffled and 3 cards are dealt to each player
Play
The first player selects and plays a power card face up.
In turn order each of the other players does the same.
The player who played the highest card acts on his own card and each lower
ranked card in order.
Player builds ships according to production value. New ships may be placed
on the home system or any system linked to ot through intervening friendly
systems.
Player may then attack adjacent systems until unable oe unwilling to
continue.
Player discards his own power card and fills hand. If occupying a part of
the central system hand capacity become 4 power cards.
Player who played the next highest card acts on his own and lower ranked
cards repeating the steps above.
Turn is over when all players have acted on their cards.
Player who played the highest power card plays first in the next turn.
Winning
The first player to occupy Saestor wins. You must first occupy a minimum
number of the central systems before you can attack Saestor;
2 or 3 players-Occupy 5 central systems
4 players-Occupy 4 central systems
5 or 6 players-Occupy 3 central systems
Avalon Hill
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