AQ Game Rules

Andromeda Quest

Game Rules

INDEX

Introduction ………………………………. 3

Ships ………………………………………… 3

Fighters ………………………….. 3

Carriers ………………………….. 3

Cruisers …………………………. 3

Cards ……………………………………….. 4

Planet Deck ……………………. 4

Investments ……………………. 4

Options Deck ………………….. 5

Starting the game ………………………. 6

Options ………………………. 8

Moving Ships ……………………………. 7

Attacking ………………………………….. 7

Putchasing Additional Weapons …… 8

General …………………………………….. 8

INTRODUCTION

Andromeda Quest is a game of strategy based on attacking and conquering various solar systems and eventually the galaxy. Attacking is done with three different types of space ships: fighters, fighter carriers and battle cruisers. Each having different amounts of power.

The currency in this galaxy is called the “Zenti” system (symbol: Ɀ). Zenties can be obtained by investing in a planet or moon which you happen to own. This currency can be used to buy additional ships or weapons.

SHIPS

Fighter Squadron – the smallest ships worth Ɀ20,000.

  1. Can attack across blue lines only.

  2. Cannot leave solar system unless escorted by a Carrier or Cruiser.

Fighter Carriers – the second ship worth Ɀ200,000.

  1. May also be obtained by trading in ten fighter squadrons.

  2. Can attack across red or blue lines.

  3. After taking a planet in another solar system the player may not attack another planet during that turn.

  4. Can take no more than ten fighter squadrons with it between solar systems.

Battle Cruisers – the largest ship worth Ɀ1,000,000.

  1. May also be obtained by trading in five carriers.

  2. Can attack across red, blue or green lines.

  3. When attacking in another solar system may continue as far as the attacker chooses.

  4. May take as many ships with it between solar systems as desired.

  5. If ships are taken off the board to be traded in for a larger ship they must all be from the same planet. The larger ship must then be placed on this same planet.

  6. If a player wishes to trade in a larger ship for smaller ships, or any ship for currency, the trade in value of that ship is only one half the current purchase price. (Example: although a Carrier costs ten fighters or Ɀ200,000 to purchase, the trade in value is only five fighters or Ɀ100,000)

  7. A ship may be traded for currency only to pay for bad investment debits.

  8. When a Carrier is used to attack another solar system, the player must continue attacking until either the planet is conquered or the attacker is defeated – there is no turning back. This does not apply to Cruisers.

  9. Upon winning over a planet, the attacker must leave at least one ship behind on the attacking planet.

CARDS

There are three types of cards in separate decks. These are “Planet” cards, “Investment” cards and “Options” cards.

Planet Deck

The Planet deck contains one card for each planet or moon on the board. Each of these cards also depicts one of the three ships. In addition there are five wild cards (depicting all three ships) – totaling 63 cards in all.

  1. At the beginning of a turn a player may take one card from the Planet deck.

  2. When a player obtains three cards showing three different ships or three of the same ship that set may be traded in (only at the beginning of a turn) for additional fighters. The number of fighters received is as follows:
    1
    st set (to be handed in during that game by any player) .. 2
    2
    nd set .. 4
    3
    rd set .. 6
    4
    th set .. 8
    5
    th set .. 10
    No more than ten fighters may be taken for one set. It is up to the players to keep track of how many sets have been handed in during a game.

  3. If a player has seven Planet cards at the beginning of a turn then the player must hand in a set.

  4. Upon handing in a set of cards a player may take an extra two fighters for each card handed in which the player owns the planet or moon shown.

  5. When obtaining extra ships from any source a player may place these ships at the player’s discretion on any on any planets or moons already owned, but only at the beginning of a turn and all ships obtained must be placed.

Investments

The investments deck contains cards showing numbers. Some red – negative, some black – positive. These are to be multiplied by the the roll of the dice. The cards contained are as follows:

Black

3 of 10,000

6 of 5,000

10 of 3,000

12 of 1,000

Red

5 of 5,000

8 of 2,000

10 of 1,000

Totaling 56 cards.

  1. At the beginning of a turn, if a player holds a Planet card which corresponds to a planet which is owned, the player may invest in that planet if desired.

  2. The player may also attack after making an investment.

  3. Upon announcing an investment the player may then roll up to three dice to determine the multiplier for the investment. The player then draws an Investment card and multiplies what is on the card by what is on the dice. The player then receives from or pays to the bank accordingly. Any debits to the bank must be resolved before continuing.

  4. A player may make as many investments as he has qualifying cards in any one turn but only one investment per planet per turn (unless indicated by an Options card).

  5. If losing an investment causes a player to “go in the hole” then the appropriate number of ships must be sold (for ½ the current market value) to bring the account to zero or above before the turn continues. Hyperspace cards and weapons may also be sold. Hyperspace cards and photon torpedoes may be sold for Ɀ10,000 each and laser charges may be sold for Ɀ8,000. Another way to recover form a bad investment is to make another investment.

  6. If a player has seven Planet cards at the beginning of a turn then at least one set must be handed in before an investment can be made (unless indicated by an Options card). The player may turn in another set after investments are made if desired.

Options Cards

The Options deck contains:

6 quantum torpedo cards

6 phaser boost cards

6 hyperspace cards

6 take a planet card

4 hold planet cards

4 take another option card

4 repeat investment

4 double investment

6 take another turn cards

8 better luck next time cards

Totaling 52 cards.

  1. This card is received at the end of a player’s turn if the player conquers at least one planet or moon.

  2. Take another turn and hyperspace cards may be kept by the player and used at any time.

  3. Upon handing in a hyperspace card a player may then attack any planet or moon in the galaxy from anywhere in the galaxy.

  4. When using a hyperspace card a player must first announce how many ships are going to be used for the attack and these ships must continue fithting until either the planet is conquered or the attacker is defeated – there is no turning back (including Cruisers).

  5. Any type of ship may attack using a hyperspace card.

  6. The hyperspace card may be used for one attack only and then must be returned to the deck.

  7. At the beginning of a turn a player may sell a hyperspace card to another player for any agreed upon amount (useful to pay off a bad debit to the bank).

  8. A hyperspace card may only be sold to the bank to pay a bad investment debit for a price of Ɀ10,000.

  9. Photon torpedo and laser charge cards entitle the bearer to one of that type of weapon for free. The card must be used immediately and then returned to the deck.

  10. Take a Planet Card – This allows the player to take another Planet card. This Options card is held till the next turn. When the player’s next turn comes the player is able to invest in all qualifying Planet cards even if the player is holding the limit of cards or the card received at the beginning of the turn puts the card count to eight, before handing in a set. A set must then be handed in and this Options card is handed in.

  11. Hold Planet Cards – This card is held until the player reaches the limit of Planet cards. At this point the player may invest in any qualifying Planet cards before handing in a set. Once investments are done the player must hand in a set and this Options card.

  12. Take Another Options Card – Hold this card until needed. If you draw a “Better Luck Next Time” card then use this to take another Options card. This card is then returned to the deck.

  13. Repeat Investment – This card is held till used. At the beginning of the player’s turn of choosing, the player does the usual investments. Any investments done may be repeated.

  14. Double Investment – This card is held until used. It allows the player to double any one investment made after the amount of the investment is determined. It is then handed in.

  15. Take Another Turn – This card permits the holder to take another turn, including any pre-attack transactions. This card may be held and used at any time, but is handed in once used.

  16. Better Luck Next Time – This card is of no use to anyone. Better luck next turn!

STARTING THE GAME

  1. Each player chooses a fleet (by color).

  2. Each player counts out the following number of fighters according to the number of players in the game:
    2 players .. 50
    3 players .. 45
    4 players .. 40
    5 players .. 35
    6 players .. 30

  3. Each player receives Ɀ25,000.

  4. Each player rolls one die to see who goes first. The highest roll wins. In the case of a tie for first then those players roll again until there is a winner.

  5. Beginning with the first player, each player places one fighter on any vacant planet or moon of their choice. If a player chooses to concentrate forces instead of claiming multiple planets the player may place each subsequent fighter, two at a time, on any planet already claimed.

  6. This may leave several planets and moons unclaimed. In this case a player may claim an unclaimed planet during a turn simply by moving ships onto it. Only one group of ships may be moved per turn (see Moving Ships).

    There are two other options for starting the game. See the “General” section for these options.

  7. The first player exercises any options desired (trade in/purchase ships, investments, etc.) and then chooses who to attack from where and proceeds according to the attacking section.

  8. Each player takes a turn as per the first in a clockwise direction.

  9. At the beginning of each player’s turn (excluding the first round) the player may take an additional three fighters or the number of planets owned divided by three, whichever is greater (if the player owns 21 planets or more then this is divided by four), and place them at the player’s discretion on any planets already owned. This is in addition to any fighters obtained by trading in cards (see cards section) or purchased.

  10. Additional fighter squadrons may also be obtained if at the beginning of a turn that player owns an entire solar system. The number of fighters obtained per solar system are as follows:
    2 for Black
    3 for Orange
    3 for Purple
    4 for Red
    5 for Green
    6 for Blue

  11. Any additional ships being placed on the board must be placed at the beginning of a player’s turn only. All ships must be placed.

  12. At the beginning of each player’s turn (excluding the first round) the player also receives one Planet card.

  13. At the beginning or each player’s turn (excluding the first round) the player also receives Ɀ10,000 plus Ɀ5,000 for each planet owned.

MOVING SHIPS

  1. Ships may be moved from one planet to another adjacent planet that is owned by that player or unowned before attacking begins.

  2. Only one group of ships may be moved per turn, not including attacking.

ATTACKING

Battles are based on a health/damage model. The health of the losing player is reduced according to the damage capacity of the winning player. The Fleet Health card is used to track the health and damage capacity of the attacking and defending fleets. This card has 6 dials – 100’s, 10’s & 1’s for both attacker and defender. Dials indicate the health of the fleet and damage capacity for each fleet.

  1. Attacking is not required. A player may do other transactions and end the turn or simply pass on the turn.

  2. Attacking is always the last thing done during a turn. All other transactions are done before attacking.

  3. Before attacking each player must declare which planet is attacking which planet.

  4. At the beginning of a battle both players add up the health of their fleet according to the chart below and indicate this health level on the Fleet Health card using the green numbers.

    Fighter Squadrons – 5 health, 1 damage
    Fighter Carriers – 50 health, 10 damage.
    Cruisers – 250 health, 50 damage.

  5. Rolling dice determines who wins a battle segment. The attacking player uses three (3) dice and the defending player uses two (2) dice.

  6. The highest die of each player are compared and the highest die wins the roll. Tie goes to the defender.

  7. The damage capacity of the winning player in a roll is subtracted from the loser’s health and the dials on the Fleet Health card (green numbers) are adjusted accordingly. The red numbers on the same dials will indicate your current damage capacity.

  8. Upon winning a planet, the attacker must move at least one ship to the conquered planet. The ship moved must be one that is permitted to cross the indicated lines (see Ships section).

  9. A player is defeated (out of the game) when they have no more ships on the board.

  10. If a player leaves the game (defeated) any cards, weapons or cash are returned to the bank.

PURCHASING ADDITIONAL WEAPONS

  1. Additional weapons may be purchased in the form of quantum torpedoes or phaser boost. Both are Ɀ20,000 each.

  2. Any additional weapon may be used by the attacker or defender and by any type of ship.

  3. Only one additional weapon may be used by any one player at a time.

  4. If both the attacker and defender are using additional weapons then the weapons cancel each other out regardless of type and rolling is as without weapons.

  5. When using a quantum torpedo the user may use one extra die and the opponent uses one less than normal.

  6. A quantum torpedo may be used for two rolls only and may be used for only one turn. The torpedo is then handed in when used up or at the end of that turn.

  7. When using an phaser boost the user may use one extra die and the opponent uses the normal amount of dice.

  8. The phaser boost may be used for up to four rolls but must be completely used in one turn. It is then handed in.

  9. Either weapon may be employed at the beginning of a roll at any time during a battle.

  10. Either weapon may be used by the ships on only one planet but against different planets.

GENERAL

  1. To speed the game up some, a player may do most transactions while the player to the right is doing battle. Any transaction may be done at this time as long as it does not interfere with the other player’s battle. If a transaction requires dice then you may have to acquire more dice.

Options for starting the game:

Option I

  1. The first player passes out all of the Planet cards as evenly as possible to all the players.

  2. Each player places one fighter on each planet he has a card for. All cards are then returned to the deck.

    Option II

  3. Beginning with the first player, each player places one fighter on any vacant planet or moon of their choice. This continues until all the planets are claimed.

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