

A simple Tabletop game of space exploration
and combat
By Sean Patten
OVERVIEW
Star Crashers is a friendly
game for 2-4 players, ages 8 and up. Each turn, players move their
spacecraft around the table, exploring by flipping over Blip Counters that
could be Space Pirates, Gravity Mines, Derelict Ships, and stranger things!
When a player successfully deals with an encounter, they collect Credits
as specified in the encounter. Once all the Blip Counters have been
revealed and dealt with, the game is over- the player with the most credits
wins. You can also try playing teams, pairing up with another player
and combining your credits to see which team can earn the most!
COMPONENTS
To play Star Crashers, you
will need:
-
Spaceship Miniatures.
You can make your own miniatures
using model and toy parts, or you can borrow toy or model ships from your
favorite show or other game. You will need models of different sizes to
represent the different classes of ships and the Starbase.
Until you have your own miniatures, you are welcome to print out a set
of these SHIP COUNTERS provided.
-
6-sided dice. It's
handy to have three per player.
-
Blip, Credit, and Hit Counters.
Print out 3 sets of blip counters,
and a set of Credit and Hit tokens.
Then use a glue stick or spray adhesive to mount them on a piece of cardboard.
Then cut them out with scissors or a paper cutter.
-
Sticks. Each player
will need a MEASURING STICK. Sticks should be 8 inches long- make
sure they are all the same size. They are used for measuring movement
and attack ranges. Try using soda straws or chopsticks.
-
A table. You'll
need a table to play on. You can decorate your table with Scenery
to make the game more interesting. Try making your own planets out
of painted toy balls, or asteroids made from garden rocks, paper machie,
or even shredded mattress foam! Scenery blocks movement and shooting,
making the game more interesting.
GETTING STARTED
Before you can play, you'll
need to get set up for a game. Place SCENERY on the table.
Place a STARBASE in the center of the board. Players
must agree on how many POINTS worth of SHIPS to use (7 points is a good
number). All the players should take the same points amount of ships- see
the SHIPS section below for points values.
Then players select their
ships and choose a place to sit at the table. If there are 2 or 4
players, each player must start from one of the four table corners.
If there are three players, all players must start from the starbase in
the middle. Try playing teams, with two players per team sharing
one fleet of ships!
Finally, shuffle the
blips, and draw out some blips without looking at them- a good number is
#
of points x # of players ( for example, 3 players playing 7 points
of ships would draw 21 blips). Place the blips face down, spread
out evenly across the entire table, and at least 1 stick away from the
starbase. Blips should only be placed on the table and not on top
of scenery (but nearby scenery is okay).
TAKING TURNS
When you're ready to start,
have each player roll two dice- whoever has the highest roll goes first,
and turns continue around the table in a clockwise order. If playing
teams, stagger the players so teams alternate.
When it's your turn, you
may do TWO things with each of your SHIPS. These things are called
ACTIONS. Finish both actions with one Ship before you start with
the next. Continue until ALL of your Ships have done two actions
(or chosen to do nothing). Then it's the next player's turn!
After the last player's turn
is the ENEMY TURN. If there are any Enemies on the table during the
enemy turn (such as Space Pirates, Mines, or the Leviathan), they
will usually move towards and attack the nearest Ship (see the Encounter
Blips section for details). Once all the Enemies have gone,
it's back to the FIRST player's turn.
Continue taking turns around
the table until all of the Blips have been dealt with. Then the game
ends. The player or team who collected the most credits wins!
A small game takes about 30 minutes. You might have time to play
another game- just shuffle the Blips, put them out and start again!
SHIPS
Ships have some interesting
features that tell how they will work during a game.
-
All Ships have a POINTS value-
usually between 1 and 3 points. The more powerful the ship, the more
points they cost. The total points of all your Ships can't be more
than any other player's total. So if everyone is using 6 points of
Ships, for example, you could take any number of Ships as long as
their points total adds up to 6.
-
All Ships have a DICE value-
this is how many dice they roll when doing different things in the game
such as Attacking, Defending, or any other die roll unless otherwise indicated.
-
Some Ships have special abilities
or limitations. For example, a REROLL is a special ability
that allows the player to reroll ONE of their dice when doing the action
described.
-
TRANS is the number of transport
spaces the ship has. Ships with a * can be transported.
| TYPE |
POINTS |
DICE |
TRANS |
SPECIAL ABILITIES |
| FIGHTER |
1 |
1 |
* |
+1 Die when Defending. |
| BOMBER |
1 |
1 |
* |
+1 Die when Attacking. |
| SCOUT |
1 |
1 |
* |
+1 Die when Escaping. May Scan. |
| GRAPPLER |
1 |
1 |
* |
+1 Die when Ramming / Repairing. |
| FREIGHTER |
2 |
2 |
1 |
Only 1 die when shooting.
+1 Die when Repairing. |
| CRUISER |
2 |
2 |
1 |
Reroll Shooting / Defending. |
| CARRIER |
3 |
3 |
3 |
Only 1 Die when Shooting. |
| BATTLESHIP |
3 |
3 |
1 |
Reroll Shooting / Defending. |
TRANSPORT
Any ship with a transport
value may carry small ships (marked *) instead of starting them on the
board. Note that this can dramatically extend the range of your smaller
ships! To represent a small ship on board, you can place the small
ship underneath the large one.
-
At any time during your turn,
a transported ship may be placed outside the transporting ship- this is
known as deploying. Deploying takes no actions.
-
A small ship may board
an adjacent transport by ending a move next to the transport. There
must be room on the transport.
-
A transport ship may pick
up a small ship by moving past the small ship (this is another form
of boarding).
-
A damaged small ship onboard
a transport may spend an action to automatically repair the damaged
small ship.
-
A transport ship may spend an
action to automatically repair ALL transported ships on board.
SPACE
STATION
Any ship adjacent to the
SPACE STATION may automatically repair ALL damage at the end of its move.
Should a space station ever be attacked for any reason, it rolls 4 dice.
ACTIONS
Ships do things by performing
ACTIONS. Unless crippled (see damage below), a ship can perform TWO
actions each turn. It may perform the same type of action TWICE if
they wish! For example, in one turn a Ship could move two times.
Here are all the types of actions Ships can perform:
-
MOVE. Move 1 STICK in
any direction. May not move through terrain. A small ship that
moves next to a transporting ship may board as part of the move, providing
there is room.
-
ATTACK. A ship
can perform a shooting attack (see combat below). May not shoot through
terrain.
-
REPAIR. A ship
may attempt to repair themselves or an adjacent ship as an action.
Roll the ship's dice: for each die that rolls a 5 or 6, remove 1 point
of damage!
-
SCAN(Scout only). A scout
ship may examine 1 blip within 1 stick as an action. This does NOT
reveal the blip.
-
ESCAPE. A ship may attempt
to escape a Black Hole or Raystorm by spending an action and rolling a
6 on any 1 die.
-
RESCUE. A ship may attempt
to rescue an adjacent ship trapped in a Raystorm by spending an action
and making a successful repair roll.
COMBAT
Ships can attack with a
SHOOTING attack or by RAMMING. Unless using the Adversity rules (see
advanced rules below), players may not attack each other- only enemies
(such as pirates).
-
SHOOTING: To shoot, a
ship must spend an action, usually within 1 STICK's distance of the
target, in which case the ship rolls its dice and the target rolls its
dice to defend. If the ship has taken damage, subtract 1 attack or
defend die for each point of damage taken. If the defender ties or
wins, nothing happens. Ships with more than one attack die may shoot
at LONG range. For each additional STICK of range, deduct one attack
die from the roll.
To see who won, compare the
dice rolls. Don't add your rolls together- instead, notice what number
was rolled on EACH of your dice. Whoever has a die with the HIGHEST
number on it wins. In the case of a tie, compare the NEXT HIGHEST
dice, and so on until the winner is determined (or it is a tie).
For example, an attacker that rolls
6 and 1 will beat a target that
rolls 5 and 5, because the 6 is the highest roll. An attacker
with three dice that rolls 3, 2, 1 will beat an defender that rolls
3,
2 because the attacker's die that rolled 1 is still more than nothing
(so having more dice is a big help). An attack can do MULTIPLE hits-
if more than one of the attacker's dice rolls higher than the defenders
highest die, do a hit for each die that is higher. Remember that
some Ships may REROLL ONE of their dice during combat. They must
stick with the second roll even if it is worse than the first roll.
-
RAMMING: To ram, a Ship
must MOVE into contact with its target. The attacking and defending
ships roll their base dice value (even if damaged). If the defender
wins, and is the same size or larger than the attacker, the attacker will
take damage! A ship may not ram more than once per turn.
DAMAGE
Ships can be damaged as
a result of combat. When a ship is damaged, REMOVE ONE OF ITS DICE.
If the ship only has one die left, it becomes CRIPPLED. Crippled
ships may only spend 1 action per turn, and may only move, repair, or board.
No one may attack a crippled ship, and crippled ships cannot reveal
or resolve blips.
REPAIR
Anyone can attempt to REPAIR
a damaged or crippled ship by spending an action adjacent to it.
Each die that rolls a 5 or 6 means 1 point of damage has been repaired.
If a ship is repairing itself, it may roll its full dice,
even though it is damaged. Crippled ships are restored to 1 die when
repaired. If a crippled ship has not already spent an action on the
turn it is repaired, it may take two actions after being repaired as normal.
BLIP COUNTERS
STAR CRASHERS is an explorative
game, where your fleet must face the unknown- represented by Blip
Counters of course! Blips start face down. To FLIP a blip,
a ship must TOUCH it as part of their MOVE. A blip cannot be flipped
unless the ship revealing it is MOVING! It does not take an action
to flip a blip (but it takes an action to Move, of course). Flipping
a blip
ends the ship's' move. They may take another move afterward
if they have another action to do so. Blips can be dangerous, but
they can also earn you credits if you deal with them properly!
-
AMBUSH! Place a Pirate
Cruiser there (2 dice). It will immediately attack the revealer.
On the ENEMY turn, it will move towards the nearest target and attack until
it runs out of actions or cripples the target. If damaged, it will
attempt to Ram! If an adjacent target is crippled, it will LOOT the
target, taking one credit from the player who owns the ship for each action
it has. Place the looted credits next to the pirate ship. Once
the pirate ship has 2 or more credits, it will move 1 stick per turn towards
the nearest board edge and if it gets to the edge, it escapes! Escaping
pirates may not move within 1 stick of a player ship. Earn 1 credit
for each hit done to a Pirate Cruiser. Whoever destroys the Pirate
Ship earns any looted credits the pirate ship had!
-
BLACK HOLE! Your
ship is sucked into another dimension! Place the ship on the Black
Hole blip. No can occur between ships inside and outside the Black
Hole. As an action, roll a 6 to ESCAPE- you may reappear ANYWHERE
on the board. Earn 2 credits for escaping and remove the blip.
Other ships may enter the black hole voluntarily- if a ship escapes, the
other ships inside will drop back into normal space, and only the ship
that escaped will earn 2 credits.
-
EMISSARY! Spend an action
to pick up the Emissary. Keep the blip with your ship. If your
ship is crippled, place the Emissary back in space, adjacent to the crippled
ship. Then any other ship may pick up the Emissary by spending an
action. Earn 1 credit for returning the Emissary to the starbase.
-
LEVIATHAN! Place
a giant space monster there (3 dice, ram only). It will immediately
ram the revealer! On the ENEMY turn, it will move towards the nearest
ship (which could include pirates) and attack. If it ties or wins,
it will ESCAPE: set it aside along with its blip and any hits it has taken.
If it escapes, it will REAPPEAR at the next AMBUSH or LEVIATHAN blip found
(instead of the normal ambush), and ram the revealer! Each time it
reappears, add the blip to its collection. Earn 1 credit for
each hit done to the leviathan. If killed, earn one credit for each
blip accumulated, and discard the blips.
-
METEORS! They immediately
make a 2 dice attack vs. the revealing ship, and are then removed.
The ship earns 1 credit.
-
MINES! Place a
mine model. Mines attack with 2 dice. The mines will immediately
move next to and attack the revealer. Mines defend with only 1 die,
and have 1 hit. On the ENEMY turn, Mines will move one stick
towards the nearest non-crippled ship, and attack if it makes contact.
If mines win a combat while defending from an attacker within 1 stick,
the attacker takes 1 hit! Earn 1 credit for destroying a minefield.
-
RAYSTORM! Place
the ship on the Raystorm blip. To ESCAPE, spend an action and roll
a 6. Another ship may attempt to RESCUE you by moving adjacent to
(but not on) the blip, spending an action, and making a successful REPAIR
roll. No other interaction can occur between ships inside and outside
the raystorm. Earn 2 credits for escaping or rescuing and remove the blip.
-
SALVAGE! You have
found a wrecked ship. Make a Repair roll while adjacent to salvage.
Earn 1 credit for each die of success (Remove after any successful
salvage roll).
-
SURVIVOR! Spend an action
to pick them up. They tell you about a nearby threat- you may SCAN
any blip on the board and place the survivor marker under the scanned blip.
Whoever resolves that blip will earn an additional credit!
ADVANCED BLIPS.
These are special types of encounter blips that can be added to the normal
deck before being placed on the board, if the players agree to include
them. Print one page of these blips.
-
COMET! Place a
COMET model at the nearest board corner, and immediately move it 1 stick
towards the SPACE STATION- it will RAM any ship or terrain piece in the
way, pushing them aside as it moves. The comet rolls
4 dice! Earn 1 credit for every hit you do to the comet.
If another COMET card is found while one is already on the table, add +1
DIE and +1 HIT to the one already on the board! Each enemy turn,
the comet moves 1 more stick towards the SPACE STATION. If
the COMET hits the SPACE STATION, the comet is destroyed, but does one
hit to the space station per player! Each player must place one CREDIT
of theirs on the space station. Whoever repairs any damage on the
space station will earn one credit per point of damage repaired!
While the space station is damaged, it cannot repair adjacent ships.
-
DERELICT.
Place a Derelict model on top of the blip. When confronted
with a derelict, there are two options:
--SCUTTLE. Any ship
may SCUTTLE the derelict by doing 2 hits to it. This earns ONE credit (turn
in the blip and the ship). If the Derelict is crippled, it rolls
1 die for defense.
--BOARD. Any adjacent
ship may BOARD the derelict by spending an action, and declaring the size
of their boarding party (up to the number of base dice the ship has)- this
will be the number of dice the boarders roll. Attack Rerolls
and extra Repair dice may be included in a boarding attempt.
The Derelict ship rolls TWO dice vs. the Boarders DICE. If the derelict
ship WINS, the boarders have been CONTAMINATED- the boarding ship immediately
takes a number of hits equal to the size of the boarding party! If
the Derelict ship LOSES, it has been CAPTURED. If it TIES, nothing
happens.
--ONCE CAPTURED:
The ship may now be used by the capturing player, who should hang onto
the derelict blip. The ship cannot be Scuttled or Boarded. (see stats
above).
--SELL. The owner
may sell the Derelict for TWO credits by moving next to the space
station and turning it in.
--CURSED. While in
posession of a derelict, there is always a risk that some lurking horror
is still hiding on board... On the ENEMY turn, each derelict rolls two
dice. If either die rolls a 1, the crew are contaminated! Place
the DERELICT blip back on the ship, and treat it as an uncaptured derelict!
Any boarded ships are immediately deployed.
--KEEP. If the owner
is still in posession of the Derelict at the end of the game, they earn
THREE credits!
| TYPE |
DICE |
TRANS |
SPECIAL ABILITIES |
| DERELICT |
2 |
1 |
Attack with 1 die. (See Derelict
Blip below.) |
ADVANCED RULES
Players may try out any
of the following advanced rules. These rules are optional, and all
players must agree to the use of any of these advanced rules before the
game starts if they are to be used.
-
GOODWILL. Players
can earn 1 credit whenever they successfully repair another player's damaged
or crippled ship, as long as they did not cause the damage.
-
ADVERSITY. Players
may attack each other's ships! In addition, a player may spend an
action adjacent to another players crippled ship to take one of that player's
credits! Keep in mind this is a good way to get other players mad
at you, so don't use these rules unless all the players are mature enough
to handle it...
ADVANCED SHIP TYPES.
Players must agree to the use of any of these special ship types before
you play them. The Derelict is a special encounter blip, and cannot
be purchased normally.
| TYPE |
POINTS |
DICE |
TRANS |
SPECIAL ABILITIES |
| Q SHIP |
2 |
2 |
1 |
Can damage if it wins while defending! |
| WARPSHIP |
1 |
1 |
* |
May drop 1 warp buoy (see below). |
WARPSHIPS: A Warpship may drop
a Warp Buoy at any time during its move. Only 1 buoy can be out at
a time, so remove any placed buoy before placing it in a new location.
ANY ship (friend or foe) may, during its move, WARP from the Warp Ship
to the Buoy or from the Buoy to the Warp Ship! You may warp
into or out of a Raystorm or a Black Hole, but this will NOT count as an
escape (the card remains in play until a ship is rescued or escapes through
traditional means).
SPECIAL SCENARIOS
Try one of these special
scenarios to add a new twist to your game! More special scenarios
will be added soon, so check back periodically.
PRISON
BREAK!
Prisoners have busted out
of the penal colony on Zebra 6, intent on stealing your ships and making
their escape!
In this game, Ambush blips
are not Pirates- instead, they are escaped prisoners! When an Ambush
blip is revealed, the prisoners will attempt to board your ship.
They roll 2 dice as an attack- if they lose, you have successfully
subdued them- earn 1 credit. BUT if they win, they take over your
ship (instead of damaging it). Keep the blip with the ship to indicate
that it is taken over.
During the ENEMY turn, ships
that have been taken over will move towards and attack the nearest player
controlled ship, Ramming if it rolls more dice than shooting.
Whomever can cripple a ship
that has been taken over earns 1 credit for each die the ship has!
The ship will return to the control of the player who originally owned
it, but will still need to be repaired, of course...
SPACESHIP
GRAVEYARD!
The fleets have stumbled
upon a Space Sargasso! Hulks from across time and space drift
about this eerie place...
For this game, all Salvage
blips are treated as DERELICT blips instead!
Also, the SPACE STATION starts
DISABLED- it cannot be used until it is reactivated. To do this,
treat as a boarding attempt on a derelict ship. If successful, earn
1 credit, and the Space Station can then be used (for repair, selling derelicts,
etc).
This scenario plays best
with small fleets- try 5 points per player but place an extra 2 blips per
player.
HOSTILE
TAKEOVER!
Pirates have taken control
of the Space Station, and are shooting down anyone that comes near!
Setup: Players start at a
board corner. Be sure there is at least 1 comet blip mixed into whatever
blips are placed. Place cover-providing terrain evenly about the
board so players can have an equal chance to advance on the space station
under cover!
The Space Station cannot
be used by anyone until it is subdued (they must hang onto Emissaries and
Derelicts, can't get repaired, etc). The Space Station rolls
FIVE dice and has five hits. Anyone damaging the Space Station earns
a CREDIT for each HIT, plus whoever does the FIRST hit earns a bonus credit!
If a COMET appears, the station will target all attacks against the comet.
If the comet hits the station, it automatically does 1 hit, and whoever
revealed the comet gets credit for the hit!
On the ENEMY turn, the Space
Station will attack once per number of players, targeting the closest player
ships that it can see, firing at long range if necessary. PIRATE
ships with LOOT will return to the Space Station if it is held by pirates
instead of escaping off the board. They will drop off the credits
at the station, automatically repair any damage, and return to combat the
nearest player ship! If the station is crippled, any credits on the
station will be awarded to repair teams, one extra credit per hit repaired,
until all extra credits are gone or the station is repaired fully.
Then all remaining credits are awarded to the ship that repaired the final
hit to the station.
Once the station is CRIPPLED,
it must be repaired- earn one credit for each hit repaired.
When all 5 hits have been repaired, the station is fully operational
again.
SALVAGED AMMUNITION:
To aid in attacks against the Space Station, whenever a player successfully
salvages, they should take the blip card in addition to any credits earned.
At any time during an attack on the Space Station, a player may trade in
the Blip Card in exchange for an additional 1 die for that attack!
They may add as many dice as they have blip cards, but must discard the
cards after using them.
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