NEO-HUNT 3
game rules
Each player selects a color and takes corresponding varan cards (3), varan pieces (3), damage counters (7), grenade counter (1) and action cards (10). Each player picks the corner closest to her (in two-player game, they must be opposite corners). In 3 player game, some random system can be used to determine who is in the middle.
Game board pieces are shuffled and a board of 3x3 pieces is randomly generated. Each sector has random orientation. Each player then puts her varan pieces to corner picked earlier.
Take 50 trooper counters, and put 2 trooper counters to each sector without varans, but 6 to center sector. In 3 player game, the centermost player then takes 4 trooper counters and puts them to board anyway she likes to, except to center sector or sector occupied by varans. Thus, she can put each to different sector or all 4 in the same sector.
Sectors: each sector can have up to 3 values: sector number is used for action order (when everything else fails), shot cover is against shooting attacks and grenade cover is against grenade explosions. Any sideline of the sector can also have doors (red lines), marked with red bar, which prevent shooting but not moving or grenade throwing.
Points: points for each player are equal to number of trooper counters killed by her varans, plus 3 for each (non-own) varan her varans have killed, plus 3 for each own varan alive. Thus, each player has 9 points at the start of the game, and can score as much as 86 in 4-player game (which is, of course, very unlikely)
After all initial setup has been done, game starts with first turn and continues until end of turn when there is no more trooper counters on the board or one varan team has all its members killed. When game ends, the player with most points wins. If tied, the one with most surviving varans, and if still tied, tied victory.
Neo-Hunt 3 is played in game turns until game ends. Each game turn has pre-defined actions as follows:
Each player has 10 action cards to set up the 4 action cards of each turn. Each action card has varan it affects (or just troopers) and priority. All cards affecting certain varan has also varan cloak cover value, from 1 to 3, and this tell how well varan is hidden while doing that action. Other varans not doing action currently always have cloak cover 3, unless has damaged cloak.
When selecting action cards, following rules apply:
Action priority: each action has priority number, and actions are handled in that order, starting from the lowest one. If more than one player has action with same priority, they are handled in the following order:
There are 7 different damage counters to be used each turn. Each player has to select 4 of them each turn and put them face-down next to selected action cards. These damage counters are used to define variation to damage of any attack.
All counters are re-usable, except that some of them are left to game for a while and cannot be used during that time. After they are 'removed' because of the time limit or target is killed, counter is returned to owner who can then reuse them.
Whenever a varan or troopers does an attack, the player selects target (or targets) and then a non-revealed damage counter of the same action phase. If possible, the player cannot select herself but must select other player. The counter is then turned over and its value added to attack.
If a damage counter of a player is not selected (someone selected move, for example), it is put away, without looking at it. In any case, damage counters are never revealed until they are needed or turn ends. Thus there is always some uncertaintity in attacks, except if player is allowed to select own counter.
Some damage counters have extra text on them. Explanation for each:
Permanent damage only affects varans and is ignored if only troopers were targeted or no damage is dealt to any varan. It is also ignored if there is no varans damaged on which the special damage would have an effect (like gun damage against assault varan). If several varans are damaged (via grenade) and can be affected, the attacking player select which one takes the effect.
Permanent effect damage counter is put on top of target varan and affects that varan until varan is killed, when counter is returned to owner. There is no other way to get rid of that counter, and owner cannot re-use the counter before that.
As soon as everybody has selected their 4 action cards and damage counters, first action card is turned over and they are handled, one-by-one. The order is determined by the priority of the action, as explained above.
When moving, each 'move' can move varan or trooper to any adjacent sector, regardless of number of doors between sectors. However, no more than 6 troopers can be moved into same sector. After actions of all players are done, thrown grenades are handled in same order as they were thrown.
When a varan or troopers attack, the target must be first selected, depending on attack type:
After target is found, damage is dealt (in case of grenade, at the end of this action phase). To deal damage, attack power is added to drawn damage counter, and then target cover is reduced. If result is one or more, target varan takes that much damage (mark with some counters), or that many troopers are killed from that sector. Varan with damage that equals or exceed varan's hit points is killed. Any kills are added to killer's pile. If troopers kill varan or grenade kills an own varan, these kills are just discarded.
Shot cover: apply sector shot cover. If shot is done from same sector, also add attacker melee skill and deduct target melee skill. If shot is done through third sector, add shot cover of that intervening sector, if any. If target is a varan, also deduct varan cloak cover value.
Close assault cover: against close assault, deduct target melee skill. If target is a varan, also deduct varan cloak cover value.
Grenade cover: apply sector grenade cover. No cover is given from the varan cloak.
Cloak cover: each varan has normally cloak cover of value 3. This is reduced by the action the varan is currently doing, and reduced to 0 if varan has damaged cloak.
Troopers have melee skill 1 and 1 firepower per trooper firing. They never throw grenades or close assault, nor can fire targets 2 sectors away. Apply melee skill difference to shooting if any attacking trooper is in same sector as the target varan.
Troopers are handled in two steps:
The player who is executing trooper action is free to choose any targets for trooper actions, within these rules. When selecting taregts for shooting, following order and rules apply:
No more than 3 troopers can fire the same varan. Troopers never fire each other, varans 2 sectors away or varans with cloak 3 and not in same sector as shooting troopers are.
Trooper 1 fires varan A or B, whichever has lower cloak value. If they have same cloak value, moving player is free to select target, but if both varans have cloak 3, trooper 1 does not fire at all. Trooper 2 never fires. | |
Troopers 1-3 fire varan A, regardless of varan A cloak value. Troopers 4-6 never fire, as limit is 3 troopers firing each varan. If there would be only one trooper in A's sector, that woudl fire varan A and then two troopers from sector 4-6 would fire A too if A had cloak value less than 3. | |
If varan A has cloak less than 3, both trooper 1 and 2 would fire it. If varan A has cloak 3 but varan B has less than 3, trooper 1 would fire varan B. If both varans have cloak 3, trooper 1 would fire varan A. Trooper 2 does not fire unless varan A has cloak less than 3. |
After all actions have been handled, if not all 50 troopers have yet entered the board, up to 8 (2 player), 10 (3 player) or 12 (4 player game) of them now arrive. The player with least points gets to decide where they arrive, with following restrictions:
If several players have same number of points, divide reinforcements equally between them. Reinforcements are put in tied reversed order (first the one with most points). If it is not possible to deal troopers equally, any non-dividable do not arrive this turn.