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UNIT Vs Daleks

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D

UNIT Vs the Daleks Edition UNIT Vs the Daleks Edition

A B C

Cut out, fold, and glue or tape together.

Tabs (A) and (B) are taped or glued to the back of tab (C).
Tab (C) is taped or glued to the back of side 1.
Tab (D) is taped or glued to the back of side 2.
Cut out the curved edges on the insertion flap.
PATROL LOST: UNIT Vs The Daleks Dalek Figures Turn Sequence The other action a UNIT Trooper can do is to attack Daleks.
A Dalek ship is in orbit above the Earth, with plans of You'll need 18 Bad Guys, all of them the same. Plenty are A game turn is made up of 6 phases as listed below. They can only attack Dalek on the same hex as the Trooper.
nothing short of extermination. supplied, so choose your favourites. 1. The UNIT player carries out his chosen actions. Troopers roll 3 dice, or 6 dice for the Ranged Combat
UNIT (United Nations Intelligence Task Force) have used 2. The Dalek player must remove certain tiles. Specialist. Each six rolled counts as a hit and you remove
warp technology to place a nuclear device on board the Game Rules 3. The Dalek player places paths. one Dalek for each hit. Any hits above the number of Daleks
Dalek Ship, now, the Doctor has transported a crack team of The following are the basic, or core, rules of the game. 4. The Dalek player carries out their chosen actions. in the hex are wasted.
UNIT troops onto the ship. They must find the device, Setting Up 5. The Dalek player attacks UNIT. Removing Tiles
activate it and warp out before they are overrun by Daleks. Place the Start Tile in the centre of the table. Set aside the 6. The players ensure they haven't put too many of their During this phase the Dalek player checks to see if any of
Components End Tile, then shuffle the remaining tiles and place them pieces on any tile. the tiles can be removed from play. You can't remove any
The game is made up of a relatively small set of aside face down. You will be drawing from this pile of tiles to UNIT Actions tiles the Troopers can see from where they are, or that they
components, as listed below. build up the map as you play. One player takes the Daleks Each UNIT Trooper can do two actions each turn, although could see should they move one or two hexes. If you
Dice: You will need at least 3 standard six sided dice, but 6 counters and the other the UNIT Troopers. you may choose to do only one or even none at all. Do all of suspect that you can remove a tile, imagine moving the
would be better. The UNIT player places all of his figures on the Start tile The the actions for a single UNIT Troop before moving onto the Troop up to two tiles towards it, could they see it at any
Dalek player lays out all of the tiles that the UNIT Troopers next. There are two types of action and the UNIT player may point? The Troopers have a line of sight along any pathway
UNIT Figures: You will need 5 paper minis, choose from the can see, as described in “Placing Paths” Once you've done do one type of action twice, or one of each, entirely at the until it reaches a curve. When a tile is removed, it is
10 provided. You'll need three types of figure: The first type these things your ready to start playing the game. UNIT players discretion. The first type of action, is to move discarded and will not come back into play. Any Daleks on a
is the UNIT Trooper and you'll need three of these. the Trooper into an adjacent hex along one of the paths removed tile are returned to the Dalek players pool of
The next type of figure is the Close Combat Specialist, you'll marked on the hex. The Trooper may not move off of the available Daleks.
only need one of these. The last type is the Ranged Combat HAZZARD path, or off a hex onto the open table. When the Trooper Placing Paths
Specialist, again, only one of these is needed. starts on a Hazard hex you are not able to just move him as Doing this is quite simple. Look at each Trooper and the tile
an action. To move him you must first roll a die. If you roll it is on, there are pathways leading from that tile. The
1,2,3 you may move the Trooper as normal. If you roll 4,5 or Trooper can look along these paths until they reach a curve
6 then the hazard has slowed your trooper down and your or a turn If any of the paths don't lead to a tile, you need to
action is wasted. The Hazzard is a Dalek sensor eye. If it extend the path as far as the Trooper can see. For instance
senses you, you are unable to move onto the tile. on the start tile at the beginning of the game there are six
paths that the Troopers can see down but there are no tiles

This edition created by Chris Morse: Faraway Pictures 2010

not affected by Hazard tiles.


one Dalek back to your pool of Available Daleks. Daleks are
Daleks are moved from one tile to another you must discard
Dalek on his own may not be moved. When a group of
END START adjacent tile along one of the pathways. to any adjacent tile. They can not move off of the tiles. A
same score, the Dalek player moves the Good Guys to an have to move along pathways, they can move from any tile
Dalek player chooses which one. If both sides have the The last type of action is to move Daleks. Daleks do not
Troops are moved to an adjacent tile along a pathway, the may not bring the number of Daleks in the tile above six.
This game system and rules are in the Public Domain. win, then remove one Trooper permanently, any remaining Daleks to any tile that already has a Dalek on it, but you
Licensing adjacent tile to move the remaining Daleks to. If the Daleks tile are not eligible. The second type of action is to add two
the End tile. Daleks players pool and the UNIT player chooses an for you to place two Daleks there. Dead ends and the End
The troopers win if they end a turn with 1 or more Troops on the winner. If the Troopers win, remove one Dalek to the leads off into the unknown (where there is no tile) is eligible
The Daleks win, if they kill all of the Troops. the result. Having worked out the totals the higher total is The first is to place new Daleks on the board. Any tile that
Winning Conditions on another tile but has a line of sight to the combat add 1 to There are three types of action that the Dalek player can do.
Daleks. Close Combat Specialist. If the Ranged Combat Specialist is Dalek Actions
allowed, they are removed from play, just as if killed by the the lower result. Add 1 to the score if the tile contains the until all of the other tiles have been used.
Troopers. If there are any more Troopers on a tile than are of Daleks. The UNIT player now rolls two dice and ignores if you have no other choice You may not place the End tile
players pool. All tiles except the Start tile have a limit of 3 number of Daleks then the final score is equal to the number tile where the paths don't align, but can place them that way
UNIT Vs The Daleks Edition
Daleks on the tile they are removed back to the Dalek the number of Daleks in that tile. If the total if less than the allowed to deliberately block a path by running into another
have a maximum limit of 6 for any tile. If there are any more single die, and may add 1 to the score if the die roll matches moving onto the next. When you place the tile you're not
have too many Troopers or Daleks on any tile. The Daleks Trooper, may attack the Troopers. The Dalek player rolls a can be seen by the Trooper. Complete one pathway before
In this final phase of the turn you ensure that you do not During this phase, any Daleks in the same tile as a UNIT a time and placing them so that you build the pathways that
Clear up Dalek Attacks so they all need to be extended. So start drawing tiles one at
specialist
close combat trooper trooper trooper trooper
unit unit unit unit unit

YOU MUST DIE DESTROY EXTERMINATE

DESTROY EXTERMINATE YOU MUST DIE

YOU MUST DIE DESTROY EXTERMINATE

DESTROY EXTERMINATE YOU MUST DIE

YOU MUST DIE DESTROY EXTERMINATE

DESTROY EXTERMINATE YOU MUST DIE

unit
unit unit unit unit
close combat
YOU MUST DIE DESTROY EXTERMINATE trooper trooper trooper trooper
specialist
specialist specialist
trooper trooper trooper long range close combat
unit unit unit unit unit

YOU MUST DIE DESTROY EXTERMINATE

DESTROY EXTERMINATE YOU MUST DIE

YOU MUST DIE DESTROY EXTERMINATE

DESTROY EXTERMINATE YOU MUST DIE

YOU MUST DIE DESTROY EXTERMINATE

DESTROY EXTERMINATE YOU MUST DIE unit unit


unit unit unit
long range close combat
trooper trooper trooper
specialist specialist
YOU MUST DIE DESTROY EXTERMINATE

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