Table of contents

  1. Introduction
  2. Goal of the game
  3. Game sequence
  4. Using tiles
  5. Board Tiles
  6. Instant Actions Tiles
  7. Battles
  8. Babel 13 - New York and Neojungle
  9. Duel - Smart and Vegas
  10. Steel Police
  11. Dancer
  12. Sharrash
  13. Doomsday Machine
  14. Mississippi

Dancer

Dancer Objects act as both Units and HQs, so in a game against Dancer you should consider the following changes to the effects of some tiles or abilities.

The advantage of this army is the great Toughness of its units and Healing ability which restores 2 Toughness Points. In addition, Dancer is able to attack the enemy apart from Battles and inflict massive damage. The weak point is the fact that it has only 3 Board Tiles and should even one of them be killed, the Dancer looses.

Player commanding the Dancer is always the starting player. He or she places all 3 Object tiles anywhere on the board (they may be adjacent to each other). The opposing players subsequently places their HQs. The rest of the game continues in a normal way, meaning the starting player (Dancer Player) draws one tile from his pile and may use it, save it for later or simply discard it. Then the other player (Player Two) draws two tiles and so on.

Instant Action tiles or effects that do not inflict wounds to HQs but only to Units and Modules (Grenade, Sniper, Air strike, Small bomb, Mine), inflict one wound to Dancer Object on which they have been used.
Vegas Takes Control over the Dancer Objects in the normal way - at the time of taking Control it can turn the Object being taken over and it will be treated as a unit of Vegas, so during the Battle it deals damage to other Objects and receives damage from them, while it doesn’t receive damage from Vegas units.
Terror - as the Dancer has no Board Tiles, Terror prevents the Dancer from performing Dance and playing Action tiles in the next turn.
Scoper - works normally against Dancer, so as long it is connected to the Object, that Object’s Module feature gives bonus to Outpost units instead of other Objects. It also blocks the ability of Healing, although the Outpost is not able to use it.
Spy - works normally, so a unit with this ability can receive a bonus from Object’s Module feature, with the exception of Healing that requires activation with Action tile.
Executioner - his ability does not work against Dancer, it’s just an ordinary Unit.

Board Tiles

Object Blue

Action: Melee Attack in one of possible directions
Module feature: Officer (increases the strength of ranged attack, works in one direction)

Object Red

Action: Ranged Attack in one of possible directions
Module feature: Officer (increases the strength of melee attack, works in one direction)

Object Yellow

Action: Ranged Attack (only in one direction) or Special Module activation (Healing)
Module feature: Scout (increases Initiative value of connected Object, works in two directions)

Instant Actions Tiles

Action. Using this tile lets you choose one of the Dancer Objects and immediately activate one edge of this Object tile to perform attack from this edge (melee attack, ranged attack). Action tile is also used to activate Object Yellow’s Special Module feature – Healing.
During one turn,you can play only one Action tile on one Object.
Action can’t be played on an Object that is disabled by a Net (or which is Controlled by Vegas).

Other rules

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