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•  Moving up and down:

 When you move to a higher level, count the side of 

each higher level as one space.  When you move to any lower level, you don’t 

need to count sides on the way down. Examples 4 and 5 show how to move 

up and down.

•  Moving into water:

 When you move onto a water space from any other 

space (even from another water space), you must end your move there. See 

Example 6A.

•  Moving from water to land:

 For water spaces that are lower than their 

adjacent land spaces, the “moving up” rule applies. When moving from water 

to land, count the side of each land space as you move. See Example 6B.

•  Moving double-space figures:

 Some figures, like Grimnak and Mimring, 

take up two spaces. When moving a double-space figure, decide which end 

to lead with (for example, the front end or the back end). Then move the 

figure so that the other end follows the same spaces that the leading end just 

left. Always end a double-spaced figure’s move on two same-level spaces. 

Example 7 shows how to move a double-space figure. 

    Double-space figures do not have to stop when moving over one water space 

between two land spaces; but they do have to stop when moving down onto 

two adjacent water spaces. 

Action 3: Attack with Figure(s) on the Army Card

 

Now it’s time for your Hero or Squad to attack any figures in your opponent’s 

Army that they can.

Who can attack?

 Any figure(s) on your chosen Army Card within Range of an 

opponent’s figure, and with a clear Line of Sight, can attack. If no figure on your 

Army Card meets these two conditions, you can’t attack and your turn is over.

EXAMPLE 4: Moving up

Count four spaces for your Zettian Guard to move up onto this ledge.

EXAMPLE 5: Moving down

To get down from this ledge, the Zettian Guard counts only one space on 

his move.

EXAMPLE 6A: Moving into water

When he moves onto the water space, your Zettian Guard must stop after 

moving only two spaces.

EXAMPLE 6B: Moving out of water

When moving from the water space to the adjacent land space, the Zettian 

Guard must count two spaces.

EXAMPLE 7: Moving double-space figures

From his starting spaces (top picture), Mimring moves six spaces headfirst, 

with his back section following along the same spaces (middle picture). 

Notice that Mimring counts the side of the land space when moving up from 

the water space. His move ends across the water on two spaces of the same 

level (bottom picture).

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Содержание Super Soaker AGES 8+

Страница 1: ...e a World of Epic Warfare Valhalla A world of treacherous terrain dark mysteries and hidden artifacts A world of cosmic clashes between warriors of unimaginable power A world of spectacular defeats and hard won victories A world that you create ...

Страница 2: ... Attack numbers which enemy figure s you want to attack and of course your Victory objective As you play you ll get a better feel for which Army Card to use on each turn For example let s say you chose your Zettian Guard Squad on this turn You want to attack the enemy your opponent s Army figures as soon as you can The Zettian Guards have the farthest Range 7 spaces and the best Defense 7 dice in ...

Страница 3: ...ces but they do have to stop when moving down onto two adjacent water spaces Action 3 Attack with Figure s on the Army Card Now it s time for your Hero or Squad to attack any figures in your opponent s Army that they can Who can attack Any figure s on your chosen Army Card within Range of an opponent s figure and with a clear Line of Sight can attack If no figure on your Army Card meets these two ...

Страница 4: ...ure no matter what their actual size the higher figure rolls one extra die 3 For every skull you roll for your Attacker your opponent must roll at least one shield for his Defender to block it If you roll more skulls than the Defender rolls shields your attack is successful and the Defender is destroyed The player who controls it places it out of the game If you roll the same number of skulls or l...

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