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Another Boardgame Player Aid By: Universal Head Design That Works

Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder. PDF may not be re-posted online, sold or used in any way except for personal use. Units attack in an order of battle, from right to left on each reference chart.
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0% found this document useful (0 votes)
67 views

Another Boardgame Player Aid By: Universal Head Design That Works

Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder. PDF may not be re-posted online, sold or used in any way except for personal use. Units attack in an order of battle, from right to left on each reference chart.
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Another boardgame player aid by

Download a huge range of popular boardgame rules summaries, reference sheets and player aids at www.headlesshollow.com Universal Head Design That Works www.universalhead.com
These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.

Game: NEXUS OPS Pub: Avalon Hill / Hasbro (2005) Page 1: Rules summary front Page 2: Rules summary back

v1
Jan 2007

For best results, print on card, laminate and trim to size.

Setup
1. Choose Colour Each player takes the plastic unit pieces and reference sheet for his colour. 2. Board Setup Place the monolith in the centre of the table, randomly place the 6 single-hex pieces face up around it, then the 6 double-hex pieces randomly around them. Attach a home base tile for each player. Randomly place one Exploration marker face down on each hex, excluding home hexes. Shuffle the Secret Mission and Energize decks. 3. Starting Tokens The first player receives 8 rubium tokens, and then each player to the left gets 3 more than the previous player. Randomly choose a starting player.

Play start-of-turn Energize cards This is the only time these cards may be played. Discard them face up next to the Energize deck.

4. Fight
A player conducts one round of battle in each contested hex where he has units. Order of Battle Units attack in an order of battle, from right to left on each reference chart. When a unit type comes up in the order, both attacker and defender simultaneously make an attack roll for each unit they have of that type. To succeed on an attack roll, roll equal to or higher than the HITS ON number listed for that unit. For each successful attack roll, the opponent chooses one of his units on that space to be destroyed. If the unit hasnt attacked yet it no longer has the opportunity. Once each unit has attacked in order, the battle in that space ends for the turn, even if units remain. In cases when more than one opponent has units in a space, choose one to be the defender. Only the attacker and the defending player then participate in the battle. The player whose turn it is always makes decisions first, such as deciding which casualties to remove or whether to play an Energize battle card. Results of Battle A player wins a battle if he attacks on his turn and eliminates all the defenders units in a space. A player loses a battle if all of his units in a space are destroyed. If its another players turn when losing a battle, draw 1 Energize card. If a player loses on his own turn, he does not draw an Energize card, and the defender cant play a Mission card. Neither player wins or loses if both have units remaining at the end of battle.

2. Move
Each unit may move 1 hex. If a unit has the ability to move more than one hex, it must stop when entering a hex which contains enemy units (unless its ability says otherwise). If a turn finishes and the other player finds a unit on a space it cannot enter, it must be moved back to one of its home base hexes. Retreating A unit beginning the turn in a contested space (ie. more than one player has units there) may retreat from that space, but must end its move in an empty space or a space the player controls (ie. he is the only player with units there). Dragon Breath At the end of the movement phase, if the player has a Rubium Dragon on the board in a hex he controls, it can breathe plasma into an adjacent space. Announce the target space and roll a die. On a 4+, the player with units in that space chooses one to remove from the board. If more than one player has units in that space, choose which of the players takes the casualty after the roll. This special attack isnt considered a battle: if it succeeds, the player cant play a win a battle Mission or Secret Mission card, and cant use Energize battle cards to affect the result. If his opponent loses his only unit in the target space, he doesnt draw an Energize card, and he doesnt get to counterattack the Dragon.

Turn Sequence
Each player completes his entire turn and play passes to the left. 1. Deploy Purchase and place new units. Play start-of-turn Energize cards. 2. Move Each unit can move 1 hex. 3. Explore Reveal discovered Exploration tiles. 4. Fight Conduct one round of fighting in each contested hex. 5. Income Gain rubium for the mines you control. 6. Draw Draw 1 Secret Mission card. Draw 2 Energize cards if you control the Monolith.

5. Income
For each space a player controls with a mine, he gets rubium from the bank equal to the number on that mine if he has at least one Human, Fungoid, or Crystalline on it.

3. Explore
If a unit ends its movement on a space with a facedown Exploration tile, the tile is flipped face up. If the tile shows a unit, put one of those units from the supply on that space. On the players next turn he can move and battle with it. If the tile shows a mine, put one of those mine markers permanently on that space. If the tile shows a unit and a mine, get both. Once an Exploration tile has been flipped over it is removed from the game.

1. Deploy
Purchase and place new units Purchase as many new units as desired for the cost in rubium tokens listed on the reference sheet. Spent rubium goes to the bank. Players are limited by the number of figures available, but when units are destroyed they are returned to the supply and may be purchased again.

6. Draw
Draw 1 Secret Mission card Keep it secret in your hand until you play it. If you draw a Secret Mission card and you meet its requirements, you may play it immediately. Draw 2 Energize cards if you control the Monolith Keep them secret in your hand until you play them.

Cards
A player may discard Energize and Secret Mission cards from his hand anytime during your turn to gain 1 rubium per discarded card. Energize Battle Cards Energize battle cards may be played during a battle if the text applies. Any player may play Energize battle cards, even those not involved in the battle. The attacker goes first in playing Energize battle cards, then the defender, then clockwise from the defender. Secret Mission and Mission cards Many Secret Mission cards and all Mission cards are playable when a player wins a battle. For each battle won, a player can play only one card that has the victory point total listed in red. Mission cards can be played whenever you win a battle as long as you dont play a Secret Mission card for winning that battle. A player can only play a Secret Mission or Mission card on his turn, as soon as he accomplishes the goal listed on the card. The card is put face up in front of the player where it remains for the rest of the game. Each Secret Mission and Mission card notes how many victory points (VPs) the player earns when he accomplishes that mission.

Winning the Game


The game ends immediately when either of the following happens: A player earns a total of at least 12 victory points worth of Mission and Secret Mission cards. Play to 10 VPs for a shorter game or 14 VPs for a longer game. A player is eliminated from the game. A player is eliminated if his last unit is destroyed, he doesnt have enough rubium to purchase any more units, and he doesnt have any cards to discard for rubium. The player with the highest VP total among the remaining players wins the game. In case of a tie, the tied player controlling the most spaces wins. If theres still a tie, the tied player with the most units on the board wins. Finally, if theres still a tie, the game is a draw.

Team Rules
Set up the game for a 4-player game and split into two 2-player teams, with partners sitting across from each other. The first team to reach a combined total of 20 VP wins. At the end of a players turn, his partner may pass any one card to him face down. If a player moves into a hex with any number of his partners units, there is no battle, but the hex is still considered contested (eg. neither player draws rubium from a mine there). Units may move through a hex containing partners units as long as there are no opponents units there. All discussion must be public, and a card shown to a partner must be shown to all players (not including the card passed at the end of a turn). If a player is eliminated, his partner may continue to play for victory, still counting their combined VP total.

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