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Rules Vortex r2

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xoriark009
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0% found this document useful (0 votes)
15 views8 pages

Rules Vortex r2

Uploaded by

xoriark009
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 8

TABLE OF CONTENTS

NOTE: The following


modules can be mixed and
Components 2 matched with those from
Class Cards 3 other expansions or those
Nebula 4 included in the base game.
Wormholes 6 Please see the base game
Board Layouts 8 rulebook for rules about any
modules mentioned, but not
explained.

COMPONENTS
10x Nebula Tiles 6x Wormholes 8x BArtifact Tokens

12x AAction Cards 8x BArtifact Cards 12x CClass Cards

Mothership, the Energy logo, Control Panel mechanic, all artwork, rules and
concepts are copyright of Peter Sanderson 2020. Any resemblance to other
intellectual properties is purely for the sake of parody and satire.

For more information, please visit mothership-game.com.

2
CLASS CARDS
C Class Cards provide players with additional, unique abilities and
technologies.

When setting up the game, shuffle the C Class Cards and give each
player one random card. The players must then place the card on the
table face up so everyone can see it. It is recommended that you also
play Mothership with B
Artifacts and nebula.

Each card provides an AAction ability and a LTech ability. Neither


need to be purchased but are available to use straight away.

ACTION ABILITY: This is to be treated like an AAction Card. This


is a single use ability. AAction abilities may only be used during an
enemy player’s turn when you see this icon X (see below for example).

TECH ABILITY: This acts in the same way as those on the


LTechnology Tree. This is a passive ability that lasts the duration of
the game and aids the player throughout their turns and sometimes
during enemy turns. It does not need to be purchased and can be
combined with buffs from any other source.

EDGE CASES: The AAction Card Noooooooo! does not affect Class
A Action abilities.

ACTION
ABILITY
CLASS
NAME

TECH
ABILITY

XONMEANS THIS CAN BE USED TO DEFEND


OTHER PLAYERS TURNS

3
NEBULA
Similar to asteroids, nebula break up the blank spaces on the board
and provide a hazard for players to avoid or use to their advantage.

SETUP
When setting up, place as many
nebula tiles as you like on the
board while maintaining board
balance (see Board Balance, pg
5 of the main rulebook).

• Nebula tiles should not


overlap any other tiles.
• You may place planets and
W
Colony Stations inside
nebula.
• VGuardian Cannons may be
deployed in nebula.
An example board can be seen above. For more layout examples
involving nebula, see page 8.

4
GAMEPLAY
Any ship can move through nebula but only for a maximum of 1 space.
Nebula do not inflict damage.

U
EXAMPLE: If your Mothership has a total of 6 engine power, and
uses 3 to reach a nebula tile, as soon as it moves onto that tile, it will
not be able to move any further this turn.

S
EXAMPLE: If your Fighter starts it’s turn inside a nebula tile, and
wants to continue moving into an adjacent nebula space, it will only
be able to move 1 space even though it may have a total of 4 engine
power.

T
EXAMPLE: If your Bomber starts it’s turn inside a nebula tile, and
wants to continue moving into an adjacent non-nebula space, it may
use it’s full engine power.

Any abilities or bonuses that allow you to move enemy ships also
follow the above rules, unless otherwise specified.

There are some abilities that will increase your movement speed
through nebula. For example, the C L
Class Card Tech ability Radar,
will allow ships to move a maximum of two spaces through nebula.

U
EXAMPLE: If your Mothership has a total of 8 engine power, and
uses 4 to land on a nebula tile, it will be able to move one more space
into the nebula (as long as your C Class is Scientist). All remaining
engine power is forfeited.

S
EXAMPLE: If your Fighter uses 2 engine power to land on a nebula
tile, and it wants to continue moving into an adjacent non-nebula tile,
it may continue to use it’s full engine power (as long as your C
Class is
C
Scientist). If you do not hold this Class, you cannot continue to use
the remainder of your engine power.

5
WORMHOLES
Wormhole tiles allow ships to warp from one wormhole to another
without using engine power.

SETUP
When setting up the board, select two or more wormhole tiles of the
same colour to place on the board. Wormhole tiles can be placed
wherever you like. Depending on your board layout, you may want
wormholes to force players to go out of their way to travel large
distances. Or you could keep wormholes close together in a high
traffic area to keep players alert. No matter what you decide, it is
usually best to keep them at balanced distances from all players.

GAMEPLAY
Tiles are linked through colour. For example, entering through a red
wormhole will allow your ship to exit through the corresponding red
wormhole.

To use a wormhole, your ship must have enough engine power to land
on top of the wormhole tile itself. When it reaches the tile, instantly
move the ship to any space adjacent to the corresponding wormhole.
All unused engine power is forfeited. If the exit space is in an asteroid
field then roll for damage. Your ship may also attack upon exiting if it
is able to do so.

NOTE: You cannot send any kind of attack through a wormhole, nor
V
can you deploy a Guardian Cannon through a wormhole.

6
Into the Vortex comes with six wormhole tiles in groups of two. Flip
them over to reveal alternative black wormholes. When using this side
during the game, a player that enters a wormhole can choose to exit
through any colour.

S
EXAMPLE: If a Fighter flies through a black wormhole, they can
S
choose to exit through a blue wormhole tile. But, if the Fighter was
then to enter the blue wormhole, it would only be able to exit through
the corresponding blue tile.

MULTIPLE BOARDS: You can even use wormholes to link two or


more boards together. If linking multiple boards using wormholes, the
U Mothership ability Nuclear Missile can only target a space on the
U
same board as that Mothership.

EDGE CASES: Some AAction Cards or abilities allow players to


move enemy ships (eg: Gravity Manipulator). An enemy is allowed to
move another ship into the wormhole and choose the exit space.

If all adjacent spaces to an exit wormhole are blocked, then that exit
cannot be used.

7
BOARD LAYOUTS

Find more layouts on mothership-game.com/board-layouts/

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