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    ZOD Basic Game Rules Toys and Hobbies from Russia

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    ZOD

    Basic Game Rules

    We welcome you, the valorous commander, in thegame world of desktop tactics and strategy, in the world ofmighty fighting robots and fearless infantrymen, in theworld of impetuous bravery and prudent care. Are youready to head the planetary army and to carry outobjectives?! Let it will answer fight!

    About the Game

    You will find two small armies in a box and allnecessary in order that you with the friend could play somescenarios (missions), and to determine the winner of gameby their results. These small forces only a small part ofthat invincible army which you can collect combining somedifferent sets. In your army there can be infantrymen andfighting robots, land armored machinery and aircraft, andthe small army from this box can serve as the beginning ofyour collection.

    Preparing for the Game

    Collect game models and buildings according to theenclosed schemes. For this purpose separate details fromingates with nippers or a knife. Be accurate not to bewounded and to spoil a detail. If it is difficult for you tocope with it independently, call to the aid adults.

    Spread out a game field. Place armies and buildingsas it is specified in the description to the first mission.Solve who for what party will play.

    Cubes of two types are used in the game:cube with numbers 1-6 is designated by D6;

    cube with symbols is designated by DS.

    It is specified in the mission who goes first.

    Tech-sheets, Durability and Ammunition

    Robots (Fig.1), aircraft (Fig.2) and land equipment(Fig.3) are armored fighting vehicles.

    Fig.1 Fig.2 Fig.3

    In their Tech-sheets (Fig. 4) there is durability scale(below).

    The more damages the car received, the more itsdurability less. Durability is noted by the toddler which isestablished on a cell with the maximum value in thebeginning (Fig. 4), and during the game after eachdamage moves on the next cell to the right. If the toddlerspecified on "0", your car is destroyed and can't take partin operations any more, remove it from a field. On eachside of Tech-sheet there are scales of the weaponammunition. At the beginning of the game a toddler suitpoints on the top cells (Fig. 4).

    During game, after each attack from any weapon thetoddler on its scale of ammunition moves on 1 cell down. Ifthe toddler specified on "0", the ammunition of this weaponis settled, and more they can't attack.

    Fig.4

    By the arms infantrymen share on two types: shooters() and rocketeers (). Tech-sheets ofinfantry are one in all (Fig. 5). Only properties of theweapon and a resource are specified. The infantry has no

    durability scales, and the first damage (wound) got by theinfantryman is considered deadly. The destroyedinfantryman is moved away from a field.

    Fig.5

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    1. Course of the Player

    Players go in turn. Each player carries out the course in the following order (Fig. 6):- Aircraft Phase when the player works in turn with each plane;

    - Equipment Phase when the player works in turn with each land car;

    - Phase of Robots when the player works in turn with each robot;

    - Infantry Phase when the player works in turn with each infantryman.

    Fig.6

    The course begins with the Aircraft Phase. The playerchooses one of the planes and makes its operations(operations are described below in detail). Having finishedactions of one plane, the player passes to the followingand etc. When the last plane finished the actions, theplayer begins an equipment phase. Phases of equipment,robots and infantry are made in the same order, as aaircraft phase. When the last infantryman will finishactions, the course of the player comes to the end andthere comes turn of the next player.

    Ifyou dont have some of the armies,for example, there is no aircraft or landequipment, you simply pass this phaseand go to the following

    2. Operations and ResourceOperations - actions which your cars and infantrymen

    carry out on a game field, obeying your orders. These arethe prompt battle marches, attacks, retreat, defensive firefrom shelters, fixing on the taken position and many otherthings that you can undertake for achievement of a victoryin fight.

    All listed above maneuvers can be received from acombination of only two main actions, they are:

    - step movement on the next cage;

    - attack attack on the opponent from distance or innear fight.

    For example, the battle march is the steps someexecuted in a row, attack is a sequence of several stepsand attacks, defensive fire from shelters is a step becauseof shelter, then attack, and a step back, etc.

    Energy is required for commission of operations. Thequantity of energy which your car or your infantrymanreceives for performance of the actions in one course iscalled the Resource. It is measured in points and isspecified in Tech-sheet in the column at cars -over a scale of durability (Fig.4), and at infantrymen -below Tech-sheet (Fig.5). For commission of one step orone attack it is necessary to spend a certain quantity ofpoints of a resource (it is told in sections 3 and 4). Thus,operations are carried out at the expense of resourcepoints, and with more resource more actions can beexecuted for one course.

    Actions can be carried out in any sequence. Forexample, your robot can take some steps, then attack,then again take some steps, and attack again, or it canattack the opponent at first, and then move on some steps.

    At desire, you can spend all resource of the robot only for

    movement, or on the contrary if the robot is in anadvantageous firing position, to limit its actions only toattacks the main thing is that resource points should besufficed on all these actions. If the resource ended, the caror the infantryman "fades" until the following course. If onthe contrary, after performance of all conceived actionsthere were "excess" points of a resource, they "burndown". With approach of a new course the resource isrestored, and the car or the infantryman will spend again itfor the operations.

    During performing operations it is necessary toremember that in one course each weapon can

    attack only 1 time. So, for example, the robothas two different weapons therefore in onecourse can make two attacks, on one of eachweapon. And the infantryman or the land carhas only one weapon and therefore during thecourse can attack only 1 time.

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    The resource of cars depends of the receiveddamages: with more damages the car received, then its

    resource less. For example, at one of robots the toddlerafter several damages was displaced in average part of ascale (Fig. 7), and the robots resource with such damagesdecreased to 4.

    Fig.7

    3. Fighting Vehicles ActionsWhat actions can make fighting vehicles, and how many points of a resource are required for each action is specified

    in Table 1.The crossed out section means that action is impracticable.

    Table 1

    Being in the field, the robot, the plane or the land caroccupies at once 4 cells of a field, and at commission of1 step moves in one of four parties (Fig.8).

    RIGHT WRONG

    Fig.8

    If the cell on a way of movement is occupied, onlyplanes can move through it, and robots or land equipmentcan't, in order to avoid collision (see section 6). Besides,robots and land equipment can't move between anyobstacles in the field if there isn't enough space for them.Planes at movement fly any obstacles, except other planes it is necessary to fly about them to avoid undesirablecollision (see section 6). But thus remember that the planecan finish the movement only in that place where isenough place for its support in the field. Robots and landequipment can't stand on structures as are considered astoo heavy.

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    If the cell on the way of movement is occupied by the enemy, it is possible to direct purposely the fighting vehicle oncollision with the opponent (see section 7 Collision about it).

    Fig.9 Fig.10 Fig.11

    The order of attacks performance is described in detailbelow, in section 5.

    4. Infantry Actions

    When there comes an infantry phase, you choose theinfantrymen one behind another and act with them. Not toget confused, at the beginning of each course turn all theinfantrymen facing you. And during a course, turn thoseinfantrymen whose actions are already finished the back toyou. Actions of infantry will be finished when eachinfantryman will be turned to you by back. The resource ofeach infantryman is equal to 3 points. You can spend themfor movement or for movement and attack combination. Asthe infantryman has only one weapon, during the coursehe can attack only 1 time. At desire, you can pass one, twoor all actions of the infantryman.

    Being in the field, one infantryman occupies one cage,and at maneuver he can move on any next cage (Fig.12).

    At movement infantrymen can get through walls, getthrough in window apertures, get on the following floor ofthe building and jump offFrom it. But infantrymen

    can't get at once on thesecond floor or above.Look in Table 2, in what

    Actions infantrymen aretrained and how manypoints of a resource arerequired for each action.The crossed out sectionmeans that the infantrymanisn't trained in this action.

    Fig.12

    Table 2

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    Fig.13 Fig.14 Fig.15

    Fig.16 Fig.17 Fig.18

    5. AttackAttacks in the game are conducted by means of cubes. The attack weapon is more powerful, the more cubes need to

    be thrown. Properties and characteristics of the weapon are explained by special symbols, these symbols are specified inTech-sheets. Meaning of symbols is explained in Table 3.

    Table 3

    Attack requires performance of two conditions:- the purpose has to be within range of theweapon;- your shooting infantryman or the pilot of yourcar has to "see" the purpose.

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    If both conditions are satisfied, you declare attack,note in Tech-sheet an expense of used weapon

    ammunition (if it is necessary), spend for attack necessarynumber of resource points (Attack cost ) and throw acertain number of attack cubes (Attack capacity ). LookTable 4 to learn, how many points it is necessary to throwout on a cube to put purpose damage.

    On how many cubes the sufficient number of pointsdropped out, so much damage received the purpose.

    Table 4

    The record "4+" means that it is necessary to throwout 4 points or more on a cube, "5+" - respectively, 5points or more and etc.

    For example, weapon capacity 3 and you shoot inthe robot of the opponent. You threw 3 cubes, andreceived 2, 4 and 6 points. According to table 4, the result2 didn't put damages to the robot, and 4 and 6 put.Therefore the robot of the opponent received 2 damages,and his owner has to note them in Tech-sheet of the robot.

    So, the first condition of attack - distance to thepurpose has to be no more than range of the weapon ( ).

    5.1 Distance to the Purpose

    The distance between figures is a number of cellsdown, horizontals or diagonals between their supports. It iscounted in the shortest way. At calculation the cell onwhich there is a shooter isn't considered, but the closestcell of the purpose is considered. For example, in Fig.19distance from the shooter to the purpose is 5.

    Fig.18

    The second condition of attack is visibility of thepurpose.

    If the shooter and the purpose are

    located at different height, the distanceis counted between those cells of a fieldover which there are their supports

    5.2 Visibility of the Purpose

    Look at the purpose from a position of the shootinginfantryman or the car, and find features of attack inTable 5:

    Table 5

    a bFig.20

    Pay attention that visibility of thepurpose can strongly depend on theprovision of a barrier (shelter) betweenthe shooter and the purpose

    For example, in Fig.21 infantryman is at once behind abuilding wall with a window aperture. On other party of awall at some distance there is an enemy robot.

    The infantryman sees the robot entirely in a windowaperture therefore the purpose is visible to him completely.

    And here in the same window aperture only small part of

    the infantryman is visible to the pilot of the robot. And forthe robot the infantryman is in shelter.

    And if the same wall with an aperture was locatedcloser to the robot (Fig.22), the infantryman would bevisible to the pilot of the robot entirely while for theinfantryman the robot would be in shelter.

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    Therefore you show consideration for situations withshelters.

    Fig.21 Fig.22

    6. CollisionIf the cell on a way of movement of your robot, plane

    or land car is occupied by the enemy, whether it is afighting vehicle or the infantryman, you can purposelydirect the fighting vehicle on collision with the opponent.Collision is considered maneuver continuation andtherefore isn't separate action. To show that you faced theopponent, put the car over a support of the enemy(Fig. 23). Infantrymen can't begin collisions, and hererobots and land equipment can try to crush infantrymen.

    6.1 Collision of Fighting Vehicles

    Damages are received by both participants of collision.Each fighting vehicle puts to the opponent so manydamages, what its durability, i.e. that number to which thetoddler on durability scale points. Therefore at collision thecar with a bigger durability survives, and with the smaller -perishes. At the equal durabilities both cars perish.

    For example, the Robot-1 with a durability of 7 facedthe Robot-2, which durability is 4 (Fig.23). As a result ofcollision the Robot-2 received 7 damages - it is destroyed,and the Robot-1 received 4 damages which are noted inhis Tech-sheet.

    Fig.23

    6.2 Collision with Participation of Planes

    If the plane participates in collision, irrespective ofnumber of received damages it is considered broken andis cleaned from a field. The plane can be directed oncollision with other plane or with land car. At collision oftwo planes both of them break and move away from afield. If the plane was directed on the land car, it crashes,and the land car receives so many damages what wasplane durability. Pay attention that the land equipmentcan't begin the first collision with plane as that is in air.

    6.3 Arrival on the Infantryman

    If the enemy robot or land car tries to crush your

    infantryman

    throw a cube and look in Table 6, than suchcollision ended for your infantryman.

    Table 6

    At arrival masking of infantrymenisn't considered

    7. Settlement of disputesIf during the game there is a disputable situation, and

    you won't be able to come to the uniform decision, forexample, during determination of "visibility" of the purpose,

    throw a cube. Whose result is higher that is right.

    8. VictoryGame tasks are described in missions. The one, who

    gathered more victorious points, appears the winner.