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Game Set Up

You can choose to play by rolling dice to determine attack outcomes, or for a more authentic Halo experience you can play using the interactive DVD. If you are using the DVD, attack outcomes, obtained weapons and items, are determined by the DVD. The DVD contains a How-To-Play segment, and a series of Campaign missions. In addition, the interactive DVD allows you to watch attack outcomes unfold in exciting footage pulled from actual Halo 3 game play. If you are playing for the first time, apply the flag stickers to each flag, and the numbered stickers to the bases of the character pieces. The Master Chief and the Arbiter will not need stickers as there is only one each of these characters. Each character class has only one character for each numbered sticker. (i.e. Spartan II 1, Spartan II 2, etc.). There are three Spartan IIs, two Elites, two Brutes, three Marines and three Grunts. The numbers on the base will correspond to the tabs on the character cards. The card section of the manual discusses this further.

Table of Contents
Game Set Up.................................................................................................02 Choose Sides...............................................................................................02 Set Up Board................................................................................................02 Character Cards.......................................................................................04 Weapons Cards........................................................................................05 Halo Cards............................................................................................05, 10 Turns...............................................................................................................05 Character Moves......................................................................................06 Drawing Weapon and Halo Cards............................................07 Melee................................................................................................................08 Attack.............................................................................................................08 Game Modes.................................................................................................09 Normal Rules...............................................................................................09 Heroic Rules..........................................................................................09-10 Legendary Rules..........................................................................................10 Games..............................................................................................................1 1 Slayer..............................................................................................................1 1 Capture-The-Flag...................................................................................1 1 Campaigns...................................................................................................12 Map Designs............................................................................................13-14

Choose SIdes
When starting a new game, first choose sides one player will be UNSC, the other Covenant. If there are more than two players, break into equal teams and decide if you want to strategize together, or if each player will be responsible for an individual unit within the team. To determine which side moves first, each team rolls four dice. The dice are marked with blue UNSC and purple Covenant symbols. The team with the most of their teams symbols face up moves first. If playing with the DVD, select Slayer on the Home Base Menu, then Melee on the Base menu. Follow the instructions on the screen for Master Chief and the Arbiter to battle. Whichever team wins, will go first. Neither character is out of the game.

Game Contents
01 Interactive DVD, 01 Game Board (4 Pieces), 01 Instruction Sheet, 15 Character Pieces, 02 Large Towers, 01 Medium Tower, 02 Small Towers, 01 UNSC Flag, 01 Covenant Flag, 03 Fences, 08 Transport Tokens, 12 Weapon/Halo Card Tokens, 07 Character Cards, 25 Halo Cards, 22 Covenant Weapon Cards, 18 UNSC Weapon Cards, 14 Dice, 01 Sticker Sheet, 5 Campaign Tokens

Set Up Board
After choosing sides, you will need to set up the board. You can set up the board using the layouts outlined in the board set up section on page 13, or use the modular pieces to create your own unique battlegrounds. Next, place the Weapon, Halo and Transport Tokens on the board by dividing them between players and placing them around the board. Then, add the character pieces to the board however you see fit in order to create your own battle.
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Move
Spaces a piece can move in a turn.

Melee
Number of dice rolled in a melee, whether attacking or defending.

Shield
Number of dice rolled when defending against attacks.

Place the stacks of UNSC Weapon Cards, Covenant Weapon Cards and Halo Cards close to the board. All cards should be easily accessible and divided according to teams. NOTE If you are playing with dice you pull the cards from the decks, but if playing with the DVD, players will be shown what card they pulled and must then pull it from the appropriate deck.

character Cards
Each character class has its own card. All cards give basic game play information and statistics for the character class. Numbered tabs on the side of the card represent each individual character piece in that class. Keep track of useable weapons and equipment that each character picks up by placing them next to the tab for that specific character. If there is more than one of a certain character (i.e. three Spartan IIs, three Grunts, etc) on a team, the same information applies to each character in that class, but weapon and Halo cards only apply to the specific character that drew the card.

Move tells how many spaces a character piece can move in a


turn. The character can move less if the player chooses.

Melee number denotes how many dice to roll when a character engages in a melee. Strike is the amount of dice being rolled for the attack.
The Character strike number is added to the Weapon strike number to get the total number of dice to be rolled.

Range describes the farthest amount of spaces a weapon can


strike.

Range
Farthest amount of spaces the weapon can strike.

Energy
Legendary Mode only. Attacks a defending character can lose before that character is out of the game.

Strike
Base number of dice rolled when waging an attack. Add to the strike number for the weapon being used.

Shield value is the amount of dice a player rolls when defending


against an attack.

Energy only applies when playing in Legendary mode. The Energy

Strike
The amount of dice, in addition to character base strike, to roll when using that weapon.

number tells how many attacks a defending character can lose before that character is out of the game. Each individual character in a class has a separate energy level. For example, Spartan II 1s energy will be tracked separately from Spartan II 3s energy. You will need paper and pen to track energy.

Weapon
Characters Standard Issue Weapon.

Weapon - The Standard Issue Weapon is a characters starting or base weapon.

Offensive Turn Strategy (Advanced Strategy)

Once you have mastered the move or attack strategy, try using the offensive turn strategy. The offensive turn strategy allows you to move and attack with a character on the same turn. If a character piece moves over a Weapon or Halo card, you can choose to stop and draw a card, or continue your attack.

Character Moves
A character piece can move up to the amount of spaces listed on their card. The character can move less if the player chooses. Character pieces can move either horizontally or vertically, and they can combine those directions in a move. They cannot move diagonally. Towers are regarded as a second level that can only be accessed by transporters or using a Grav Lift card. A tower lid piece does not count as asecond level. Character pieces can jump a space occupied by a teammate character. The occupied space is counted. Character pieces can only jump over an enemy piece if they use a Grav Lift. The occupied space is counted. Characters cannot jump down from a higher level to a lower level. They must use a transporter. At the end of a turn, two characters cannot occupy the same space. If a character would like to end a turn on a space occupied by an enemy, the characters must perform a melee attack against the enemy. See Melee section for more information. If a character moves to a transport space, he will be teleported to the corresponding transport token with the matching number. The transport counts as only one space moved. You may use the characters remaining moves after transporting. If there is an enemy character occupying a transport space, the moving character can melee the enemy. If the attacking character wins, he will automatically transport to the corresponding space. His turn is then over. A character piece cannot use a transport space occupied by another character from his team. If a character piece moves over a Weapon, you can choose to stop and draw a card, or finish moving the allotted amount of spaces. The turn ends if a card is drawn. A player may also choose not to pick up a card when landing on a token. If a character piece moves over a Weapon or Halo card, you can choose to stop and draw a card, or finish moving the allotted amount of spaces. The turn ends if a card is drawn. A player may also choose not to pick up a card when landing on a token.
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Weapon Cards
The weapon card gives the range and strike of a specific weapon. It also states which characters can use that specific weapon. Additionally, if the attacker wins using the energy sword, he moves to the space that was occupied by the defender. In Legendary mode, the attacker is only moved to the space, if the defender has lost all energy points.

Halo Cards
Halo Cards list equipment the characters can use. Both UNSC and Covenant characters can use Halo Cards. The rules governing the cards are listed at the top of the card. All Halo Cards can only be used once. Mixed in with the Halo Cards are Flood Cards, and if a character draws a Flood card he is eliminated from the game and the Halo token is removed from the board. When a grenade card is drawn from the Halo card stack, it is used the same way as a Weapon Card. If playing with the DVD, to attack with a grenade, select the type of grenade from the weapons menu to use. When using dice, roll the amount indicated in the grenade card Strike column, plus the characters base Strike value.

Turns
During a turn, you can choose to either move or attack with a character piece. You cannot move and attack during the same turn. The only time a character can do both is when engaging in a melee.
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Turns continued on next page...

DrawIng Weapon and Halo Cards


Weapon and Halo Tokens are NOT removed from the board if the player draws a Weapon or Halo Card. However, if a flood card is drawn then the token is removed from the board. UNSC characters can draw weapons from both UNSC and Covenant stacks. Covenant can only draw from the Covenant Weapon Card stack. If playing with the DVD, select either the Weapon Card or Halo Card option on the base menu. The screens will reveal what weapon or object has been found. The player should then go to the stack of cards and find the item so they can place it next to their piece listed on the Character Card. A character can only use a weapon if that character is listed on the weapon card.

Melee
At the end of a turn, if a character ends a move on a space occupied by an enemy, the characters must melee. For all modes of game play (Normal, Heroic, and Legendary), the losing character is eliminated from the game. When using dice, each player rolls the amount of dice for the Melee value on the corresponding character card. The player with the most dice showing his or her teams symbols wins. If there is a tie, the defender wins and the attacker is eliminated. If the attacking player wins a melee on a Weapon or Halo space, they may also draw the appropriate card. Bubble Shield may not be used when attacked by melee.

Attack
During a turn, you can choose to have your character attack an enemy character instead of moving. To attack, the defending character must be within range of the weapon being used. Range can be horizontal, vertical or diagonal, but must be in a straight line of fire. There can be no obstacles like fences or towers in the direct line of fire, unless using a grenade. If firing diagonally, a character half exposed standing next to a tower or fence is a fair shot. When playing with dice, the attacker should clearly state which character is attacking, which weapon is being used and who is being attacked. The defender must state whether he will use a Bubble Shield or Invincibility, before the attacker rolls the dice. If either item is used, the defender automatically wins. You cannot use a Bubble Shield or Invincibility after rolling the dice. When attacking while using dice, the attacker rolls the same number of dice for the characters base strike, combined with the strike amount listed for the weapon being used. The defender rolls the number of dice for the shield amount on the character card. The team with the most corresponding symbols face-up, wins the attack. Please refer to the Game Modes section in the manual for Normal, Heroic, and Legendary rules regarding attacks. When playing with the DVD, the attacker will select Strike from the Base menu, and then follow the instructions. On the Defenders Equipment screen, the defending player will enter whether or not he will use defense equipment. The outcome will then play in an action packed battle sequence. Characters can shoot up to a tower or down from a tower, but not over a tower. The one exception to that rule is grenades. A grenade can be thrown over a tower.

Instructions for using the Halo cards is stipulated on the card.

Characters can carry only one weapon in addition to the Standard Issue Weapon, except for grenades. Rules regarding switching weapons and what to do with unusable weapons differ between Normal, Heroic and Legendary game play modes. Please refer to these sections for more information. Characters can carry up to 4 Halo cards at a time, however each item can only be used once.
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Game Modes
There are three different modes of game play: Normal, Heroic and Legendary. Each game mode builds upon the rules of the others. All the rules of play listed above hold to all three methods of play. The following calls out the rules specific to each mode.

A character with a grenade can use a turn to remove a fence blocking their path or range, but the fence must be in range of the grenade. The fence is then removed from the board. Grenades cannot destroy towers. The grenade card goes to the bottom of the Halo card stack once used.

Normal Rules
If a character draws a weapon card he cannot use, the card is placed at the bottom of the stack. If the attacking character wins, the defending character is out. If the defending character wins, or there is a tie, both characters survive the attack. If a character is out of the game for any reason all Weapon and Halo Cards for that character are placed at the bottom of the appropriate stacks. Characters cannot switch weapons with one another. Striking from a level above does not add to range.

Legendary Rules
All the rules are the same as Heroic mode, except: If an attacking character wins an attack, the defending character loses one energy point. Players will need paper and pencil to track each characters energy, or download the Character Energy Checklist found on the DVD-ROM. Once a character loses all energy points, they are out of the game. If an attacker wins using an energy sword, he is only drawn to the defenders square if the defender is out of energy. When engaging in a melee, the losing character is out of the game. Energy is not tracked for a melee; it is an automatic elimination.

HeroIc Rules
The rules are the same as Normal mode, except: If a character draws a weapon card that he cannot use, the weapon card is placed on that weapon token. The next character to land on that space may take the weapon card or pull a new weapon card from the deck. When a character is eliminated from the game for any reason, all Weapon and Halo cards the character has will be placed on the space where he was eliminated. The next character to land on the space can claim some or all the cards. If a character claiming a discarded weapon card is switching weapons, the weapon he does not want is placed on the board, and can be claimed by another character. The character picking up a new weapon must be able to use the weapon, which is listed on the weapon card. If a character is eliminated from the game while on a Weapon or Halo token space, then they drop all their items on the space. Players landing on the tokens can claim the items or draw a card. Characters can switch weapons with one another if they are on the same team and on adjacent squares. If a player chooses to exchange a weapon with another character this counts as a turn. Halo cards cannot be exchanged between characters. If a character is striking from a tower his range is increased by one.
Heroic Rules continued on next page... 9

Halo Cards
All Halo cards can only be used once. A used Halo card is discarded back to the bottom of the deck. Radar Jammer Offensive Card At the beginning of a turn the player announces they are using the radar jammer card and moves the character; the opposing team cannot attack that character for one turn. Cloaking Offensive Card At the beginning of a turn the player announces they are using the cloaking card and moves the character; the opposing team cannot attack that character for one turn. Invincibility Defensive Card If an opponent attempts to strike or melee, the defending player announces invincibility and is safe from the attack. Bubble Shield Defensive Card If an opponent attempts to strike, the defending player announces they have a bubble shield and is safe from the attack. However, a bubble shield does not protect from melee attacks. Grav Lift The player can move their character up onto a tower or jump over opponents and fences. If the character has jumped up onto a tower they can only get down by using another Grav Lift card or landing on a transport token. Grenades A grenade card is used like a weapon card except a character can lob the grenade over towers and fences. Like all Halo cards, a grenade card can only be used once. Flood You are dead. Remove the Halo token from board.
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Games
There are three types of Halo games: Slayer, Capture-The-Flag, and Campaign.

CampaIgns
The Campaign section, found on the DVD, has three combat missions straight out of Halo lore that will have you deactivating generators, setting off nukes and protecting against enemy attackers. CAMPAIGN 1 Jericho VII An intercepted message reveals a plot to overrun and occupy the planet of Jericho VII. The Covenant forces prepare their attack from a designated staging point, but UNSC has a plan. Destroy the staging point with a HAVOK tactical nuke; its the only way to be certain. A UNSC character carries the Nuke to the Covenant staging area. If the UNSC character carrying the Nuke token falls, the token remains on the board and another UNSC character may pick it up and carry it to the Covenant Staging Area. Once the Nuke is planted all remaining UNSC characters must be in the UNSC base before detonation. Detonation occurs when a UNSC character moves on to the detonator token. CAMPAIGN 2 Defense Of Castle Base A key UNSC facility is under attack by Covenant forces on the planet Reach. What are they after? NAV FILES. What do the NAV FILES contain? The exact coordinates to planet Earth. Protect the files, or lose the Earth. No pressure. Covenant forces must seize both the generators and the Nav Files. UNSC forces must wipe out all Covenant forces. CAMPAIGN 3 The Hidden Artifact of Reach The planet of Reach is lost and Covenant forces are seeking Forerunner Technology buried within Castle Base. The last remaining UNSC forces dig in for one last stand against the savage Covenant forces in the hopes of stopping them from excavating the deadly technology. The situation is grim. Good luck. Covenant characters must get to the Excavation Area and at least one Covenant character must remain for seven turns. See the DVD-ROM menu the DVD or go to www.b1games.com/Halo for more information and downloads regarding the Halo Interactive Board Game.

Slayer
The goal is to eliminate ALL of your enemys forces. The goal is the same no matter which mode you are playing.

Capture-The-Flag
To win Capture-The-Flag a player must get the enemy flag and take it back to their home base and plant it on the same space where their teams flag is planted. Rules follow Heroic game play. Be the first to capture the opponents flag and carry it back to home base. To carry the flag a character must land on the enemy flag, then take the enemy flag piece and place it on the corresponding Character Card. Example Master Chief lands on the Covenant flag and the Covenant flag is placed on Master Chiefs Character Card. Master Chief is now carrying the flag and can melee, but not strike. If the character carrying a flag is eliminated from the game, then the flag is placed on the square where the character fell along with all Weapons and Halo cards. The first character to reach the space may pick up the flag. If the character is a teammate of the fallen character, he should protect the flag, or return it to its original home base. If the character is from the opposing team, he will want to return the flag to his own home base. As with weapons, characters may pass a captured flag to another character on the same team, by moving the characters next to each other on the board. Re-Spawn If Master Chief or the Arbiter are eliminated during Capture-the-Flag they re-spawn after three moves. For example, if Master Chief is eliminated the UNSC player must complete three turns before placing Master Chief back on the board. When the character re-spawns he cannot move until the next turn, however the player can move any of the other characters on the board. A character re-spawning is placed on any open space surrounding where the flag was initially planted. If all spaces next to the flag are currently occupied than the character cannot re-spawn until a space opens up.
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MAP DESIGNS

SLAYER

cAMPAIGN 2: DEFENSE OF CASTLE BASE

Capture-The-Flag

cAMPAIGN 3: tHE HIDDEN ARTIFACT OF REACH

cAMPAIGN 1: jERICHO VII


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