Full Metal Planet English Rules

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    Full Metal Planet

    English Rules

    Revised

    By Tony Barber

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    Full Metal Planet Rules

    Summery

    Your goal is to leave FullMetal Planet carrying asmuch ore and units aspossible after 21-25 turn.

    CONTENTS

    1 playing field representing

    one sector of the Full MetalPlanet

    15 tide cards

    ! metal pieces" ! Freighters 12 turrets crabs ! #eather $ens

    %2 tan&s ! $eaps

    high-speed motorboats ! barges pontoons

    1'' colored mar&ers foridentifying (hich unit iscontrolled by (hichFreighter

    colored cubes to count

    the action points saved byeach player

    1 turn mar&er cube

    1 ruleboo&

    1'' pieces of ore

    1 blac& plastic bo) (ith

    many uses - the bo) is acurrent turn indicator* a

    cemetery for destroyedunites* a pool for material yet to be created* and a display unit for tide cards

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    GAME MISSION SUMMARY

    You land your Freighter on Full Metal Planete on a mission (hich (ill last 21 or 25 turns.

    +n every turn you have a certain number of action points (hich you can use - but no matterho( many action points you have* each turn lasts for ma)imum of three minutes.

    ,n each turn you can do the follo(ing"

    to collect ore - to be used in your #eather $en or to be stored into your Freighter

    to create additional units (ith #eather $en to help you collect more ore

    to (ea&en the enemies (ith armed units

    to threat or hinder enemies movement by occupying strategically important parts of

    the planet

    to capture one or more Freighters - and thus increase the number of units under

    control* get additional actions points and to ta&e off at the end of the game (ith e)traFreighters and their contents ore and units/

    hold peace negotiations or to discuss actions against enemies (ho are too aggressive

    ,f all goes (ell you can lift off in turn 21 or 25 your choice/. You get 1 point for every unit and2 points for every piece of ore you manage to ta&e from the planet (ith you. 0he player (ithmost points (ins

    THE PLAYING FIELD

    0he playing area is composed of 51 he)es only complete he)es are used/.

    0he dotted lines mar& the one boundaries for arriving Freighters. 0he open sea is blue* the

    plains are light bro(n* the reefs are blue (ith light bro(n dots* s(amps are light bro(n (ithblue dots and mountains are gray. 0he type of each he) depends of its dominant color" if you

    are not sure* loo& at the maps.

    THE ORE

    0he ore is spread all over the playing field.+re can be transported into the Freighter to gainpoints or it can be used by #eather $en to transform it to additional units.

    he) (ith ore is occupied. 0he he) can not be used in any (ay before the ore is pic&ed upfrom the he).

    #ith lo( tide* the ore can be pic&ed from any type of he). #ith normal tide* the ore can not bepic&ed up from reefs. #ith high tide* ore can not be pic&ed up from reefs not s(amps.

    0he ore can be manipulated in follo(ing (ays"

    load it into Freighter from ad3acent he)es

    load* transport or unload it (ith crab or $en can carry up to 2 ores/ or (ith barge can

    carry up to ! ores/

    load* transport* unload or transform it (ith #eather $en only one ore at a time/

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    destroy it (ith t(o destroyers tan&* high-speed motorboat* turret* $eap/

    THE TIDES

    every turn is subjete! t" "nety#e "$ %e&t'er( n"rm&)* )"% "r'i+',

    0he management of the 15 tide

    cards five normals* five lo(s andfive highs/ (ill be e)plained in the

    chapter 4start of mission4.

    normal tide"

    s(amps plain* reefs sea

    high tide"s(amps and reefs sea

    lo( tide"

    s(amps and reefs plain

    C"nse-uenes(

    #hen the tide is lo(* reefs can not

    be used by marine vehicles high-speed motorboats and barges/ and

    terrain vehicles can use them.

    #hen the tide is high* s(amps cannot be used by terrain vehicles andmarine vehicles can use them.

    #hen the tide is normal* s(ampsare plains* and reefs are sea"

    s(amps can be used by terrainvehicles and reefs can be used by

    marine vehicles.

    T'e units sur#rise! by '&n+e "$

    ti!e &re neutr&)i.e!" Marine vehicles are

    neutralied if they are on reefor s(amp (hen the tide islo(.

    Marine vehicles are neutralied if they are on s(amp (hen the tide is normal.

    0errain vehicles are neutralied if they are on reef (hen the tide is normal.

    0errain vehicles are neutralied if they are on reef or s(amp (hen the tide is high.

    6nits 4surprised4 by bad (eather can do n"t'in+* absolutely n"t'in+. 0hey are immobilied*but can be captured* destroyed and act as obstacles - they are neutr&)i.e!until the tide

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    changes favorably.

    ,t is possible to voluntarily neutralie a unit" in that case* the unit is neutralied and must topon the e/&the) (hich is temporarily unusable by it.

    HOW TIDE EFFECTS THE PIECES

    REEF% %&'MP%

    marine units terrain units marine units terrain units

    ()&

    TI*Edisabled operational disabled operational

    +)RM'(

    TI*Eoperational stuck disabled operational

    I-

    TI*Eoperational stuck operational stuck

    Playing the -ame

    ACTION POINT SYSTEM

    0&si re!iteach player has a basic credit of fifteen action points* (hich he or she can spend to move as

    many parts as he or she (ishes.

    C"st in &ti"n #"ints $"r e&' &ti"n(

    moving a unit from one he) to ad3acent he)" 1

    loading or unloading an unit or a piece of ore" 1

    creating a ne( unit (ith #eather $en assuming that converter is already carrying

    ore/" 1

    re-entering or leaving Freighter7 1barge* (hich occupies t(o he)es* also re8uires only

    one action point to load9unload/

    destruction of an unit or a piece of ore" 2

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    rebuilding a turret" 2per turret/

    Final ta&eoff" 1* 2* 3or 4depending on Freighter:s condition/.

    0"nus(

    Player (ho uses only 1' points out of his 15 saves 5 action points 15-1'5/

    Player (ho uses only 5 points out of his 15 saves 1' action points 15-51'/

    Ma)imum number of saved action points is 1'. ,t is possible* but not mandatory7 to use

    all saved points on same turn.

    ,f player saves 5 or 1' points* he pic&s up a colored cube for each 5 actions points he

    saves* and places the cube in front of him.

    0urn saving allo(s players to have ma)imum of 25 points per turn base credit* 15 ;

    ma)imum saves* 1' 25 action points/.

    #hen saved actions points are used* the colored cubes/ are returned to the bo)

    Su#er5b"nus(

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    each player has ma)imum of three minutes time in (hich to ma&e his or her actions. fter thattime the player can not perform any actions. ,f unit is being moved (hen the time runs out* itmust remain on the he) (here it originally (as located. rmed units can complete their firingcommands if the firing units are already placed correctly.

    fter a turn has ended the ne)t player:s turn (ill immediately start. 0iming is performed by the

    player (ho has 3ust finished his or her turn. ,f a player as&s ho( much time is remaining on hisor her turn* the 8uestion must be ans(ered. ll players should be able to see the stop (atch at

    all times.

    ,t is very important to strictly stic& to the three-minutes-rule* even if it creates errors" panic isone of the ingredients of Full Metal Planet.

    0ransporters0ARGES* CRA0S* 6EATHER HENLOADING AND UNLOADING

    there are three &inds of transporters" the barge has ! cargo slots/

    the crab has 2 cargo slot/

    the (eather hen has 1 cargo slot/

    0ransportable elements are"

    ore* tan&* $eap* pontoon (hich occupy one

    cargo slot each

    #eather $en and crab (hich occupy t(o

    cargo slots each

    0he #eather $en only transports +re

    +nly the barge can transport a crab or #eather $en.

    @oading is performed from transporter:s ad3acenthe).6nloading is performed to transporter:s ad3acenthe).

    @oading and unloading al(ays costs 1action point.0o load or unload a crab (hich carries items/ costs

    only 1action point. 0o modify its contents (hile on

    barge does not cost any actions points.

    Any unit &rrie! by &ny tr&ns#"rter is&ut"m&ti&))y neutr&)i.e!,

    0he target he) (here units or items are unloadedmust be empty or occupied by a pontoon or anothertransporter (hich has enough free cargo slots toaccept the unit or item.

    0o re-enter or leave the Freighter (ith a transporter that carries items costs only 1actionpoint.

    transporter &n n"tload or unload unit or item from9to he) if that he) is under unfavorable

    fire.6nloaded units do not have to be moved.

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    ,t is not possible to unload anything in open sea e)cept a pontoon. >oc&ed to land or otherpontoon/,tems and units can be unloaded onto sun&en reefs or s(amps* but in that case the items andunits (ill become neutralied until the tine changes favorably.6nits can not be moved on a sun&en he) that contains thus neutralied/ units or itemse)cept pontoons/.

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    MANUFACTURING UNITS

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    6e&t'er Hen

    0he #eather $en can create ne( parts" it stops on a he) ne)t to an ore* loads the ore and laysa tan&* bridge or crab ta&en from the bo) to an ad3acenthe). 0he creation of a ne( unit costs t(o action points" onepoint to load the ore and another one to lay the item.

    #eather $en can load ore* then move* and this (ay lay thene( unit further a(ay* even in another turn.

    #hen #eather $en loads or lays units it must follo( thesame rules as a normal crab.+ne #eather $en can lay t(o parts in one turn. ,t can notlay t(o crabs or t(o bridges in the same turn.,f so re8uired* #eather $en can unload unconverted ore soit can be used as a normal transporter for ore/.

    N"te(0he amount of reserve units in the bo) is designed so

    that in the beginning each player can create the same units.,t (ill then be a 8uestion of (hether to try to bring the

    ma)imum amount of ore into the Freighter or to try to getstronger by transforming it to more units.

    6e&t'er Pre!iti"n&hen the tide changes, any player "ho has an operational &eather en can check out the future

    tide card. a player "ho has t"o &eather ens can look at the ne$t t"o tide cards etc

    /onverter is inoperative inside Freighter, on a barge, "hen under fire or "hen disabled or stuck in a

    he$

    P"nt""ns

    P"nt""ns* inert units* &re use! t" "ver ree$* s%&m# "r "#en se& 'e/es,

    pontoon can be un-loaded or loaded from9to transporteror from the Freighter/* (hatever the tide.

    +ne pontoon is used e)actly li&e a plains-type he).

    Pontoon must al(ays touch at least one ground he).

    ,t is possible to connect many pontoons together* as long asthe first one touches ground he). ,n this case* if the firstpontoon is destroyed or loaded* the remaining pontoons aredestroyed. lso* if the he) to (hich a pontoon is connectedsin&s because of (eather change* the (hole pontoonstructure is lost.

    ,f a pontoon is destroyed* everything on top of the pontoon

    is also destroyed.,f a pontoon is under enemy fire* it can not be used or

    loaded.A #"nt""n is & neutr&) unit,+nce unloaded* it can beused by any terrain vehicle. Aecause of that* an enemy transporter can load a pontoon (ithoutcapturingit first.,f a pontoon is unloaded onto firm ground* it can still be used.$igh-speed motorboats and barges can not travel to a he) that contains a pontoon.

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    *estroyers

    >estroyers can destroy any element unit or ore/*e)cept Freighters and their contents ho(ever*

    Freighters: turrets can be destroyed/. >estroyersare used to destroy* capture* and push bac&enemies and to defend. 0here are four types ofdestroyers" high-speed motorboats* tan&s* longshooting range super tan& 0-BB familiarly called4$eap4 and the turrets fi)ed/.

    DESTROYING ELEMENTSPrinciple" any element reached by the

    simultaneous shooting of t(o destroyers of thesame player is destroyed and put at thecemetery.

    Me'&nism

    0urret* tan& and high-speed motorboats canreach t(o he)es from their o(n position.

    $eap can reach a target three he)es a(ay from

    its o(n position.

    ?ormal tan& located on a mountain he) can reacha target three he)es a(ay even if the target ison another mountain/.

    $eap* even if transported* can never go on amountain he).

    #hen a turn ends* t(o tan&s can not be par&ed

    on t(o ad3acent mountain he)es.

    destroyer can shoot over any obstacle orterrain* including sea* ore* Freighter* mountainetc.

    destroyer has ammunition to fire only t(otimes t(ice/ per turn other actions can occur bet(een the t(o shots/. estroyers can not destroy o(n units e)cept pontoons.

    ,f destroyers open fire at a he)* everything on that he) is destroyed.

    Remember" it is &)%&ysre8uired to have t%"destroyers to destroy any target. singledestroyer &n n"tdestroy nor defend anything. Aecause of this* it costs 2 action points todestroy any target" one point per destroyer.

    De$initi"n( & 'e/ is 7un!er $ire7 %'en it is in r&n+e "$ t%" "r m"re !estr"yers "$ t'es&me #)&yer,

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    ATTAC8ING A SECTOR DEFENDED 0Y UNFA9ORA0LE FIRE

    (hen a player operates in such a sector* the destroyers never arrive at the same time even

    though the firing is simultaneous/. 0here is al(ays the first and the second. 0he $irstunit canneverbe placed under unfavorable fire. 0he second unit can move inside the unfavorable fireone if it (ill stop at once (hen inside the one* and instantly open fire (ith the first unit/.fter firing the shot* the second unit must have destroyed enough defenders not to be underunfavorable fire any longer. +nly then the attac&ing player can move the second unit further.

    T'e 7T'e"ry "$ t'e Se"n! Unit7 &n be summ&ri.e! &s $"))"%s( & !estr"yer &nm"ve un!er un$&v"r&b)e $ire i$ &$ter m"vin+ insi!e t'e $ire ."ne it &n rem"ve t'e

    $ire ."ne by !estr"yin+ t'e enemy,

    ,f the second unit arrives transported* it must be unloaded outside the fire one and then itmust - by its o(n means - move inside the fire one.

    ?ot all attac&s use the 40heory of the Cecond 6nit4 - if* for e)ample* t(o destroyers aretargeting an undefended unarmed unit* then there are no fire ones and the target can bedestroyed more easily/

    CAPTURING UNITS

    Prini#)e( t%" !estr"yers "%ne! by t'e s&me #)&yer* %'en in "nt&t %it' & unit "$

    !i$$erent ")"r* :A!j&ent; &n ture t'e unit,

    0he capture ta&es place instantly by changing the captured unit:s color mar&er. Dapturing costs1 action point.

    #hen capturing a unit* the destroyers performing the capture and the unit being capturedmust be outside of an unfavorable fire one a player can thus protect a unit from capture bycovering it (ith a fire one/.

    0he captured unit is immediately operational for any action.

    ,f a destroyer is out of ammunition* it can still capture a units/.,f a transporter is captured* all its cargo is also automatically captured and change color

    (ithout need to spend any additional action points.

    Remember that it is not necessary to capture a pontoon in order to use it.0he capture of Freighter is very different.

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    RETREAT AND NEUTRALI

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    0he Freighter* composed of a central bubble and three pods (ith turrets* occupies four he)eson the map.

    Aesides its turrets* the Freighter and its cargo areindestructible. Freighter is the home and the onlystarting point/ for all its the units.

    ny element that is inside the Freighter must be

    placed outside the map* visible to all players.

    Freighter can only land on plains or on s(ampsother(ise (eather does not have any effect on it/.

    ENTERING AND LEA9ING THE FREIGHTER

    all units re-enter and come out of the Freighterfrom one of its three pods to any suitable ad3acent

    he) units can not e)it via the central bubble/.

    +nce ore is loaded into Freighter* it can not beunloaded or transformed to other units.

    ,f a loaded transporter enters or e)its Freighter* itonly costs 1action point. @oading or unloading thetransporters does not cost points (hen done insidethe Freighter. +n the same turn* a unit can enterFreighter via any pod and e)ist via any available

    pod.

    T'e Frei+'ter &n be "nsi!ere! &s & n"rm&)tr&ns#"rter* 0UT

    units can enter or come out by any pod located under unfavorable fire if the target he)

    is not inside a fire one/

    units can not e)it via pod if pod:s turret is destroyed

    unit or ore/ can enter via pod even if that pod:s turret is destroyed

    CAPTURING THE FREIGHTER

    %'en its t'ree turrets &re !estr"ye!* t'e Frei+'ter &n! &)) its units &re #&sse!

    un!er t'e "ntr") "$ t'e $irst #)&yer %'" m&n&+es t" enter t'e Frei+'ter %it' &!estr"yer, In t'is &se* t'e units #reserve t'eir "ri+in&) ")"r,

    s soon as the Freighter is captured* the player (ho performed the capture gets 5 moreaction points to his basic credit. ,f desired* those e)tra 5 action points can be used at once.

    player (ho controls several Freighters continues to play only one time* in his turn.

    ,f a player loses one of his9her Freighters* his9her basic credit decreases by five pointse)ample" if a player has three Freighters but loses one of them* his9her basic creditsdecrease from 25 to 2' points/.

    ny player (ho loses his9her Freighter automatically loses the game. ,n that case his9her e)tra

    bonus cubes are returned to the bo).

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    0he player (ho captures the Freighter can rebuild the turrets on the damaged Freighter"

    (ithout needing ore or #eather $en

    in one or more turns

    never on a pod under unfavorable fire

    to rebuild a turret costs 2 action points

    a rebuilt turret can fire immediately

    0he player (ho captures a Freighter controls all the captured units in the Freighter and on the

    map/ 3ointly (ith his o(n parts. ll units preserve their connection (ith their original Freighter.

    E/&m#)e( player captures a Freighter and thus ac8uires ne( units under his command. ,nthis case* if some of the ne( units are inside a unfriendly fire one* the ne( o(ner of theFreighter must* before any action* put the units of his ne( army out of unfriendly fire one.0he parts (hich could not be moved out of the fire one are neutralied.

    Rem&r=s(

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    Missi"n St&rt

    Setu#

    Cpread ore all over the map* one piece of ore everythree he)es. 0hen remove all the ore that areplaced on open sea he)es.

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    Turn 2( De#)"yment :%it'"ut &ti"n #"ints;

    Move the turn indicator cube into the second turn slot. You have three minutes to deploy allor some of your units on the ground. You can place your units on any suitable he)es* aslong as the he)es are inside your landing one. 0he bridge and marine vehicles must touchthe cost of their Freighter:s landing one. 0ransporters can be deployed loaded (ith other

    units.

    +n this turn* the tide is considered normal* but be(are that it might change for the (orse=

    Turn 3( Five Ati"n P"ints

    Move the turn indicator cube into the third turn slot.

    >ecide (hich player begins. 0he turns (ill be ta&en in cloc&(ise order.

    0a&e the first tide card from the dec& and place it visible to the 4current tide4-slot. 0hatcard indicates the (eather for this third turn. 0he players (hose #eather $en is

    operational not inside Freighter* on a transporter or stuc&9disabled9neutralied/ may loo&at the second card (hich indicates the tide for the ne)t. ,f every player has their #eather

    $en functioning* the cards can be simply turned over* visible* on the top of the 4futuretides4-dec&. fter that* the turn begins"

    You perform your actions* one by one* (ith 5 action points and three minutes.

    Turn 4( Fu)) H&ss)e* Ten Ati"n P"ints

    the 4future tide4-card becomes 4current tide4-card.

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    Missi"n En!

    Turn 21

    the 21st turn:s departure is done in the follo(ing (ay"at the beginning of the 21st turn* every player secretly

    puts a unit or a piece of ore in his hand. 0he unitmeans that the player:s Freighter (ill remain on the

    planet until the 25th turn7 the ore means that theplayer:s Freighter leaves immediately.

    if one or more players decided to remain on the planet* they play the 21st turn andcontinue as usual.

    0hey must ta&e off their Freighters on turn 25* after having played their o(n turn.

    C&uti"n(by playing the 25th turn* it is possible not to have enough action points at theend of the turn to lift off. 0a&e off re8uires the player to have at least 1 action point* and 1

    e)tra action point for every bro&en turret. For e)ample a Freighter (ith t(o bro&en turretsneeds 1; 1;1/ % action points to ta&e off.

    fter the 25th turn every player counts their points the same (ay li&e those did (ho too&off on the 21st turn.

    0he player (ho has the most points (ins.

    ,f t(o or more players have the same amount of points* the one (ho has the biggest loadof ore (ins.

    Remember(ny used action point is lost forever. ,f* after having spent all the actionpoints* a player can not ta&e off his Freighter* it (ill remain on the Full Metal Planet (hereit (ill rust until the end of the time.

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    9&ri&nts Pe&e$u) +&me" @eave the 0an&s and Patrol Aoats in the scrap heap* and only mine

    ore in a friendly game. ?o combat is initiated.

    6&rm"n+er +&me" Remove all the ore. ecide on an e)it bonus of 2' or 25 points for each ship that

    successfully departs. Time v&ri&nts" ive beginners an e)tra minute* or ta&e a(ay a minute of playtime

    from e)perience players. lternatively* use a time limit as desired from 1 to B minutesper players.

    Mu)ti5M +&me" 0he maps of Full Metal Planete are geomorphic. Place t(o or more

    maps together to create a larger playing field. lternatively* you could shrin& the mapsie do(n by playing only on one or t(o segments. Players can combine multiple gamesto provide more pieces to play (ith.

    Pen&)ty" ,f t(o tan&s are ad3acent to each other and both on mountain he)es at the

    end of your turn* you incur a 5 action point loss on your ne)t turn. from the computergame rules/

    Tips for Beginners Read the rules" the other players probably forgot to e)plain a fe( important ones to

    you. Your 8uestions may give a(ay your strategies planned.

    >on:t place your Donverter* Aarge* or $eap in unnecessary danger. You:ll surely lose

    them and they can:t be replaced.

    Place as many figures as possible at the start of the game. You:ll surely lose a fe(

    eventually.

    @oo& at your position in relation to your opponent. Dome up (ith a strategy based on

    this and stic& to it.

    ttempt* as early as possible* to save up bonus action points. Your best opportunities

    (ill occur (ith 2' or 25 action points* and if you (ant to attac&* those points (ill bevery valuable.

    You have three minutes to plan your move. 0hat:s plenty of time to plan before you

    start muc&ing your pieces about the board.

    ,f a person promises to never attac& your Mother Chip* even though you:re a beginner*

    don:t believe them.

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    FAQ@" is this game still in printEA" no. You might be able to find it though eBay or some other auction.

    @" (hat do you use for &eeping timeEA: I use an electronic kitchen timer. I tried the hour glass type, but manyturns don't take 3 minutes and it takes forever for the sand to finish tricklingthrough before the next player starts.

    @" can units leave the Mother Chip loaded onto a transportEA" yes, and it costs no additional points to do this.

    @" can a crab (ith t(o pieces of ore be loaded onto a Aarge that contains 2ore alreadyEA" no. he !rab counts for t"o spaces on the Barge, and the # ore on it "ouldfill the other # spaces.

    @" can a unit fire t(ice if a second unit is in its one of control after destroyinga previous unitEA" yes. $nits can fire t"ice per turn in succession or "ith movement inbet"een.

    @" can a unit that has fired t(ice* still move and capture an enemy unitEA" yes. % unit that is out of ammunition from firing t"ice can still capture.

    @" (hy can:t t(o 0an&s end the turn ne)t to each other on mountain spacesEA" because the rules say so& (y guess is it offers an unfair fire )one of threehexes around both anks*

    @" is diplomacy and tal&ing bet(een players allo(edEA" absolutely. (ake all the deals you "ant, but remember that nobody isre+uired to follo" through on any promises. %ll you may lose is yourtrust"orthiness if you back out on a deal.

    @" if , have a Donverter that is immobilied at the start of a round* can , loo&

    at the ne)t hidden tide card if , later manage to get my Donverter activatedagainEA" no. %t the beginning of the round, the ne" tide card is turned over. %nyallplayer that have an active !onverter may look at the next hidden tide card.he turn is then played beginning "ith the start player. %ctivating your!onverter later in the turn does not allo" you to look at the tide card until thenext round so long as it's active*.

    @" can Patrol Aoats* Donverters* Aarges* and $eaps be rebuiltEA" no. -nly anks, ontoons, and !rabs may be built. %lso, once a unit is

    destroyed it's removed from play