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Ship Abilities | == Ship Abilities == | ||
Each type of ship has a unique special ability that can be used once per turn. | * Each type of ship has a unique special ability that can be used once per turn. | ||
* An individual ship die can only use ONE ability per turn, even if | * An individual ship die can only use ONE ability per turn, even if the number on the die is changed. | ||
* Using a ship ability does not count as an action (although | * Using a ship ability does not count as an action (although TRANSPORT(2) and MANEUVER(5) are used during a movement action). | ||
* Ship abilities can only be used on your turn, and only by ships on the map. | * Ship abilities can only be used on your turn, and only by ships on the map. | ||
* | * A ship number cannot be changed while moving it (for example, before rolling for combat). | ||
1 | {|class="wikitable" style="text-align:left; max-width:54rem;" | ||
! | |||
!style="text-align:left; width:auto;"|Description | |||
|- | |||
|style="vertical-align:top;"|[[File:Quantum_die_1_strike.png|right]] | |||
|'''1''' - BATTLESTATION - ''mighty weapons of destruction'' | |||
'''STRIKE: attack a space next to the battlestation''' | |||
* Strike gives you a single free move/attack of 1 space that must include an attack. | |||
* It is possible to move/attack normally and also use strike for a second attack on the same turn. | |||
|- | |||
|style="vertical-align:top;"|[[File:Quantum_die_2_transport.png|right]] | |||
|'''2''' - FLAGSHIP - ''command and control centers'' | |||
'''TRANSPORT: carry an adjacent ship as you move''' | |||
# Place one of your ships that is in any surrounding space on top of the flagship. | |||
# Then use the flagship’s move action to move the flagship 1 or 2 spaces. | |||
# Finally, place the transported ship in any empty surrounding space. | |||
* A flagship cannot attack if it transports, but a transported ship CAN move and attack normally after it is dropped off. | |||
|- | |||
|style="vertical-align:top;"|[[File:Quantum_die_3_warp.png|right]] | |||
|'''3''' - DESTROYER - ''mainstay gunships of a fleet'' | |||
'''WARP: swap places with another one of your ships on the map''' | |||
* Warp does not count as the destroyer’s move | |||
|- | |||
|style="vertical-align:top;"|[[File:Quantum_die_4_modify.png|right]] | |||
|'''4''' - FRIGATE - ''workhorse utility ships'' | |||
'''MODIFY: change to a 3 or 5''' | |||
* After you modify, you can’t use the ship’s new ability this turn, since modify was the ship’s ability use for the turn. | |||
|- | |||
|style="vertical-align:top;"|[[File:Quantum_die_5_maneuver.png|right]] | |||
|'''5''' - INTERCEPTOR - ''stealthy fighters'' | |||
'''MANEUVER: travel diagonally''' | |||
* Activating maneuver during your move action lets you go to any surrounding space as you move. | |||
* This means you can travel diagonally as part or all of your movement. | |||
* You CAN attack diagonally. | |||
|- | |||
|style="vertical-align:top;"|[[File:Quantum_die_6_scout.png|right]] | |||
|'''6''' - SCOUT - ''long-range patrol ships'' | |||
'''FREE RECONFIGURE: re-roll the ship''' | |||
* If you roll a 6, roll again until you get a new number. | |||
|} | |||
== Void == | |||
* At the start of your turn, for each of your ship dice on the void map tile, you gain +1 research. | |||
* Gaining research from the void does not use up any of your actions or special ability uses for your turn. | |||
* Ships that earn you +1 research from the void can move and use special abilities normally that turn. | |||
== Advance Cards == | |||
* See small "see deck" links near the card selection rows. | |||
== Maps == | |||
* See the tiny map link on the bottom-right of the game board for up to date maps. | |||
* '''[https://x.boardgamearena.net/data/themereleases/current/games/quantum/200826-0854/img/maps_page.html Maps as of 2022-01-01]''' | |||
== Quantum Entanglement == | |||
* Quantum entanglement has to do with the possibility of placing 2 or more of your cubes on the same planet: | |||
** You can normally have only '''one''' of your quantum cubes on a planet. | |||
** However, if the '''only''' available space on the entire map is on a planet where you already have a cube, then you can place multiple cubes there. | |||
** When you construct with quantum entanglement, add 3 to the planet number for each cube you already have there. | |||
** ''Remember – quantum entanglement can only happen if you have no other choice for placing a quantum cube.'' | |||
=== Example === | |||
* Near the end of a game, the only place you can construct a quantum cube is on a size 8 planet where you already have a quantum cube. | |||
* Quantum entanglement would increase the planet number to 11 (8+3) for the purposes of constructing the second cube there. | |||
=== Infamy === | |||
* When you are placing cubes because you reached infamy (dominance = 6), the same placement rules apply. | |||
** ''You can place on a planet where you already have a cube – but only if you have no other options.'' | |||
** There are no other special rules for placing a quantum entanglement cube via infamy. |
Latest revision as of 02:06, 27 July 2023
Ship Abilities
- Each type of ship has a unique special ability that can be used once per turn.
- An individual ship die can only use ONE ability per turn, even if the number on the die is changed.
- Using a ship ability does not count as an action (although TRANSPORT(2) and MANEUVER(5) are used during a movement action).
- Ship abilities can only be used on your turn, and only by ships on the map.
- A ship number cannot be changed while moving it (for example, before rolling for combat).
Description | |
---|---|
1 - BATTLESTATION - mighty weapons of destruction
STRIKE: attack a space next to the battlestation
| |
2 - FLAGSHIP - command and control centers
TRANSPORT: carry an adjacent ship as you move
| |
3 - DESTROYER - mainstay gunships of a fleet
WARP: swap places with another one of your ships on the map
| |
4 - FRIGATE - workhorse utility ships
MODIFY: change to a 3 or 5
| |
5 - INTERCEPTOR - stealthy fighters
MANEUVER: travel diagonally
| |
6 - SCOUT - long-range patrol ships
FREE RECONFIGURE: re-roll the ship
|
Void
- At the start of your turn, for each of your ship dice on the void map tile, you gain +1 research.
- Gaining research from the void does not use up any of your actions or special ability uses for your turn.
- Ships that earn you +1 research from the void can move and use special abilities normally that turn.
Advance Cards
- See small "see deck" links near the card selection rows.
Maps
- See the tiny map link on the bottom-right of the game board for up to date maps.
- Maps as of 2022-01-01
Quantum Entanglement
- Quantum entanglement has to do with the possibility of placing 2 or more of your cubes on the same planet:
- You can normally have only one of your quantum cubes on a planet.
- However, if the only available space on the entire map is on a planet where you already have a cube, then you can place multiple cubes there.
- When you construct with quantum entanglement, add 3 to the planet number for each cube you already have there.
- Remember – quantum entanglement can only happen if you have no other choice for placing a quantum cube.
Example
- Near the end of a game, the only place you can construct a quantum cube is on a size 8 planet where you already have a quantum cube.
- Quantum entanglement would increase the planet number to 11 (8+3) for the purposes of constructing the second cube there.
Infamy
- When you are placing cubes because you reached infamy (dominance = 6), the same placement rules apply.
- You can place on a planet where you already have a cube – but only if you have no other options.
- There are no other special rules for placing a quantum entanglement cube via infamy.