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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 the tiny '''π''' link on the bottom-left of the game board. |
− | + | == 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 19:44, 7 January 2022
Contents
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 the tiny π link on the bottom-left of the game board.
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.