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Eclipse: Rise of the Ancients» Forums » Rules

Subject: Quick question about rules after a few games of Eclipse. rss

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Chris Brua
United States
Ojai
California
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Hi all, we are enjoying this game so much.
Here are just a few questions regarding some rules.

1. Does the Artifact Key tech give you the ability to gain 5 resources of your choice every round or just the one time you research it?

2. After your ships kill off a population of an enemy, do you then remove the opposing influence disc and put a disc of your own down immediately?
or does it take a separate influence action to place your disc in the newly conquered zone?

3. When you fire missiles, do you get to fire your missiles every combat round of the same battle?
Or do missiles only get fired once during each battle?

4. Do missiles get to use the bonuses of targeting computers? Or do they fire all on their own without ship bonuses?

Thanks in advance for any help.


 
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Duncan P
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Boogus wrote:
Hi all, we are enjoying this game so much.
Here are just a few questions regarding some rules.

1. Does the Artifact Key tech give you the ability to gain 5 resources of your choice every round or just the one time you research it?

2. After your ships kill off a population of an enemy, do you then remove the opposing influence disc and put a disc of your own down immediately?
or does it take a separate influence action to place your disc in the newly conquered zone?

3. When you fire missiles, do you get to fire your missiles every combat round of the same battle?
Or do missiles only get fired once during each battle?

4. Do missiles get to use the bonuses of targeting computers? Or do they fire all on their own without ship bonuses?

Thanks in advance for any help.




1. The artefact key is a one-off power. You can choose stacks of 5 resources for every hex that you have influence in that contains the star symbol. This includes home galaxies, the galactic centre and many others at random. It's often best saved for late in the game when you have tech discounts and four or more hexes. If you don't have a lot of these it might not be worth researching.

2. The influence disk is removed instantly. Influence disks can be placed without an action at the end of all combat in any hex you have an unopposed ship. You can also do this at the end of the round without combat taking place, for instance if you move ships into unoccupied hexes. Sometimes this can save you from taking an additional action.

3. Missiles fire ONCE only before any reloadable cannons then are useless until the next time the ships enter a new battle. Missiles are very powerful if you commit to lots of missiles and computers, but risky if you fail to take down everything in one roll. In missile v missile combat the initiative order of ships matter—in ties defender fires first.

4. Missiles are affected by computers and shields. My best success was discovering both the 'muon source' and the '+3 computer' alien technology, placing them in my interceptor blueprint then filling the rest of the space with missiles, including the original power source. This let each interceptor roll four dice for a total of 8 damage with high initiative and hit 66% of the time. Pretty awesome on ships that cost three materials to replace and you can control 8 of at a time.
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Chris Brua
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Thank you so much for the answers. This helps greatly and explains it perfect.
 
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