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FAQ for Star Borders: Humanity
Info taken from FAQs in file area and various forum threads, consolidated into a Wiki page so that people can more easily find all the info in one place and update it.
Table of Contents
Gold Banner 2nd edition
2.2 The Map Sections
The squares / hexgrid have no meaning
Unlike some similar space combat games (e.g. WarpWar) the background staggered square hexgrid on the map has no meaning in the game (and depending on how map sections are placed together, the implied hex grid won't even align correctly.) Ships only move from illustrated object to illustrated object along the green jump lines.
Trim the white edges
If your map sections have white borders, trimming off the white margins with a good paper cutter will make them look much nicer. :)
Omega Sector vs Omicron Sector
One map sector says "Omicron Sector" while scenarios Viking Raiders and First Frontier War show it labeled "Omega Sector"; clearly it's the same sector.
2.3 Playing Pieces
You are limited by the physical mix supplied
You cannot build more ships than the counters supplied with the game.
There should be 2 different control markers with flags
There should be 2 different control markers, one with a red flag and a blue non-flag, and the other with a blue flag and a red non-flag, plus 9 markers with no flags. Some sets had a printing error with flags on both sides of a single control marker plus 10 markers with no flags.
Development cards may be revealed for use whenever you like
You can reveal a development card to use it whenever you like, including in an opponent's turn.
"Flee: this is the same as retreating (see 7.3.3), except only this ship retreats and not the entire force at that location"...
Fleeing in later rounds of combat seems clear enough.
For the first round, the intent is that none of the first-round retreat restrictions apply.
(Confirmed in email with Alan Emrich.)
8.1 Housekeeping and planetary control
Note that planetary control changes only during the housekeeping phase (not during movement, for example).
Details about Specific Development Cards
4: Quardrant Shipyard
Each ship moving starting or ending its movement at the sector base gets that move from/to the sector base for free (without having to spend an LP for that specific move).
"no enemy ships are present" presumably means "enemy" relative to you, not to the opponent.
7: Subspace Navigation
Note that the jump cannot be to an opponent's Safe Refuge space, i.e. a space where the opponent has a ship or control marker and you do not. If the opponent has a ship or marker but you also have a ship or marker there, then it is not an opponent's Safe Refuge and you can jump there.
Note that in version 2 of the game, only small (1-2tep) ships can jump, but this restriction is not in version 1 of the game:
8: Extended Range Pulse Sensors
Note the card says Retreat (not Flee) so presumably all opponent ships must forego firing to all retreat the following round; having some but not all of them do so is presumably not an option.
11: Sub-Meson Tracking Computer
It only reverses the order of firing so that the attacker fires first; it does not alter the order of retreat.
12: Anti-Matter Detonators
This option can be used in each round of a battle.
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