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1 2 Game Set Up You can choose to play by rolling dice to determine attack outcomes, or for a more authentic “Halo ® ” experience you can play using the interactive DVD. If you are using the DVD, attack outcomes, obtained weapons and items, are determined by the DVD. The DVD contains a How-To-Play segment, and a series of Campaign missions. In addition, the interactive DVD allows you to watch attack outcomes unfold in exciting footage pulled from actual Halo ® 3 game play. If you are playing for the first time, apply the flag stickers to each flag, and the numbered stickers to the bases of the character pieces. The Master Chief and the Arbiter will not need stickers as there is only one each of these characters. Each character class has only one character for each numbered sticker. (i.e. Spartan II 1, Spartan II 2, etc.). There are three Spartan IIs, two Elites, two Brutes, three Marines and three Grunts. The numbers on the base will correspond to the tabs on the character cards. The card section of the manual discusses this further. Choose SIdes When starting a new game, first choose sides – one player will be UNSC, the other Covenant. If there are more than two players, break into equal teams and decide if you want to strategize together, or if each player will be responsible for an individual unit within the team. To determine which side moves first, each team rolls four dice. The dice are marked with blue UNSC and purple Covenant symbols. The team with the most of their team’s symbols face up moves first. If playing with the DVD, select “Slayer” on the Home Base Menu, then “Melee” on the Base menu. Follow the instructions on the screen for Master Chief and the Arbiter to battle. Whichever team wins, will go first. Neither character is out of the game. Set Up Board After choosing sides, you will need to set up the board. You can set up the board using the layouts outlined in the board set up section on page 13, or use the modular pieces to create your own unique battlegrounds. Next, place the Weapon, Halo ® and Transport Tokens on the board by dividing them between players and placing them around the board. Then, add the character pieces to the board however you see fit in order to create your own battle. Table of Contents Game Set Up.................................................................................................02 Choose Sides...............................................................................................02 Set Up Board................................................................................................02 Character Cards.......................................................................................04 Weapons Cards........................................................................................05 Halo ® Cards............................................................................................05, 10 Turns...............................................................................................................05 Character Moves......................................................................................06 Drawing Weapon and Halo ® Cards............................................07 Melee................................................................................................................08 Attack.............................................................................................................08 Game Modes.................................................................................................09 Normal Rules...............................................................................................09 Heroic Rules..........................................................................................09-10 Legendary Rules..........................................................................................10 Games..............................................................................................................11 Slayer..............................................................................................................11 Capture-The-Flag...................................................................................11 Campaigns...................................................................................................12 Map Designs............................................................................................13-14 Game Contents 01 Interactive DVD, 01 Game Board (4 Pieces), 01 Instruction Sheet, 15 Character Pieces, 02 Large Towers, 01 Medium Tower, 02 Small Towers, 01 UNSC Flag, 01 Covenant Flag, 03 Fences, 08 Transport Tokens, 12 Weapon/Halo ® Card Tokens, 07 Character Cards, 25 Halo ® Cards, 22 Covenant Weapon Cards, 18 UNSC Weapon Cards, 14 Dice, 01 Sticker Sheet, 5 Campaign Tokens

Halo Interactive Strategy Game Instruction Book

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This is the instruction booklet that came with the Halo Interactive Strategy Game, which is a Halo board game.

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Page 1: Halo Interactive Strategy Game Instruction Book

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Game Set UpYou can choose to play by rolling dice to determine attack outcomes, or for a more authentic “Halo®” experience you can play using the interactive DVD. If you are using the DVD, attack outcomes, obtained weapons and items, are determined by the DVD. The DVD contains a How-To-Play segment, and a series of Campaign missions. In addition, the interactive DVD allows you to watch attack outcomes unfold in exciting footage pulled from actual Halo® 3 game play.

If you are playing for the first time, apply the flag stickers to each flag, and the numbered stickers to the bases of the character pieces. The Master Chief and the Arbiter will not need stickers as there is only one each of these characters. Each character class has only one character for each numbered sticker. (i.e. Spartan II 1, Spartan II 2, etc.). There are three Spartan IIs, two Elites, two Brutes, three Marines and three Grunts. The numbers on the base will correspond to the tabs on the character cards. The card section of the manual discusses this further.

Choose SIdesWhen starting a new game, first choose sides – one player will be UNSC, the other Covenant. If there are more than two players, break into equal teams and decide if you want to strategize together, or if each player will be responsible for an individual unit within the team.

To determine which side moves first, each team rolls four dice. The dice are marked with blue UNSC and purple Covenant symbols. The team with the most of their team’s symbols face up moves first. If playing with the DVD, select “Slayer” on the Home Base Menu, then “Melee” on the Base menu. Follow the instructions on the screen for Master Chief and the Arbiter to battle. Whichever team wins, will go first. Neither character is out of the game.

Set Up BoardAfter choosing sides, you will need to set up the board. You can set up the board using the layouts outlined in the board set up section on page 13, or use the modular pieces to create your own unique battlegrounds. Next, place the Weapon, Halo® and Transport Tokens on the board by dividing them between players and placing them around the board. Then, add the character pieces to the board however you see fit in order to create your own battle.

Table of Contents

Game Set Up.................................................................................................02Choose Sides...............................................................................................02Set Up Board................................................................................................02Character Cards.......................................................................................04 Weapons Cards........................................................................................05Halo® Cards............................................................................................05, 10Turns...............................................................................................................05Character Moves......................................................................................06Drawing Weapon and Halo® Cards............................................07Melee................................................................................................................08Attack.............................................................................................................08Game Modes.................................................................................................09Normal Rules...............................................................................................09Heroic Rules..........................................................................................09-10Legendary Rules..........................................................................................10Games..............................................................................................................1 1Slayer..............................................................................................................1 1Capture-The-Flag...................................................................................1 1Campaigns...................................................................................................12Map Designs............................................................................................13-14

Game Contents01 Interactive DVD, 01 Game Board (4 Pieces), 01 Instruction Sheet, 15 Character Pieces, 02 Large Towers, 01 Medium Tower, 02 Small Towers, 01 UNSC Flag, 01 Covenant Flag, 03 Fences, 08 Transport Tokens, 12 Weapon/Halo® Card Tokens, 07 Character Cards, 25 Halo® Cards, 22 Covenant Weapon Cards, 18 UNSC Weapon Cards, 14 Dice, 01 Sticker Sheet, 5 Campaign Tokens

Page 2: Halo Interactive Strategy Game Instruction Book

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MoveSpaces a piece can

move in a turn. MeleeNumber of

dice rolled in a melee, whether

attacking or defending.

ShieldNumber of dice rolled

when defending against attacks.

RangeFarthest amount of spaces the weapon

can strike.

StrikeThe amount of

dice, in addition to character base

strike, to roll when using that weapon.

StrikeBase number of dice rolled when waging

an attack. Add to the

strike number for the weapon

being used.

EnergyLegendary Mode only. Attacks a

defending character can

lose before that character is

out of the game.

WeaponCharacter’s

Standard Issue Weapon.

Place the stacks of UNSC Weapon Cards, Covenant Weapon Cards and Halo® Cards close to the board. All cards should be easily accessible and divided according to teams. NOTE – If you are playing with dice you pull the cards from the decks, but if playing with the DVD, players will be shown what card they pulled and must then pull it from the appropriate deck.

character CardsEach character class has its own card. All cards give basic game play information and statistics for the character class. Numbered tabs on the side of the card represent each individual character piece in that class. Keep track of useable weapons and equipment that each character picks up by placing them next to the tab for that specific character. If there is more than one of a certain character (i.e. three Spartan IIs, three Grunts, etc) on a team, the same information applies to each character in that class, but weapon and Halo® cards only apply to the specific character that drew the card.

Move tells how many spaces a character piece can move in a turn. The character can move less if the player chooses.

Melee number denotes how many dice to roll when a character engages in a melee.

Strike is the amount of dice being rolled for the attack. The Character strike number is added to the Weapon strike number to get the total number of dice to be rolled.

Range describes the farthest amount of spaces a weapon can strike.

Shield value is the amount of dice a player rolls when defending against an attack.

Energy only applies when playing in Legendary mode. The Energy number tells how many attacks a defending character can lose before that character is out of the game. Each individual character in a class has a separate energy level. For example, Spartan II – 1’s energy will be tracked separately from Spartan II – 3’s energy. You will need paper and pen to track energy.

Weapon - The Standard Issue Weapon is a character’s starting or base weapon.

Page 3: Halo Interactive Strategy Game Instruction Book

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Weapon Cards The weapon card gives the range and strike of a specific weapon. It also states which characters can use that specific weapon.

Additionally, if the attacker wins using the energy sword, he moves to the space that was occupied by the defender. In Legendary mode, the attacker is only moved to the space, if the defender has lost all energy points.

Halo® CardsHalo® Cards list equipment the characters can use. Both UNSC and Covenant characters can use Halo® Cards. The rules governing the cards are listed at the top of the card. All Halo® Cards can only be used once. Mixed in with the Halo® Cards are Flood Cards, and if a character draws a Flood card he is eliminated from the game and the Halo® token is removed from the board.

When a grenade card is drawn from the Halo® card stack, it is used the same way as a Weapon Card. If playing with the DVD, to attack with a grenade, select the type of grenade from the weapons menu to use. When using dice, roll the amount indicated in the grenade card Strike column, plus the character’s base Strike value.

Character Moves• A character piece canmove up to the amount of spaces

listed on their card. The character can move less if the player chooses.

• Characterpiecescanmoveeitherhorizontallyorvertically,and they can combine those directions in a move. They cannot move diagonally. Towers are regarded as a second level that can only be accessed by transporters or using a “Grav Lift” card. A tower lid piece does not count as asecond level.

• Characterpiecescanjumpaspaceoccupiedbyateammatecharacter. The occupied space is counted.

• Characterpiecescanonlyjumpoveranenemypieceiftheyuse a “Grav Lift.” The occupied space is counted.

• Characterscannotjumpdownfromahigherleveltoalowerlevel. They must use a transporter.

• Attheendofaturn,twocharacterscannotoccupythesamespace. If a character would like to end a turn on a space occupied by an enemy, the characters must perform a melee attack against the enemy. See Melee section for more information.

• Ifacharactermovestoatransportspace,hewillbeteleportedto the corresponding transport token with the matching number. The transport counts as only one space moved. You may use the character’s remaining moves after transporting.

• If there is an enemy character occupying a transportspace, the moving character can melee the enemy. If the attacking character wins, he will automatically transport to the corresponding space. His turn is then over. A character piece cannot use a transport space occupied by another character from his team.

• IfacharacterpiecemovesoveraWeapon,youcanchoosetostop and draw a card, or finish moving the allotted amount of spaces. The turn ends if a card is drawn. A player may also choose not to pick up a card when landing on a token.

• IfacharacterpiecemovesoveraWeaponorHalo® card, you can choose to stop and draw a card, or finish moving the allotted amount of spaces. The turn ends if a card is drawn. A player may also choose not to pick up a card when landing on a token.

TurnsDuring a turn, you can choose to either move or attack with a character piece. You cannot move and attack during the same turn. The only time a character can do both is when engaging in a melee.

Turns continued on next page...

Offensive Turn Strategy (Advanced Strategy) Once you have mastered the move or attack strategy, try using the offensive turn strategy. The offensive turn strategy allows you to move and attack with a character on the same turn. If a character piece moves over a Weapon or Halo card, you can choose to stop and draw a card, or continue your attack.

Page 4: Halo Interactive Strategy Game Instruction Book

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DrawIng Weapon and Halo® Cards• WeaponandHalo® Tokens are NOT removed from the board

if the player draws a Weapon or Halo® Card. However, if a flood card is drawn then the token is removed from the board.

• UNSC characters can draw weapons from both UNSCand Covenant stacks. Covenant can only draw from the Covenant Weapon Card stack. If playing with the DVD, select either the Weapon Card or Halo® Card option on the basemenu.Thescreenswillrevealwhatweaponorobjecthas been found. The player should then go to the stack of cards and find the item so they can place it next to their piece listed on the Character Card.

• A character can only use a weapon if that character islisted on the weapon card.

• InstructionsforusingtheHalo® cards is stipulated on the card.

• Characters can carry only one weapon in addition to theStandard Issue Weapon, except for grenades. Rules regarding switching weapons and what to do with unusable weapons differ between Normal, Heroic and Legendary game play modes. Please refer to these sections for more information. Characters can carry up to 4 Halo cards at a time, however each item can only be used once.

Melee• Attheendofaturn,ifacharacterendsamoveonaspace

occupied by an enemy, the characters must melee. • Forallmodesofgameplay(Normal,Heroic,andLegendary),

the losing character is eliminated from the game.• Whenusingdice,eachplayerrollstheamountofdiceforthe

Melee value on the corresponding character card. The player with the most dice showing his or her team’s symbols wins. If there is a tie, the defender wins and the attacker is eliminated.

• IftheattackingplayerwinsameleeonaWeaponorHalo® space, they may also draw the appropriate card.

• ”BubbleShield”maynotbeusedwhenattackedbymelee.

Attack• Duringaturn,youcanchoosetohaveyourcharacterattackan

enemy character instead of moving. • Toattack,thedefendingcharactermustbewithinrangeof

the weapon being used. Range can be horizontal, vertical or diagonal, but must be in a straight line of fire.

• Therecanbenoobstacleslikefencesortowersinthedirectline of fire, unless using a grenade. If firing diagonally, a character half exposed standing next to a tower or fence is a fair shot.

• Whenplayingwithdice, theattackershould clearlystatewhich character is attacking, which weapon is being used and who is being attacked.

• ThedefendermuststatewhetherhewilluseaBubbleShieldor Invincibility, before the attacker rolls the dice. If either item is used, the defender automatically wins. You cannot use a Bubble Shield or Invincibility after rolling the dice.

• Whenattackingwhileusingdice,theattackerrollsthesamenumber of dice for the character’s base strike, combined with the strike amount listed for the weapon being used. The defender rolls the number of dice for the shield amount on the character card.

• Theteamwiththemostcorrespondingsymbolsface-up,winsthe attack. Please refer to the Game Modes section in the manual for Normal, Heroic, and Legendary rules regarding attacks.

• WhenplayingwiththeDVD,theattackerwillselectStrikefrom the Base menu, and then follow the instructions. On the Defender’s Equipment screen, the defending player will enter whether or not he will use defense equipment. The outcome will then play in an action packed battle sequence.

• Characterscanshootuptoatowerordownfromatower,but not over a tower. The one exception to that rule is grenades. A grenade can be thrown over a tower.

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Game ModesThere are three different modes of game play: Normal, Heroic and Legendary. Each game mode builds upon the rules of the others. All the rules of play listed above hold to all three methods of play. The following calls out the rules specific to each mode.

Normal Rules• Ifacharacterdrawsaweaponcardhecannotuse,thecard

is placed at the bottom of the stack.• Iftheattackingcharacterwins,thedefendingcharacteris

out. If the defending character wins, or there is a tie, both characters survive the attack.

• IfacharacterisoutofthegameforanyreasonallWeaponand Halo® Cards for that character are placed at the bottom of the appropriate stacks.

• Characterscannotswitchweaponswithoneanother.• Strikingfromalevelabovedoesnotaddtorange.

HeroIc RulesThe rules are the same as Normal mode, except:• If a character draws a weapon card that he cannot use,

the weapon card is placed on that weapon token. The next character to land on that space may take the weapon card or pull a new weapon card from the deck.

• When a character is eliminated from the game for anyreason, all Weapon and Halo® cards the character has will be placed on the space where he was eliminated. The next character to land on the space can claim some or all the cards.

• Ifacharacterclaimingadiscardedweaponcardisswitchingweapons, the weapon he does not want is placed on the board, and can be claimed by another character. The character picking up a new weapon must be able to use the weapon, which is listed on the weapon card. If a character is eliminated from the game while on a Weapon or Halo® token space, then they drop all their items on the space. Players landing on the tokens can claim the items or draw a card.

• Characters canswitchweaponswithoneanother if theyareonthesameteamandonadjacentsquares.Ifaplayerchooses to exchange a weapon with another character this counts as a turn. Halo cards cannot be exchanged between characters.

• Ifacharacterisstrikingfromatowerhisrangeisincreasedby one.

Heroic Rules continued on next page...

• A characterwith a grenade can use a turn to remove afence blocking their path or range, but the fence must be in range of the grenade. The fence is then removed from the board. Grenades cannot destroy towers. The grenade card goes to the bottom of the Halo® card stack once used.

Legendary RulesAll the rules are the same as Heroic mode, except:• Ifanattackingcharacterwinsanattack,thedefendingcharacter

loses one energy point. Players will need paper and pencil to track each character’s energy, or download the Character Energy Checklist found on the DVD-ROM.

• Onceacharacterlosesallenergypoints,theyareoutofthegame.• Ifanattackerwinsusinganenergysword,heisonlydrawn

to the defender’s square if the defender is out of energy.• Whenengaginginamelee,thelosingcharacterisoutofthegame.

Energy is not tracked for a melee; it is an automatic elimination.

Halo CardsAll Halo cards can only be used once. A used Halo card is discarded back to the bottom of the deck.

Radar Jammer – Offensive Card At the beginning of a turn the player announces they are using the radar jammer card andmoves thecharacter; the opposing team cannot attack that character for one turn.

Cloaking – Offensive Card At the beginning of a turn the player announces they are using the cloaking card and moves the character; the opposing team cannot attack that character for one turn.

Invincibility – Defensive Card If an opponent attempts to strike or melee, the defending player announces invincibility and is safe from the attack.

Bubble Shield – Defensive Card If an opponent attempts to strike, the defending player announces they have a bubble shield and is safe from the attack. However, a bubble shield does not protect from melee attacks.

Grav Lift The player can move their character up onto a tower or jumpoveropponentsand fences. If thecharacterhas jumpeduponto a tower they can only get down by using another “Grav Lift” card or landing on a transport token.

Grenades A grenade card is used like a weapon card except a character can lob the grenade over towers and fences. Like all Halo cards, a grenade card can only be used once.

Flood You are dead. Remove the Halo token from board.

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GamesThere are three types of Halo® games: Slayer, Capture-The-Flag, and Campaign.

CampaIgnsThe Campaign section, found on the DVD, has three combat missions straight out of Halo® lore that will have you de-activating generators, setting off nukes and protecting against enemy attackers.

CAMPAIGN 1 – Jericho VIIAn intercepted message reveals a plot to overrun and occupy the planet of Jericho VII. The Covenant forces prepare their attack from a designated staging point, but UNSC has a plan. Destroy the staging point with a HAVOK tactical nuke; it’s the only way to be certain.

• AUNSCcharactercarriestheNuketotheCovenantstagingarea.

• If theUNSC character carrying theNuke token falls, thetoken remains on the board and another UNSC character may pick it up and carry it to the Covenant Staging Area.

• Once theNuke is planted all remainingUNSC charactersmust be in the UNSC base before detonation.

• DetonationoccurswhenaUNSCcharactermovesontothedetonator token.

CAMPAIGN 2 – Defense Of Castle BaseA key UNSC facility is under attack by Covenant forces on the planet Reach. What are they after? NAV FILES. What do the NAV FILES contain? The exact coordinates to planet Earth. Protect the files, or lose the Earth. No pressure.

• Covenant forcesmust seize both the generators and theNav Files.

• UNSCforcesmustwipeoutallCovenantforces.

CAMPAIGN 3 – The Hidden Artifact of Reach The planet of Reach is lost and Covenant forces are seeking Forerunner Technology buried within Castle Base. The last remaining UNSC forces dig in for one last stand against the savage Covenant forces in the hopes of stopping them from excavating the deadly technology. The situation is grim. Good luck.

• CovenantcharactersmustgettotheExcavationAreaandatleast one Covenant character must remain for seven turns.

See the DVD-ROM menu the DVD or go to www.b1games.com/Halo® for more information and downloads regarding the Halo® Interactive Board Game.

SlayerThe goal is to eliminate ALL of your enemy’s forces. The goal is the same no matter which mode you are playing.

Capture-The-FlagTo win Capture-The-Flag a player must get the enemy flag and take it back to their home base and plant it on the same space where their teams’ flag is planted. • RulesfollowHeroicgameplay.• Bethefirsttocapturetheopponent’sflagandcarryitback

to home base.• To carry the flag a character must land on the enemy

flag, then take the enemy flag piece and place it on the corresponding Character Card. Example – Master Chief lands on the Covenant flag and the Covenant flag is placed on Master Chief’s Character Card. Master Chief is now carrying the flag and can melee, but not strike.

• Ifthecharactercarryingaflagiseliminatedfromthegame,then the flag is placed on the square where the character fell along with all Weapons and Halo® cards.

• The first character to reach the space may pick up theflag. If the character is a teammate of the fallen character, he should protect the flag, or return it to its original home base. If the character is from the opposing team, he will want to return the flag to his own home base.

• As with weapons, characters may pass a captured flagto another character on the same team, by moving the characters next to each other on the board.

• Re-Spawn– IfMasterChiefor theArbiterare eliminatedduring Capture-the-Flag they re-spawn after three moves. For example, if Master Chief is eliminated the UNSC player must complete three turns before placing Master Chief back on the board. When the character re-spawns he cannot move until the next turn, however the player can move any of the other characters on the board. A character re-spawning is placed on any open space surrounding where the flag was initially planted. If all spaces next to the flag are currently occupied than the character cannot re-spawn until a space opens up.

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MAP DESIGNS

Capture-The-Flag

cAMPAIGN 2: DEFENSE OF CASTLE BASE

cAMPAIGN 3: tHE HIDDEN ARTIFACT OF REACH

cAMPAIGN 1: jERICHO VII

SLAYER