Doctor Who Short Trips: A Christmas Treasury by Paul Cornell

Doctor Who Short Trips: A Christmas Treasury by Paul Cornell

Author:Paul Cornell [Cornell, Paul]
Language: eng
Format: epub
Tags: Language Arts & Disciplines, Performing Arts, Communication, Television, General, Science Fiction, Fiction, Short Stories, Media Tie-In
ISBN: 9781844351121
Publisher: Big Finish


If you damage your enemy, and your attack isn't jammed, smashed or thwarted by long-range fire, then the enemy champion loses some of its strength. You'll notice that each attack on a monster's card states how much damage it does: a Cyberman, for example, does 3d damage with its melee attack. This means that when the Cyberman damages the enemy, you roll three dice and subtract the total from the enemy champion's strength. (We're assuming here that the dice all have six sides, and didn't come out of a Dungeons and Dragons set.) Note that if both champions hit each other, then they take their damage at the same time: it's possible, though unlikely, that the two champions will wipe each other out simultaneously.

lf your champion has no strength left after this battle, then the champion is slain and you immediately lose the game, even if you've got other monsters left alive in the Death Zone. Assuming that both sides survive, the round ends and a new round begins... and so on until somebody's champion dies.

Controlling the Death Zone

Here's where it gets tactical. If there's a round of battle in which you hit your opponent, but your opponent doesn't hit you, then instead of rolling dice for damage you can show mercy and take control of the location where you're fighting. This means that rather than shooting at the enemy champion, you're making yourself a base-camp and taking command of any strategic advantages the terrain might offer. If you take control of a location, then turn the location card so that it's facing you: you now gain any special bonuses described on that card. (Note: some locations, like the Booby-Trapped Hallway, affect the game even if nobody controls them. Don't forget to pay attention to where you are.)

Just remember: you can only take control of a location if your opponent didn't make a successful attack against you, and you take the location instead of hurting his champion. And yes, you can take a location that your enemy's currently controlling. That's war.

Special Moves

Among your counters, there are two that don't bear numbers: Run and Retreat. When you choose your move in battle, you can choose one of these instead of making an attack.

Run. If you run, then your champion decides that it doesn't like the look of its present location and takes the fight somewhere else. After this round of battle, put the current location card on the bottom of the pile and take a new one from the top: the next round will be fought in the new location. Of course, this is a very useful thing to do if your enemy controls the current location, because it gets rid of any advantages the terrain might give him. The trouble is that while you're running, you're defenceless. Any attack the enemy makes against you will hit your fleeing champion, and do damage.

Retreat. You lose the game if your champion dies, but sooner or later you're going to find your champion running out of strength and on the verge of defeat.



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