Dargun is a strategic shooter game.
There are several missions you have to complete to win the Level
There are several missions you have to complete to win the Level
Each Level has a different Mission,
each Mission is indicated on the title screen of that Level
each Mission is indicated on the title screen of that Level
Remember to click on the buttons to download a higher quality version of the game objects
The game takes place on various Levels.
Each Level Map consist of a grid of Cells,
which can contain different kind of Terrains, Objects and Enemies
Each Level Map consist of a grid of Cells,
which can contain different kind of Terrains, Objects and Enemies
The Level Map is formed by different kind of Cells
This is Pointer.
It represents Player and can be moved around the Level Map
It represents Player and can be moved around the Level Map
There are four kind of Objects that can be found on the Level Map
There are many types of dangerous Enemies
Cells can be considered Free or not-Free
Are considered Free :
White Cells
Goal Cells
Track Cells
Medal Cells
Are considered not-Free :
Cell occupied by the Pointer
Cells occupied by Enemies
Cells occupied by Objects
Grey Cells
Wall Cells
Tower
Fortress
Factory
Citadel
Are considered Free :
White Cells
Goal Cells
Track Cells
Medal Cells
Are considered not-Free :
Cell occupied by the Pointer
Cells occupied by Enemies
Cells occupied by Objects
Grey Cells
Wall Cells
Tower
Fortress
Factory
Citadel
Cells can be considered Adjacent.
Are considered Adjacent, Cells vertically or horizontally adjacent to a game object.
Are not considered Adjacent, Cells diagonally adjacent to a game object
Are considered Adjacent, Cells vertically or horizontally adjacent to a game object.
Are not considered Adjacent, Cells diagonally adjacent to a game object
To play a Level you need three elements :
Level Map
Player Sheet
Enemies Sheet
Level Map
Player Sheet
Enemies Sheet
Player Sheet contains a lot of information.
Interact with the Level Map and the Player Sheet to play
Interact with the Level Map and the Player Sheet to play
Life Bar represents the hp of Player.
Each time Player takes damage, fill one Box of the Life Bar.
When all Boxes of the Life Bar are full, is Game Over
To the left of the Life Bar is the Armor Bar.
When Player take damage, while the Armor Bar is available, you can fill an Armor Bar Box instead of a Box of the Life Bar
Each time Player perform an Action, fill 1 Box of the Stamina Bar.
When all Boxes of the Stamina Bar are filled, the Player Phase ends.
At the beginning of the Player Phase, empties all Boxes of the Stamina Bar
Each time Player takes damage, fill one Box of the Life Bar.
When all Boxes of the Life Bar are full, is Game Over
To the left of the Life Bar is the Armor Bar.
When Player take damage, while the Armor Bar is available, you can fill an Armor Bar Box instead of a Box of the Life Bar
Each time Player perform an Action, fill 1 Box of the Stamina Bar.
When all Boxes of the Stamina Bar are filled, the Player Phase ends.
At the beginning of the Player Phase, empties all Boxes of the Stamina Bar
Each time Player gain Exp, fill an equal number of Boxes of the Exp Bar.
When the Box pointed by the Arrow and all the Boxes to the left of it are filled, Player Level-up
When the Box pointed by the Arrow and all the Boxes to the left of it are filled, Player Level-up
When Player Level-up, can increase a Stat
Atk increases damages.
Def activate 2 Boxes of the Armor Bar.
Mov adds 1 free Moving Action
Atk increases damages.
Def activate 2 Boxes of the Armor Bar.
Mov adds 1 free Moving Action
When Player Level-up, can active 1 Special Move.
To the left of the Name Box is the Cooldown Bar.
To the left of the Cooldown Bar is the Activation Box
To the left of the Name Box is the Cooldown Bar.
To the left of the Cooldown Bar is the Activation Box
These are the Copy Bars. Are useful for manipulating other Bars
When you need to empty a Bar, you can use the tools of the graphic software to copy the Copy Bar over that Bar,
instead of clearing each Boxes, one by one
instead of clearing each Boxes, one by one
Enemies Sheet contains information about each Enemy in the Level.
Each Level Map has its own Enemies Sheet
Each Level Map has its own Enemies Sheet
Before starting to play the Level, using the tools of the graphic software,
merge the Level Map, the Player Sheet and the Enemies Sheet
merge the Level Map, the Player Sheet and the Enemies Sheet
In some Levels are some Special Counters
Special Counters are placed next to the Level Map
Remember to open the Bestiary in another window, so you can view the characteristics of the Enemies, as needed.
(Click Here to open the Bestiary)
(Click Here to open the Bestiary)
A Turn take place in three Phases, which follow this order :
Player Phase
Energy Phase
Enemies Phase
When all Phases are completed the Turn ends and Player can start a new Turn
Player Phase
Energy Phase
Enemies Phase
When all Phases are completed the Turn ends and Player can start a new Turn
This is the Shotgun Area
This is the Rifle Area
This is the Knife Area
Combining Shotgun Area, Rifle Area and Knife Area result in the Attack Area.
Attack Area is not present on the Level Map and have to be imagined by Player
Attack Area is not present on the Level Map and have to be imagined by Player
Attack Area is always located in the direction of the tip of the triangle of Pointer
When you turn Pointer, the position of the Attack Area changes
During the Player Phase, Player can perform up to 10 Actions.
If Player want, can perform even 0 Actions
If Player want, can perform even 0 Actions
Each time Player performs an Action,
use the tools of the graphics software to fill 1 Box of the Stamina Bar
use the tools of the graphics software to fill 1 Box of the Stamina Bar
Player can Move Pointer. Move Pointer is an Action.
Pointer can be moved to 1 Adjacent Free Cell
Pointer can be moved to 1 Adjacent Free Cell
Use the tools of the graphic software
to move Pointer and the other game objects
to move Pointer and the other game objects
Player can Turn Pointer. Turn Pointer is an Action.
When you Turn Pointer you can turn it 90 degrees left or right, or 180 degrees
When you Turn Pointer you can turn it 90 degrees left or right, or 180 degrees
Use the tools of the graphic software to Turn Pointer
Player can Collect an Object. Collect an Object is an Action.
When Pointer is Adjacent to an Object, Player can spend 1 Action to Collect that Object.
Use the tools of the graphic software to cancel the Object,
then place Pointer on the Cell that was previously occupied by that Object
When Pointer is Adjacent to an Object, Player can spend 1 Action to Collect that Object.
Use the tools of the graphic software to cancel the Object,
then place Pointer on the Cell that was previously occupied by that Object
When an Enemy is in the Shotgun Area, Player can Shoot with Shotgun. Shoot with Shotgun is an Action.
When you Shoot with Shotgun an Enemy, deal 3 damage to that Enemy
When you Shoot with Shotgun an Enemy, deal 3 damage to that Enemy
When an Enemy is in the Rifle Area, Player can Shoot with Rifle. Shoot with Rifle is an Action.
When you Shoot with Rifle an Enemy, deal 2 damage to that Enemy
When you Shoot with Rifle an Enemy, deal 2 damage to that Enemy
When one or more Enemies are in the Knife Area, Player can Attack with Knife. Attack with Knife is an Action.
When you Attack with Knife one or more Enemies, deal 1 damage to those Enemies
When you Attack with Knife one or more Enemies, deal 1 damage to those Enemies
When you deal damage to an Enemy, use the tools of the graphic software
to fill a number of Boxes of the Life Bar on the Sheet of that Enemy, equal to the damage
to fill a number of Boxes of the Life Bar on the Sheet of that Enemy, equal to the damage
The presence of Gray Cell and Wall Cell hinders and disrupts the influence of the Attack Area
The presence of Enemies hinders and disrupts the influence of the Attack Area
The presence of Objects don't hinders and disrupts the influence of the Attack Area
When two or more Enemies are Adjacent forming a Line, and the Pointer is Adjacent to the first Enemy of the Line,
Turned in the direction of that Enemy, and the Cell near the last Enemy of the Line is Free,
Player can perform Light Slash. Light Slash is an Action
Turned in the direction of that Enemy, and the Cell near the last Enemy of the Line is Free,
Player can perform Light Slash. Light Slash is an Action
When Player Perform Lighting Slash, place the Pointer in the Free Cell near to the last Enemy of the Line,
then you can make 1 free Action of Move.
After making or not making the free Action of Move, deal 4 damage to each Enemy in the Line
then you can make 1 free Action of Move.
After making or not making the free Action of Move, deal 4 damage to each Enemy in the Line
When Player is in a Cell that is simultaneously Adjacent to an Enemy and a Gray Cell or Wall Cell,
while Pointer is turned in the direction of the Gray Cell or Wall Cell,
and the Cell Adjacent to the Enemy, on the same Cell line as Gray Cell or Wall Cell and the Enemy, is Free,
Player can perform Wall Jump. Wall Jump is an Action
while Pointer is turned in the direction of the Gray Cell or Wall Cell,
and the Cell Adjacent to the Enemy, on the same Cell line as Gray Cell or Wall Cell and the Enemy, is Free,
Player can perform Wall Jump. Wall Jump is an Action
When Player performs Wall Jump, places the Pointer in the Cell Adjacent to the Enemy,
on the same line of Cells as the Gray Cell or Wall Cell and the Enemy.
After placing Pointer, Player can make a free Action of Turn.
After making or not making the Action of Turn, deal 4 damage to that Enemy
on the same line of Cells as the Gray Cell or Wall Cell and the Enemy.
After placing Pointer, Player can make a free Action of Turn.
After making or not making the Action of Turn, deal 4 damage to that Enemy
If Player is in a position where all the ways are blocked by Enemies and/or not-Free Cells,
Player can perform Charge. Charge is an Action
Player can perform Charge. Charge is an Action
Charge has the same mechanic as Attack with Knife but deals 9 damages
When one or more Special Moves are available, you can use a Special Move.
Use a Special Move is an Action
Use a Special Move is an Action
Some Special Moves have their own Activation Area.
You can only use a Special Move with Activation Area, when one or more Enemies are inside that Activation Area
You can only use a Special Move with Activation Area, when one or more Enemies are inside that Activation Area
After using a Special Move, fill all the Boxes of the Cooldown Bar of that Special Move
At the beginning of each Player Phase, empty 1 Box of each Cooldown Bar
of each Super Move that has one or more Boxes of the Cooldown Bar full
of each Super Move that has one or more Boxes of the Cooldown Bar full
If a Special Move has one or more Boxes of the Cooldown Bar full, you cannot use that Special Move
When an enemy is in the Power Shot Area, Player can use the Special Move Power Shot.
When you use Power Shot on an Enemy, deal 10 damages to that Enemy
When you use Power Shot on an Enemy, deal 10 damages to that Enemy
When an Enemy is in the Striker Area, Player can use the Special Move Striker.
When you use Striker on an Enemy, deal 4 damages to that Enemy.
After inflicting damage to that Enemy, you can perform up to 5 Actions of Move for free
When you use Striker on an Enemy, deal 4 damages to that Enemy.
After inflicting damage to that Enemy, you can perform up to 5 Actions of Move for free
When an Enemy is in the Absorber Area, Player can use the Special Move Absorber.
When you use Absorber on an Enemy, deal 4 damages to that Enemy.
After inflicting damage to the Enemy, you can empty 1 Box of the Life Bar
When you use Absorber on an Enemy, deal 4 damages to that Enemy.
After inflicting damage to the Enemy, you can empty 1 Box of the Life Bar
When Player use the Special Move Heal, you can empty up to 2 Boxes of the Life Bar
When Player use the Special Move RC Car, place the Mouse Pointer in a Free Cell Adjacent to Pointer.
Play using Mouse Pointer instead of Pointer until Mouse Pointer is on the Level Map.
Mouse Pointer can perform 10 Actions
Mouse Pointer can perform the following Actions :
Move Mouse Pointer
Collect an Object
Explode
You can use a Copy Bar to mark the Actions of Mouse Pointer
Play using Mouse Pointer instead of Pointer until Mouse Pointer is on the Level Map.
Mouse Pointer can perform 10 Actions
Mouse Pointer can perform the following Actions :
Move Mouse Pointer
Collect an Object
Explode
You can use a Copy Bar to mark the Actions of Mouse Pointer
Action of Move of Mouse Pointer follows the same rules as Action of Move of Pointer.
Move the mouse to move Mouse Pointer
Collect an Object with Mouse Pointer has the same effect as Collect an Object with Pointer
When Player use Explode with Mouse Pointer, deal 3 damages to all Enemies inside Explode Area,
then remove Mouse Pointer from the Level Map (even if you still have Mouse Pointer Actions available)
Move the mouse to move Mouse Pointer
Collect an Object with Mouse Pointer has the same effect as Collect an Object with Pointer
When Player use Explode with Mouse Pointer, deal 3 damages to all Enemies inside Explode Area,
then remove Mouse Pointer from the Level Map (even if you still have Mouse Pointer Actions available)
When you have used 10 Mouse Pointer Actions, you can perform 5 Addiotional Mouse Pointer Actions.
You cannot use Explode as one of the Additional Mouse Pointer Actions
When you have used all Mouse Pointer Actions, remove Mouse Pointer from Level Map
You cannot use Explode as one of the Additional Mouse Pointer Actions
When you have used all Mouse Pointer Actions, remove Mouse Pointer from Level Map
This is the Teleport Area.
When Player use Teleport, choose a Free Cell inside the Teleport Area (inside the border of the Level Map)
and place Pointer in that Cell
When Player use Teleport, choose a Free Cell inside the Teleport Area (inside the border of the Level Map)
and place Pointer in that Cell
Teleport Area is not interrupted by Gray Cell, but it is interrupted by Wall Cell
When an Enemy is in the Sniper Shot Area, Player can use the Special Move Sniper.
When you use Sniper on an Enemy, deal 4 damages to that Enemy
plus 1 damage for each Cell between the Cell where Player is and the Cell where the Enemy is
When you use Sniper on an Enemy, deal 4 damages to that Enemy
plus 1 damage for each Cell between the Cell where Player is and the Cell where the Enemy is
When one or more Enemies are in the Grenade Area, Player can use the Special Move Grenade.
When you use Grenade on one or more Enemies, deal 4 damages to those Enemies
When you use Grenade on one or more Enemies, deal 4 damages to those Enemies
When an Enemy is in the Piercer Area, Player can use the Special Move Piercer.
When you use Piercer on an Enemy, deal 4 damages to that Enemy.
Piercer Area is not interrupted by Gray Cell, but it is interrupted by Wall Cell.
When using Piercer you can choose a Line of Cells within the Piercer Area
and deal damage to all Enemies within that Line
When you use Piercer on an Enemy, deal 4 damages to that Enemy.
Piercer Area is not interrupted by Gray Cell, but it is interrupted by Wall Cell.
When using Piercer you can choose a Line of Cells within the Piercer Area
and deal damage to all Enemies within that Line
When you fill all Boxes on the Life Bar of an Enemy by dealing damage, that Enemy is Defeated
When an Enemy is Defeated, use the tools of the graphics software to cancel that Enemy from the Level Map
Each time you Defeat an Enemy, you gain 1 Exp
When Player Collects a Crystal, gains 1 Exp.
When Player Collects a DCrystal, gains 2 Exp.
When Player Collects a TCrystal, gains 3 Exp
When Player Collects a DCrystal, gains 2 Exp.
When Player Collects a TCrystal, gains 3 Exp
When, gaining Exp, you fill the Box under the Arrow and all the Boxes to the left of it, Player Level-up
Immediately after Level-up, use the tools of the graphic software to empty all the Boxes of the Exp Bar,
then move the Arrow above the Box to the immediate right of the Box it is on
then move the Arrow above the Box to the immediate right of the Box it is on
After moving the Exp Bar Arrow, choose and fill one of the following Boxes.
Fill a Stat Bar box to increase that Stat or fill an Activation Box to make that Special Move available
Fill a Stat Bar box to increase that Stat or fill an Activation Box to make that Special Move available
Each time you deal damage,
increase that damage by a number equal to the number of full Boxes of the Atk Bar
increase that damage by a number equal to the number of full Boxes of the Atk Bar
When you fill a Box in the Def Bar, move the Arrow in the Armor Bar to the next Box to the right
When you are about to take damage, you can fill 1 Box of the Armor Bar that is below or to the left of the Arrow,
instead of filling 1 Box of the Life Bar
instead of filling 1 Box of the Life Bar
When you decide to increase the Stat Move, instead of filling a Box, place the Arrow on the leftmost box (the first time)
and move the Arrow one position to the right (the other times)
and move the Arrow one position to the right (the other times)
When the Mov Stat has been increased, you can make additional Actions of Move.
Make a Action of Move without increasing your Stamina Bar, then fill the leftmost Box of the Mov Bar.
You can continue to perform free Move Actions until you fill the Box under the Arrow.
At the start of the Player Phase, empty all Boxes of the Mov Bar
Make a Action of Move without increasing your Stamina Bar, then fill the leftmost Box of the Mov Bar.
You can continue to perform free Move Actions until you fill the Box under the Arrow.
At the start of the Player Phase, empty all Boxes of the Mov Bar
When you fill an Activation Box you make a Special Move available.
That Special Move remains available until the end of the game
Special Moves are divided in three Classes :
Class 1 : Power Shot, Striker, Absorber
Class 2 : Heal, RC Car, Teleport
Class 3 : Sniper, Piercer, Grenade
You can make available only one Special Move per Class, per game
That Special Move remains available until the end of the game
Special Moves are divided in three Classes :
Class 1 : Power Shot, Striker, Absorber
Class 2 : Heal, RC Car, Teleport
Class 3 : Sniper, Piercer, Grenade
You can make available only one Special Move per Class, per game
When you end the Player Phase while there are empty Boxes in the Stamina Bar,
you can enter the Energy Phase
you can enter the Energy Phase
During the Energy Phase you can fill 1 Box of the Exp Bar or empty 1 Box of the Cooldown Bar of a Special Move.
You can repeat this operation a number of times equal to the number of empty Boxes in the Stamina Bar
at the start of this Energy Phase
You can repeat this operation a number of times equal to the number of empty Boxes in the Stamina Bar
at the start of this Energy Phase
When the Player Phase end, the Enemies Phase start
Each Enemy can perform many Actions of Move (equal to its Mov) and 1 Action of Attack per turn.
First the Actions of Move are performed, then the Action of Attack is performed, if possible
First the Actions of Move are performed, then the Action of Attack is performed, if possible
Name represents the type of Enemy.
Each type of Enemy corresponds to an Indicative Letter and each Enemy correspond to an Indicative Number
Def indicates the number of Boxes in the Life Bar of that Enemy.
Mov indicates the number of Action of Moves that Enemy can perform each turn.
Atk indicates the amount of damage the Enemy deals when attacking
The square to the right of the Stat menu, shows the Attack Area of that Enemy
Some Enemies have special effects which are indicated in the lower square
Each type of Enemy corresponds to an Indicative Letter and each Enemy correspond to an Indicative Number
Def indicates the number of Boxes in the Life Bar of that Enemy.
Mov indicates the number of Action of Moves that Enemy can perform each turn.
Atk indicates the amount of damage the Enemy deals when attacking
The square to the right of the Stat menu, shows the Attack Area of that Enemy
Some Enemies have special effects which are indicated in the lower square
When you move an Enemy, move it in the direction of Pointer, so Pointer enter that Enemy's Attack Area.
If, after moving the Enemy, Pointer is in the Attack Area of that Enemy, that Enemy no longer performs Actions of Move
(even if it still has any available)
If, after moving the Enemy, Pointer is in the Attack Area of that Enemy, that Enemy no longer performs Actions of Move
(even if it still has any available)
Player must always move an Enemy in order to approach Pointer,
moreover Player must always take the path that require the least number of Actions of Move to reach Pointer
moreover Player must always take the path that require the least number of Actions of Move to reach Pointer
When there are two or more ways that allow to approach Pointer
and they require the same number of Actions of Move, Player can choose which way to use
and they require the same number of Actions of Move, Player can choose which way to use
If there is currently only one way to approach Pointer, and that way is blocked,
the Enemy get close as possible to Pointer and then end is turn without using all available Actions of Move
the Enemy get close as possible to Pointer and then end is turn without using all available Actions of Move
Enemies can pass through a Cell occupied by an Object,
but cannot stop on a Cell occupied by an Object
but cannot stop on a Cell occupied by an Object
If the only way an Enemy can pass is through a Cell occupied by an Object,
if that Enemy has enough Action of Move, that Enemy pass the Cell occupied by that Object,
if that Enemy following its number of Action of Move would stop precisely on that Cell occupied by that Object,
that Enemy stops in the previous Cell occupied by that Object and ends its turn without using all his Action of Move
if that Enemy has enough Action of Move, that Enemy pass the Cell occupied by that Object,
if that Enemy following its number of Action of Move would stop precisely on that Cell occupied by that Object,
that Enemy stops in the previous Cell occupied by that Object and ends its turn without using all his Action of Move
During the turn of an Enemy, if Pointer is in the Attack Area of that Enemy,
that Enemy can perform an Action of Attack and deal damage to Player equal to the Atk of that Enemy
that Enemy can perform an Action of Attack and deal damage to Player equal to the Atk of that Enemy
After an Enemy has attacked, that Enemy can no longer perform Actions of Movement and its turn ends
During the Enemy Phase, each Enemy can only act once.
The order in which you move Enemies goes from the Enemy closest to Pointer to the Enemies furthest to Pointer.
If two or more Enemies are an equal number of Cells away from Pointer, you can decide the order in which to move those Enemies
The order in which you move Enemies goes from the Enemy closest to Pointer to the Enemies furthest to Pointer.
If two or more Enemies are an equal number of Cells away from Pointer, you can decide the order in which to move those Enemies
When you have moved an Enemy, you can fill the Cell it is in, to remind you of having moved it.
Remember to empty all Cells filled in this way at the end of the Enemy Phase
Remember to empty all Cells filled in this way at the end of the Enemy Phase
When Player deal damage to an Enemy, fill a number of Boxes of the Life Bar
in that Enemy Sheet, equal to the damage inflicted
in that Enemy Sheet, equal to the damage inflicted
When you fill all the Boxes of the Life Bar of an Enemy, that enemy is Defeated.
Use the graphics software tools to cancel that Enemy
Use the graphics software tools to cancel that Enemy
There are three types of Enemies : Troop Enemies, Unchained Enemies and Special Enemies
Each Troop Enemy is Linked to a specific Structure on the Level Map.
A Enemy and a Structure linked have the same Indicative Letter and the same Indicative Number
A Enemy and a Structure linked have the same Indicative Letter and the same Indicative Number
There are four types of Structures :
Tower : Standard type of Structure
Fortress : Indestructible Structure
Factory : When Player defeat the Troop Enemy Linked to this Structure, it spawns Clones
Citadel : connected to four Enemies simultaneously
Tower : Standard type of Structure
Fortress : Indestructible Structure
Factory : When Player defeat the Troop Enemy Linked to this Structure, it spawns Clones
Citadel : connected to four Enemies simultaneously
Each Structure has its own Icon, positioned on the Level Map, and its own Sheet.
The Structure has Def equal to the Def of the Enemy is Linked to.
Each Structure has a Triangular Signal that point to a Cell. A Cell targeted by a Triangular Signal is considered a Spawn Cell
The Structure has Def equal to the Def of the Enemy is Linked to.
Each Structure has a Triangular Signal that point to a Cell. A Cell targeted by a Triangular Signal is considered a Spawn Cell
When Player Defeat a Troop Enemy, empty all the Boxes of the Life Bar on that Enemy Sheet, then fills the K Box of that Enemy,
then uses the tools of the graphics software to cancel that Enemy from the Level Map
then uses the tools of the graphics software to cancel that Enemy from the Level Map
At the end of the Enemy Phase following the Turn in which you filled the K Box of an Enemy,
fill the R Box of that Enemy
fill the R Box of that Enemy
At the end of the Enemy Phase following the Turn in which you filled the R Box of an Enemy,
empty all the Boxes in that Enemy Sheet, then using the tools of the graphic software, copy the Icon of that Enemy
and place it in the Linked Spawn Cell
If, when you are placing an Enemy in a Spawn Cell, that Cell is not Free, place that Enemy in the next Turn
empty all the Boxes in that Enemy Sheet, then using the tools of the graphic software, copy the Icon of that Enemy
and place it in the Linked Spawn Cell
If, when you are placing an Enemy in a Spawn Cell, that Cell is not Free, place that Enemy in the next Turn
Player can attack Structures.
When you fill the Life Bar of a Structure, that Structure is Destroyed.
Use the tools of the graphic software to cancel a Destroyed Structure
Remember that when you cancel a Destroyed Structure,
the Cell that was pointed by the Triangular Signal of that Structure, is no longer considered a Spawn Cell
When you fill the Life Bar of a Structure, that Structure is Destroyed.
Use the tools of the graphic software to cancel a Destroyed Structure
Remember that when you cancel a Destroyed Structure,
the Cell that was pointed by the Triangular Signal of that Structure, is no longer considered a Spawn Cell
At the end of the Enemy Phase following the Turn in which you Defeated an Enemy Linked to a Factory,
use the tools of the graphic software to cancel the Indicative Letter and Indicative Number of the Icon of the Sheet of that Enemy,
the fill the Box 1 of the Enemy Sheet corresponding to that Factory
use the tools of the graphic software to cancel the Indicative Letter and Indicative Number of the Icon of the Sheet of that Enemy,
the fill the Box 1 of the Enemy Sheet corresponding to that Factory
At the end of the Enemy Phase on the next Turn you have filled a Box 1 of an Enemy, fill the Box 2 of that Enemy,
then use the tools of the graphic software to copy the Icon of that Enemy into the Spawn Cell of that Factory.
That Enemy is considered a Clone
then use the tools of the graphic software to copy the Icon of that Enemy into the Spawn Cell of that Factory.
That Enemy is considered a Clone
At the end of the Enemy Phase on the next Turn you have filled a Box 2 of an Enemy, empty all Boxes from the Sheet of that Enemy.
At the end of the next Turn in which you have emptied all the Boxes from that Enemy Sheet, fill the Box 1 of that Enemy,
and continue this cycle until that Factory is on the Level Map
At the end of the next Turn in which you have emptied all the Boxes from that Enemy Sheet, fill the Box 1 of that Enemy,
and continue this cycle until that Factory is on the Level Map
Clones act in alternate Turns.
Clones act in the Turn following the one in which they were placed on the Level Map,
do not act in the following Turn, act in the following Turn of that Turn, and so on
Clones act in the Turn following the one in which they were placed on the Level Map,
do not act in the following Turn, act in the following Turn of that Turn, and so on
Some Structures have an Identification Code
While on the Level Map there are several Structures with the same Indicative Letter, Indicative Number and different Identification Code, Player can only attack the Structure with the lowest Identification Code in alphabetical order
When an Enemy Linked to those Structures is Defeated and then returned to the Level Map,
it is placed in the Spawn Cell of the Structure with the lowest Identification Code in alphabetical order
When an Enemy Linked to those Structures is Defeated and then returned to the Level Map,
it is placed in the Spawn Cell of the Structure with the lowest Identification Code in alphabetical order
Unchained Enemies are not Linked to Structures.
At the start of the game Unchained Enemies on the Level Map are considered not-Active. Not-Active Enemies cannot act.
When you Defeat an Unchained Enemy, use the tools of the graphic software to cancel it
At the start of the game Unchained Enemies on the Level Map are considered not-Active. Not-Active Enemies cannot act.
When you Defeat an Unchained Enemy, use the tools of the graphic software to cancel it
Unchained Enemies have a View Area, same for all types of Unchained Enemies.
When Pointer come on the View Area of a not-Active Enemy, that Enemy becomes Active
When Pointer come on the View Area of a not-Active Enemy, that Enemy becomes Active
Not-Free Cells interrupt the View Area of Unchained Enemy
Special Enemies follow some special rules.
Special Enemies are not Linked to Structures but are always considered Active
Special Enemies are not Linked to Structures but are always considered Active
During its turn, Super Runner, moves in the direction of the Track Cell with the lowest Indicative Number.
After crossing a Track Cell, Super Runner moves toward the Track Cell with the following Indicative Number
and continues moving until it has crossed all Track Cells, in the correct order
After crossing a Track Cell, Super Runner moves toward the Track Cell with the following Indicative Number
and continues moving until it has crossed all Track Cells, in the correct order
When you filled all Boxes in the Life Bar of Super Runner, fill an R Box.
At the end of the Enemy Phase of the Turn you filled the first R Box, empty all Boxes of the Life Bar of Super Runner.
At the end of the Enemy Phase of the next Turn in which you filled the first R Box, fill the second R Box.
At the end of the Enemy Phase of the next Turn in which you filled the second R Box, empty all the Boxes of Super Runner.
When one or more R Box of Super Runner are full, Super Runner cannot act
At the end of the Enemy Phase of the Turn you filled the first R Box, empty all Boxes of the Life Bar of Super Runner.
At the end of the Enemy Phase of the next Turn in which you filled the first R Box, fill the second R Box.
At the end of the Enemy Phase of the next Turn in which you filled the second R Box, empty all the Boxes of Super Runner.
When one or more R Box of Super Runner are full, Super Runner cannot act
This is Claw Area of Omega.
Claw inflicts 2 damages
Claw inflicts 2 damages
This is Gun Area of Omega.
Gun inflicts 1 damage
Gun inflicts 1 damage
This is Laser Area of Omega.
Laser inflicts 0 damage
Laser inflicts 0 damage
Omega has seven different Life Bars.
Each Life Bar grants an extra effect to Omega :
Claw +1 : Claw inflict 1 additional damage
Gun +1 : Gun Inflict 1 additional damage
Laser +1 : Laser inflict 1 additional damage
Atk +1 : Increase each damage dealt by Omega by 1
Shd + 1 : Each time you would deal damage to an Life Bar of Omega, decrease that damage by 1
Mov +1 : Omega can perform 1 additional Action of Move each turn
Each Life Bar grants an extra effect to Omega :
Claw +1 : Claw inflict 1 additional damage
Gun +1 : Gun Inflict 1 additional damage
Laser +1 : Laser inflict 1 additional damage
Atk +1 : Increase each damage dealt by Omega by 1
Shd + 1 : Each time you would deal damage to an Life Bar of Omega, decrease that damage by 1
Mov +1 : Omega can perform 1 additional Action of Move each turn
Each Omega Life Bar has a Special Shield.
You cannot fill the Boxes of a Life Bar of Omega until the Special Shield has been destroyed.
Each Special Shield can be destroyed by fulfilling a specific condition
K1 : Destroy all K1 Structures on the Level Map
K2 : Destroy all K2 Structures on the Level Map
S1 : Destroy all S1 Structures on the Level Map
S2 : Destroy all S2 Structures on the Level Map
G : Defeat all Guardians on the Level Map
You cannot fill the Boxes of a Life Bar of Omega until the Special Shield has been destroyed.
Each Special Shield can be destroyed by fulfilling a specific condition
K1 : Destroy all K1 Structures on the Level Map
K2 : Destroy all K2 Structures on the Level Map
S1 : Destroy all S1 Structures on the Level Map
S2 : Destroy all S2 Structures on the Level Map
G : Defeat all Guardians on the Level Map
Each time Player Collect 1 Sphere, fill 1 Box in the top row of the Special Shield Sphere in the Sheet of Omega.
Fill 4 Boxes in the Special Shield Sphere to destroy that Special Shield
Fill 4 Boxes in the Special Shield Sphere to destroy that Special Shield
When you deal damage to Omega, you can fill 1 or more Boxes in the Life Bar without Special Shield of the Sheet of Omega
When you fill all the Boxes of a Life Bar of Omega, Omega loses the extra effect related to that Life Bar
When you have filled all the Boxes of the seven Life Bars of Omega, Omega is Defeated
Each Level has its Mission and each Mission has its goal
Defeat
Defeat all Enemies or one or more specific types of Enemies on the Level Map
Defeat all Enemies or one or more specific types of Enemies on the Level Map
Collect
Collect all the Spheres on the Level Maps
Collect all the Spheres on the Level Maps
Reach
Make Pointer reach the Goal Cell
Make Pointer reach the Goal Cell
Survive
Don't reach Game Over before a certain number of Turns
Don't reach Game Over before a certain number of Turns
Race
Complete the Mission before Super Runner reaches the last Track Cell
Complete the Mission before Super Runner reaches the last Track Cell
Medal
Collect a certain number of Medals
Collect a certain number of Medals
Turn Counter
At the end of each Enemy Phase fill 1 Bar
At the end of each Enemy Phase fill 1 Bar
Enhancer
At the end of each Enemy Phase fill 1 Bar,
If there is a square with an effect near the Bar, apply that effect until the end of the game
At the end of each Enemy Phase fill 1 Bar,
If there is a square with an effect near the Bar, apply that effect until the end of the game
Medal Counter
Each time you Collect one or more Medals, fill a number of Boxes equal to the number of Medals Collected
Each time you Collect one or more Medals, fill a number of Boxes equal to the number of Medals Collected
When Pointer is on a Medal Cell, Collect Medals equal to the number of Box on that Medal Cell -1,
then fill all Box in that Medal Cell
then fill all Box in that Medal Cell
At the end of each Enemy Phase, 1 one Box of all Medal Cells with full Boxes on the Level Map.
If Pointer is on a Medal Cell that has one or more Boxes full, nothing happens
If Pointer is on a Medal Cell that has one or more Boxes full, nothing happens
Each time you take damage, empty 5 Boxes of the Medal Counter
(if you have less than 5 Medals, empty all Boxes)
(if you have less than 5 Medals, empty all Boxes)
Turn Counter & Level Cutter
At the end of each Enemy Phase fill 1 Bar
At the end of each Enemy Phase fill 1 Bar
When you fill a Turn Counter Box that has a Box next to it, Cuts the Level Map.
Using the tools of the graphic software, cancel every outermost row and column currently in the Level Map
Using the tools of the graphic software, cancel every outermost row and column currently in the Level Map
If, while Cutting the Level Map, Pointer is on an outermost column or row,
move Pointer to the Free Cell closest to the Cell where Pointer is in, then deal 1 damage to Player
move Pointer to the Free Cell closest to the Cell where Pointer is in, then deal 1 damage to Player
If, while Cutting the Level Map, one or more Enemies are on an outermost column or row,
empty the Life Bars of those Enemues, then place each one in their Spawn Cell
empty the Life Bars of those Enemues, then place each one in their Spawn Cell