Galaxy Defenders is a sci-fi cooperative, tactical battle game in which 1-5 players fight together against an oncoming alien menace. Each player takes control of one or more agents with unique powers to defend the planet from the alien invasion. Gameplay revolves around a tactical combat system, using custom ten-sided dice. Each player sequentially plays his Agent turn and then one Aliens turn. Players carry out their turns [agent and aliens] in clockwise order until the last player finishes his Aliens turn. Once done, the game passes to the Event phase that will bring the players to the next round. Players may choose up to five agents:
Marine: Coming from U.S. Special Forces, the Marine is an excellent soldier who can manage different combat situations, especially multiple enemies.
Biotech: The Biotech is the most technologically adept agent in service. He can use Nano-Technology to heal wounds or control war drones.
Infiltrator: A deadly and stealthy agent. This lethal specialist prefers hiding in the shadows. She has fast movement and good short-range combat ability.
Sniper: A silent sharpshooter and expert in camouflage and ranged combat. The sniper has average movement and excellent long-range firepower.
Hulk: The Hulk was a successful mercenary and now is one of the best agents; although slow, he enjoys an extraordinary resistance to damage and has high firepower.
There is no "Alien player" in Galaxy Defenders; instead, the aliens are controlled by the game system itself, through an artificial intelligence system based on two types of cards:
Alien cards, which define the behavior of each different alien and detail its skills and combat abilities.
Close Encounter cards, which are used at the beginning of each alien turn to determine which aliens activate.
The combination of a unique AI for each alien species and the uncertainty about alien activation in a turn provides a realistic simulation of the chaos of battle and a sophisticated challenge for the players. Since having more agents brings more alien activations for the aliens, the turn structure allows the level of difficulty to scale dynamically based on the number of agents in play. If agents die during the game, the system "recalibrates" the difficulty to a reasonable and enjoyable level, so you still have a chance to complete the mission.
The battle for Earth will be carried out in a series of twelve missions organized in a completely story-driven campaign. Mission events influence future games in two different ways:
Each mission has multiple endings, and the outcome of any mission will change the flow of the story.
The agents gain experience during the missions. This experience transforms a good soldier into a perfect Galaxy Defender agent with multiple skills, basic and improved tactics, and the ability to use new devices, improved human weapons, and Alien technology.
With the downloadable Galaxy Defenders: Alien Mind variant, you can transform the game into a competitive affair, with one player becoming the alien mastermind and controlling the alien army and the card in play, attempting to thwart each mission undertaken by the Agents. To do this, the alien player completes his own game objectives, obtaining new "alien signals" that can be teleported onto the battlefield. This variant, which allows for play with up to six players, can be used in a single mission or for a whole campaign of Galaxy Defenders. Using Alien Mind may increase the game difficulty and is suggested only for expert players.
Riassunto delle regole di Galaxy Defenders, Operation Strikeback, Extinction Protocol e Galaxy Ball.
I colori dei titoli dei vari capitoli riprendono quelli della FAQ per una più comoda consultazione.
Per qualsiasi problema non esitate a contattarmi ;)
Some more testing, especially with "higher rank" agents, to fully understand the rules for free tactics. I made a few changes accordingly.
It appears that with 2-4 skills + 2 tactics + devices, there was few places to use and refresh tactics.
--> I added the "free tactics" at earth agent level.
All tactics now cost the same to refresh, that makes the "reaction" tactics a tad better until agents reach earth, but not after that.
-->In the same vein, I realised the most popular action was attack+attack again, thus reducing the different possibilities (skills, tactics...), less attractive compared to the possibility to fight twice. Instead of suppressing this possibility, I added a penalty. Now an "overdrive action" cost 2 AP to attack with a weapon AND make the weapon...
This is a home-made cover for the downloadable Galaxy Defender X-missions. You can supply this cover (and the backside), together with the X-mission PDF's to a local printshop.
Please advice: the size of the cover and the backside are based on standard A4 paper. They are slightly different from the X-mission PDF's. Please instruct your local copy shop to use A4 paper dimensions when printing.
Personally, I used glossy 180 grams paper.
These tuck boxes for sleeves cards were designed by Corey Alvey and are available for download here. With his permission, I have created PDFs of the tuck boxes that include registration marks for use with the Silhouette America Cameo/Portrait cutting machines. I have also included the cut files so all you have to do is print the PDF, load the cut file into Silhouette studio and let the machine do the cutting and scoring.
If there are any issues with the cut files, please let me know. I have built the tuck boxes using these PDFs and cut files so they should work on your machine, also.
A blank character tile for creating your own agents. Either fold in half and glue back-to-back or separate them and glue to card. Designed to fit A4.
Icons, textures and original concept are copyright of Gremlin Project. I just applied the digital tip-ex :)
If you're like me and a lot of other people, you're probably totally baffled by the alien cards illustrated in the Storybook. When you first open the book and try to figure out how to build the alien deck for your first scenario, you're going to wonder what all those little alien pictures refer to. And why aren't they numbered or accompanied by any sort of explanatory text? Instead, you're left to figure out which is which by either process of elimination or just dumb luck.
In any event, hopefully this file will help out newcomers to the game. I copied the image from page 42 of the Storybook because that particular scenario used virtually all of the aliens in the core game.