3 Action Points
3.1 Allocation
In turn 1 and 2: no points.
In turn 3: 5 points.
In turn 4: 1O points.
In following turns: 15 points. These 15 points establish the basic credit.
For every additional spaceship: 5 points.
3.2 The reserve
A player may noy use all his points during his turn. Those are then put in reserve for the following turn.
The reserve can be 5 or 10 points.
Reserve is rounded down, exceeding points are lost.
For example, a player who has 7 points at the end of his turn, will have a reserve of 5 points.
2 points in excess are lost.
3.3 Actions Cost
- Movement: 1 point for every new cell crossed.
- Load, unload, transshipment: 1 point.
- Transformation of an ore (already loaded on wheather layer): 1 point.
- Loading or unloadingt an empty or loaded unit from/to the spaceship: 1 point
(including for the barge which occupies at once two cells).
- Destruction of an unit or an ore: 2 points.
- Reconstruction of a turret on an captured spaceship: 2 points.
- Takeoff of a spaceship: 1, 2, 3 or 4 points according to its state.
Any movement or action is definitively booked.
The barge is the only unit to occupy two cells;
every new cell which it occupies during a movement costs 1 point (step ahead or reverse).
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