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ZOD Basic Rules
ZOD Basic Rules
ZOD Basic Rules
ZOD
Basic Game Rules
We welcome you, the valorous commander, in the game world of desktop tactics and strategy, in the world of mighty fighting robots and fearless infantrymen, in the world of impetuous bravery and prudent care. Are you ready to head the planetary army and to carry out objectives?! Let it will answer fight!
In their Tech-sheets (Fig. 4) there is durability scale (below). The more damages the car received, the more its durability less. Durability is noted by the toddler which is established on a cell with the maximum value in the beginning (Fig. 4), and during the game after each damage moves on the next cell to the right. If the toddler specified on "0", your car is destroyed and can't take part in operations any more, remove it from a field. On each side of Tech-sheet there are scales of the weapon ammunition. At the beginning of the game a toddler suit points on the top cells (Fig. 4). During game, after each attack from any weapon the toddler on its scale of ammunition moves on 1 cell down. If the toddler specified on "0", the ammunition of this weapon is settled, and more they can't attack.
Fig.4 By the arms infantrymen share on two types: shooters () and rocketeers (). Tech-sheets of infantry are one in all (Fig. 5). Only properties of the weapon and a resource are specified. The infantry has no durability scales, and the first damage (wound) got by the infantryman is considered deadly. The destroyed infantryman is moved away from a field.
Cubes of two types are used in the game: cube with numbers 1-6 is designated by D6; cube with symbols is designated by DS.
Fig.5
Fig.1
Fig.2
Fig.3
Fig.6 The course begins with the Aircraft Phase. The player chooses one of the planes and makes its operations (operations are described below in detail). Having finished actions of one plane, the player passes to the following and etc. When the last plane finished the actions, the player begins an equipment phase. Phases of equipment, robots and infantry are made in the same order, as a aircraft phase. When the last infantryman will finish actions, the course of the player comes to the end and there comes turn of the next player. If you dont have some of the armies, for example, there is no aircraft or land equipment, you simply pass this phase and go to the following Energy is required for commission of operations. The quantity of energy which your car or your infantryman receives for performance of the actions in one course is called the Resource. It is measured in points and is specified in Tech-sheet in the column at cars over a scale of durability (Fig.4), and at infantrymen below Tech-sheet (Fig.5). For commission of one step or one attack it is necessary to spend a certain quantity of points of a resource (it is told in sections 3 and 4). Thus, operations are carried out at the expense of resource points, and with more resource more actions can be executed for one course. Actions can be carried out in any sequence. For example, your robot can take some steps, then attack, then again take some steps, and attack again, or it can attack the opponent at first, and then move on some steps. At desire, you can spend all resource of the robot only for movement, or on the contrary if the robot is in an advantageous firing position, to limit its actions only to attacks the main thing is that resource points should be sufficed on all these actions. If the resource ended, the car or the infantryman "fades" until the following course. If on the contrary, after performance of all conceived actions there were "excess" points of a resource, they "burn down". With approach of a new course the resource is restored, and the car or the infantryman will spend again it for the operations.
During performing operations it is necessary to remember that in one course each weapon can attack only 1 time. So, for example, the robot has two different weapons therefore in one course can make two attacks, on one of each weapon. And the infantryman or the land car has only one weapon and therefore during the course can attack only 1 time.
The resource of cars depends of the received damages: with more damages the car received, then its resource less. For example, at one of robots the toddler after several damages was displaced in average part of a scale (Fig. 7), and the robots resource with such damages decreased to 4.
Fig.7
Table 1 Being in the field, the robot, the plane or the land car occupies at once 4 cells of a field, and at commission of 1 step moves in one of four parties (Fig.8). RIGHT WRONG If the cell on a way of movement is occupied, only planes can move through it, and robots or land equipment can't, in order to avoid collision (see section 6). Besides, robots and land equipment can't move between any obstacles in the field if there isn't enough space for them. Planes at movement fly any obstacles, except other planes it is necessary to fly about them to avoid undesirable collision (see section 6). But thus remember that the plane can finish the movement only in that place where is enough place for its support in the field. Robots and land equipment can't stand on structures as are considered as too heavy.
Fig.8
If the cell on the way of movement is occupied by the enemy, it is possible to direct purposely the fighting vehicle on collision with the opponent (see section 7 Collision about it).
Fig.9
Fig.10
Fig.11 Being in the field, one infantryman occupies one cage, and at maneuver he can move on any next cage (Fig.12). At movement infantrymen can get through walls, get through in window apertures, get on the following floor of the building and jump off From it. But infantrymen can't get at once on the second floor or above. Look in Table 2, in what Actions infantrymen are trained and how many points of a resource are required for each action. The crossed out section means that the infantryman isn't trained in this action. Fig.12
4. Infantry Actions
When there comes an infantry phase, you choose the infantrymen one behind another and act with them. Not to get confused, at the beginning of each course turn all the infantrymen facing you. And during a course, turn those infantrymen whose actions are already finished the back to you. Actions of infantry will be finished when each infantryman will be turned to you by back. The resource of each infantryman is equal to 3 points. You can spend them for movement or for movement and attack combination. As the infantryman has only one weapon, during the course he can attack only 1 time. At desire, you can pass one, two or all actions of the infantryman.
Table 2
Fig.13
Fig.14
Fig.15
Fig.16
Fig.17
Fig.18
5. Attack
Attacks in the game are conducted by means of cubes. The attack weapon is more powerful, the more cubes need to be thrown. Properties and characteristics of the weapon are explained by special symbols, these symbols are specified in Tech-sheets. Meaning of symbols is explained in Table 3.
Table 3
Attack requires performance of two conditions: - the purpose has to be within range of the weapon; - your shooting infantryman or the pilot of your car has to "see" the purpose.
If both conditions are satisfied, you declare attack, note in Tech-sheet an expense of used weapon ammunition (if it is necessary), spend for attack necessary number of resource points (Attack cost ) and throw a certain number of attack cubes (Attack capacity ). Look Table 4 to learn, how many points it is necessary to throw out on a cube to put purpose damage. On how many cubes the sufficient number of points dropped out, so much damage received the purpose.
If the shooter and the purpose are located at different height, the distance is counted between those cells of a field over which there are their supports
Table 4 The record "4+" means that it is necessary to throw out 4 points or more on a cube, "5+" - respectively, 5 points or more and etc. For example, weapon capacity 3 and you shoot in the robot of the opponent. You threw 3 cubes, and received 2, 4 and 6 points. According to table 4, the result 2 didn't put damages to the robot, and 4 and 6 put. Therefore the robot of the opponent received 2 damages, and his owner has to note them in Tech-sheet of the robot. So, the first condition of attack - distance to the purpose has to be no more than range of the weapon ( ). Table 5
a Fig.20
Pay attention that visibility of the purpose can strongly depend on the provision of a barrier (shelter) between the shooter and the purpose
For example, in Fig.21 infantryman is at once behind a building wall with a window aperture. On other party of a wall at some distance there is an enemy robot. The infantryman sees the robot entirely in a window aperture therefore the purpose is visible to him completely. And here in the same window aperture only small part of the infantryman is visible to the pilot of the robot. And for the robot the infantryman is in shelter. And if the same wall with an aperture was located closer to the robot (Fig.22), the infantryman would be visible to the pilot of the robot entirely while for the infantryman the robot would be in shelter.
6. Collision
If the cell on a way of movement of your robot, plane or land car is occupied by the enemy, whether it is a fighting vehicle or the infantryman, you can purposely direct the fighting vehicle on collision with the opponent. Collision is considered maneuver continuation and therefore isn't separate action. To show that you faced the opponent, put the car over a support of the enemy (Fig. 23). Infantrymen can't begin collisions, and here robots and land equipment can try to crush infantrymen. Table 6
7. Settlement of disputes
If during the game there is a disputable situation, and you won't be able to come to the uniform decision, for example, during determination of "visibility" of the purpose, throw a cube. Whose result is higher that is right.
8. Victory
Game tasks are described in missions. The one, who gathered more victorious points, appears the winner.
Fig.23