Az Orbita Victaris egy nagyszerű társasjáték, 2 - 4 játékos részére, az átlagos játékidő rövidebb, csak 30 - 60 perc. A társast, 12 éves kortól ajánljuk kipróbálni. A játékmenet erősen épít a terület befolyásolás/irányítás és a pakli építés mechanizmusokra.
Orbita Victaris is a tactical Science-Fiction/ Fantasy card game in which two or four players compete against each other on a shared battlefield. VICTORY CONDITIONS The player...
Orbita Victaris is a tactical Science-Fiction/ Fantasy card game in which two or four players compete against each other on a shared battlefield.
The player who has brought the shield points of his opponent to 0 wins or if the opponent can no longer draw cards (from his deck) or when a player gives up.
HOW TO PLAY
Each player starts with 6 shield points at the beginning of the game. These must be clearly visible to the opponentat all times (6-sided cube or by enclosed shield markers).
The maximum hand limit is 7. If a player has more than 7 cards in his hand at the end of their turn, they must place cards on their discard piles until the card limit is reached.
The card text always takes precedence over the rules in the rule book. This does not apply if the card text is incorrect.
Each turn consists of 5 phases, which are always traversed in this order of each move:
In the initial phase, all effects that are activated by cards already in play at the beginning of the turn are resolved. The order in which the effects become active is determined by the active player. After all effects have been resolved with at the beginning, this phase ends and an action-event follows.
In this phase, the active player draws 1 card.
All active player cards that are currently exausted (‘inactive’ on the side), with the exception of Nexus resources, are again recoverd (turned ‘active’ / upright).
This phase represents the main part of a turn. In its main phase, a player may play cards from his hand, declare attacks, activate unit card effects on the field, or use his operator.
At the beginning of this phase, all effects are dealt with which explicitly occur at the end of the turn. This includes the removal of played command cards with the wording until the end of the turn. As in the initial phase, the active player, if relevant, determines the order of these steps. After that, the other player starts with his initial phase.
—description from the designer