Introduction Table of Contents · Niemeyer, RyanPierce, David Reed, Russell Slaven,...

69
1-1 Turn or Burn Module 1: Quick Shot Introduction Turn or Burn is a quick and dirty game of space fighter combat. To start a game, you design your fighter from a deck of system cards. Each turn you play a system or maneuver card face- down to plot the action your fighter will take. The game uses vector movement, so plan ahead! When everyone has plotted, all players reveal their actions simultaneously. Fighters move, guns fire, stuff explodes, and it is on to the next turn. You will need to provide your own hex map. However, you can find everything else you need to play Turn or Burn in this file. Although fighter counters are included, the best way to play Turn or Burn is on a large hex map with space fighter miniatures. You can find hex maps and minia- tures at most hobby and game stores. These rules are divided into several modules. Each module introduces a new scenario and the rules you need to play it. The rules in each module build on rules presented in previous modules. Table of Contents Introduction ........................................................ 1 Table of Contents ................................................ 1 Scenario ............................................................. 2 Getting Started .................................................... 2 BuildYour Fighter ......................................... 2 Take Set of Maneuver Cards ......................... 2 Set up the Map ............................................. 2 System Cards ...................................................... 3 Crew Member ............................................... 3 Structure ...................................................... 3 Thruster ....................................................... 3 Guns ............................................................ 3 Turn Sequence .................................................... 4 Plot Actions ................................................. 4 Move Fighters .............................................. 4 Fire Guns ...................................................... 4 Move Fighters ..................................................... 5 Maneuver Cards ........................................... 5 Markers ........................................................ 5 Movement Procedure ................................... 6 Fire Guns ............................................................. 7 Check Range and Arc ................................... 7 Add Miss Cards ........................................... 8 Pull Cards ..................................................... 8 Stuff Explodes ..................................................... 8 Credits ............................................................. 8 Rebels vs Imperials Last Updated: 2007-09-16 Turn or Burn Copyright © 2005 by Greg Turner Repair Robot artwork Copyright © 1996 by Monika Livingstone.

Transcript of Introduction Table of Contents · Niemeyer, RyanPierce, David Reed, Russell Slaven,...

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Turn or Burn Module 1: Quick Shot

IntroductionTurn or Burn isa quick and dirtygame of spacefighter combat. To start a game, you designyour fighter froma deck of systemcards. Eachturn you play a system or maneuver card face-down to plot the action your fighter will take.Thegameusesvector movement, soplanahead!When everyone has plotted, all players revealtheir actionssimultaneously. Fightersmove,gunsfire, stuff explodes, and it is on to the next turn.

You will need to provide your own hex map.However, youcanfind everything elseyou needto playTurnor Burn in thisfile. Althoughfightercounters are included, the best wayto playTurnor Burn is ona large hexmapwith space fighterminiatures. You can find hex maps and minia-tures at most hobby and game stores.

These rules are divided into several modules.Each module introduces a new scenario andthe rules you need to play it. The rules in eachmodule build on rules presented in previousmodules.

Table of ContentsIntroduction ........................................................ 1

Table of Contents ................................................ 1

Scenario ............................................................. 2

Getting Started .................................................... 2BuildYour Fighter ......................................... 2Take Set of Maneuver Cards ......................... 2Set up the Map ............................................. 2

System Cards ...................................................... 3CrewMember ............................................... 3Structure ...................................................... 3Thruster ....................................................... 3Guns ............................................................ 3

Turn Sequence .................................................... 4Plot Actions ................................................. 4Move Fighters .............................................. 4Fire Guns ...................................................... 4

Move Fighters ..................................................... 5Maneuver Cards ........................................... 5Markers ........................................................ 5Movement Procedure ................................... 6

Fire Guns ............................................................. 7Check Range andArc ................................... 7Add Miss Cards ........................................... 8Pull Cards ..................................................... 8

Stuff Explodes ..................................................... 8

Credits ............................................................. 8

Rebels vs Imperials

Last Updated: 2007-09-16

Turn or Burn Copyright © 2005 by Greg Turner

Repair Robot artwork Copyright © 1996 byMonika Livingstone.

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Turn or Burn Module 1: Quick Shot

ScenarioThis scenario introduces the Turn or Burn plot-ting and movement rules. It depicts a duel be-tween 2 smallspace fighters. You win the sce-nario if you eliminate your opponent’s fighterwithout being eliminated yourself. Afighter iseliminated if it is destroyed, its crew member iskilled, its gun is removed, or its momentummarker leaves the map. The map is fixed; if afighter’s momentummarker leaves the map thefighter is out of the game.

Getting StartedBuild Your Fighter

System Cards: Use the system cards to buildyour fighter. Systemcardsavailable in this mod-ule are crew member, structure, thruster, andthe 4 gun types: bubble gun, dust buster, neu-trino beam, and laser turret. See the SystemCards section on page 1-3 for a description ofeach card.

Four Cards: In this module, your fighter be-gins with 4 system cards: 1 crew member, 1structure, 1 thruster, and 1 gun. The onlydeci-sion you have to make at this point is which gunto take.

Hidden: Do not show your opponent yoursystem cards until you use them or until theyare pulled whenyour fighter is hit.

Take Set of Maneuver Cards

There are 3 types ofmaneuver cards: turn, burn,and ditto. There are 14 cards in each maneu-ver set: 6 turns, 7 burns, and 1 ditto. However,you willnot use the ditto maneuver in this mod-ule. See the Move Fighters section on page 1-5 for a description of the maneuver cards.

Set up the Map

Place opposing fighters on opposite sides ofthe map. Each fighter comes with a matchinglocation and momentum marker. Place yourfighter’s locationmarker inthe samehexas yourfighter and place its momentum marker any-where on the map from0 to 6 hexes awayfromyour fighter. Your fighter may start at anyfac-ing; it is perfectly legal to flyinto combat facingbackwards.

Four System Fighter

Fighter 01

Loc

Fighter 01

Fighter 01

Mom

Fighter 1 Ready

Manuever Cards

T60P T60P

Turn

60 Porto

B1A B1A

Burn

Thrust 1Ahead

CM CMSystem

Crew Member

StrSystem

Structure

System

Thruster

Str Thr Thr DB DBSystem

Dust Buster

Arc: 60o

Damage: ½ targetspeed, round up

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Turn or Burn Module 1: Quick Shot

System CardsCrew Member

This systemrepresents yourfighter’s cockpit andpilot. Ifyour fighter has no crewmember card it may nolonger performactions and iseliminated fromthe game.

Structure

A structure card representsyour fighter’s superstructure.If your fighter has no struc-ture cards it breaks up and iseliminated fromthe game. Afighter that breaks up doesnot do anythingdramatic likeexplode or cause damage tonearbyfighters.

Thruster

Your fighter begins with 1thruster card. Ifyour fighterdoes not havea thruster cardit may not performanyburnmaneuvers. It may still per-formturnmaneuvers and fireitsgun.

CM CMSystem

Crew Member

StrSystem

Structure

Str

System

Thruster

Thr Thr

Guns

Allguns have a range of 12 hexes. See the FireGuns section on page 1-7 for a description ofhow guns are used in combat.

Bubble Gun

This gun creates bubbles of inverse space in anarrow beam. The bubble gunfires down onlythe hex row directly in front ofyour fighter andit causes 6 points of damage at any range. InModule 2, bubble guns ignore armor and knockdown shields.

Damage: 6FiringArc: 0 degrees

Dust Buster

This gun fires a beamof heavyparticles in frontof your target. The target fighter collides withthese particles and takes damage equal to the1/2 the target’s speed, rounded up. Afighter’sspeed is equal to the number of hexes from thefighter to its momentummarker. Count the hexthe fighter is in but do not count the hex themarker is in.

Damage: 1/2 target speedFiringArc: 60 degrees

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Turn or Burn Module 1: Quick Shot

Neutrino Beam

This gunfires a wide beamof high-energyneu-trinos. If the range to the target is 4 or less, theamount of damage caused is equal to 6 minusthe range. If the range to the target is greaterthan 4, theamount of damage to the target is 1.

Damage: 6-range or 1FiringArc: 120 degrees

Laser Turret

This gun is easy to aim but causes only a singlepoint of damage.

Damage: 1FiringArc: 180 degrees

Turn SequenceTurn or Burn is played ina series ofturns. Eachturn is broken down into 3 phases:

1. PlotActions2. Move Fighters3. Fire Guns

Plot Actions

Facedown: Eachfighter mayplot 1actioneachturn. To plot an action, place asingle systemormaneuver card facedown on the table next toyour fighter. Later, you must execute the ac-tion you plotted if you are able to.

Maneuver: To maneuver your fighter, placeeither a turn or burn maneuver card facedownon the table. See the Move Fighters section onpage 1-5 for a description of these cards.

Fire: To fire your gun, place your gun systemcard facedown on the table.

Turn Faceup: After all players have plottedtheir actions, turn the cards faceup.

Move Fighters

Each player moves his or her fighter across themap. If you plotted a maneuver, you must ex-ecute it; youcannot change your mindnow. Seethe Move Fighters section on page 1-5 for adescription of how to move fighters.

Fire Guns

If you plotted a gun system, you may fire yourgun if there is a target within range and in thegun’s firing arc. Allgunfire is simultaneous. Soeven if your fighter is blown to bits during thisphase, you maystill fire your gun if you plottedto do so. See the Fire Guns section on page 1-7 for a description of gun fire.

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Turn or Burn Module 1: Quick Shot

Move FightersTurn or Burn use vector movement. The speedand directionof your fighter is tracked using alocationmarker and a momentummarker. Yourfighter’s facing doesnot necessarilycorrespondto the direction it is moving—these are spacefightershurtling throughavacuum, not airplanesflying through an atmosphere. Of course, al-most all science fiction films and TV depictspace fighters as if they were airplanes flyingthrough an atmosphere. Try to ignore them!

Maneuver Cards

Use maneuver cards to plot your fighters turnsor burns. There are 3 types of maneuver cards:turn, burn, and ditto. Use a turn card to plot achange in your fighter’s facing or use a burncard to plot thrust in the directionyour fighter isfacing. You will not use the ditto card in thismodule.

Turn Cards: There are 6 turn cards:

1. TNC - no change2. T60S - 60 degrees starboard3. T120S - 120 degrees starboard4. TR - turn reverse (180 degrees)5. T120P - 120 degrees port6. T60P - 60 degrees port

Starboard is right and port isleft. All turns are relative tothe fighter’s current facing. Ano change turn (TNC) is re-ally not a turn, but you canuse this card as a wayto plotdoing nothingwithout givingaway the fact that you areplotting to do nothing.

T60P T60P

Turn

60 Porto

Burn Cards: There are 7 burn cards:

1. B1A - thrust 1 ahead2. B2A - thrust 2 ahead3. B2S - thrust 2 with starboard slip4. B2P - thrust 2 with port slip5. B3A - thrust 3 ahead6. B3S - thrust 3 with starboard slip7. B3P - thrust 3 with port slip

The hexyour fighter willmove to relative to itsmomentummarker is shownoneachburncard.

Markers

Each fighter has a momentummarker and a lo-cation marker.

Momentum: The momentummarker marks the hex your fighterwill move into next turn if it doesnot plot a burn maneuver. Yourfighter’s speed is the distance between it andits momentummarker.

Location: Your fighter’s locationmarker is used to mark the hexyour fighter wasinbefore it moved.Use this hex to determine whereto place the momentummarker after you moveyour fighter.

Getting Started: At the beginning ofthe game,place your location marker in the same hex asyour fighter and place your momentummarkeranywhere within 6 hexes of your fighter.

Fighter 01

Mom

Fighter 01

Loc

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Turn or Burn Module 1: Quick Shot

Movement Procedure

Follow these steps to move your fighter:

1. ApplyThrust2. MoveYour Fighter3. TurnYour Figther3. Adjust Markers

Apply Thrust

Burn: If you plotted a burn maneuver, turnyour fighter’s momentummarker so it points inthesamedirectionyour fighter ispointing. Thenmove the momentum marker as shown on theburn maneuver card. The arrow on the ma-neuver card indicates the hex the momentummarker is in and the fighterindicates the hex the markerwillmove to.

Example: Your fighter ispointing in direction C andyou plotted a thrust 2 aheadburn (B2A), so move themomentum marker 2 hexesin direction C.

B2A B2A

Burn

Thrust 2Ahead

Move Your Fighter

Coast: Move your fighter to the hex that con-tains its momentum marker. You must do thisevery turn, no matter what actionyou plotted.Leave your location marker in the hex whereyour fighter started.

Turn Your Fighter

Turn: Ifyou plotted a turnmaneuver, turnyourfighter to its new facing. Turns are relative toyour fighter’s current facing —not to its di-rection of travel.

Example: Your fighter is pointing in directionC and you plotted a 120 degree starboard turn,so turnyour fighter to point in direction E.

Fighter01

AB

CD

E

F+ =

AB

CD

E

F

T120S T120S

Turn

120 Starboardo

Fight

er01

Fighter01

Loc

AB

CD

E

F

Fighter01

Fighter01

Mom

Fighter01

Mom

Fighter01

Loc

AB

CD

E

F

Fighter01

Fighter01

Mom

Fighter01

Burn Maneuver

Move Fighter

Turn Maneuver

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Turn or Burn Module 1: Quick Shot

Adjust Markers

Momentum: Move the momentummarker sothat your fighter is at an equal distance fromand directlybetween its momentummarker andits location marker.

Location: After you move the momentummarker, move the location marker into yourfighter’s new hex.

Fighter01

Fighter01

Loc

AB

CD

E

F

Fighter01

Mom

Fighter01

Loc

Fire GunsIf you plotted to fire your gun, and youropponent’s fighter is within range and in yourgun’s firing arc, you may blast away. Your op-ponent must put together a hand of cards con-sisting of all his or her system cards and theappropriate number of miss cards. Then yourandomlypulla number of cards fromthis handequal to the damage caused byyour gun.

Follow these steps to resolve gun fire:

1. Check Range andArc2. Add Miss Cards3. Pull Cards

Check Range and Arc

Range: All guns have a range of 12 hexes.However, a fighter cannot fire its gunat a targetin the same hex. In other words, you cannotfire your gunat range 0.

Arc: Gun system cards show the gun’s firingarc. Hold the gun card next to the firing fighterand point it in the same direction the fighter ispointing. Thegrayhexes on thecard show whathexes your fighter can fire its gun into.

No Target: If there are not any targets withinrange and firing arc, the fighter cannot fire itsgun.

Gun System Card

Fighter01

Fighter01

Loc

AB

CD

E

F

Fighter01

Mom

Fighter01

Mom

DB DBSystem

Dust Buster

Arc: 60o

Damage: ½ targetspeed, round up

Adjust Location Marker

Adjust Momentum Marker

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Turn or Burn Module 1: Quick Shot

Add Miss Cards

The owner of the targetfighter must put together ahand ofcardsconsisting ofallthe fighter’ssystemcardsplusa certain number of misscards. Do not include ma-neuver cards. The numberof miss cards you must add depends on therange, burns the target plotted this turn, and thesize of the target. These factors are cumula-tive; a small fighter executing a burn maneuver12 hexes away willbe difficult to hit.

Range: Count the number of hexes from thefiring fighter to the target. Count the hex thetarget is in, but do not count the hex the firingfighter is in. Then add miss cards as follows:

Range Miss Cards0 Cannot Hit!1-3 Add no cards4-6 Add 1 card7-9 Add 2 cards10-12 Add 4 cards

Burn Maneuvers: Ifthe target fighter executeda burnmaneuver this turn, add anumber ofmisscards equal to the thrust of the burn.

Thrust Miss Cards0 Add no cards1 Add 1 card2 Add 2 cards3 Add 3 cards

Fighter Size: If a fighter started the gamewith 4 systemcards, it gets 2 extra miss cards.If it started with 5 systemcards, it gets 1 extramiss card. In this module, all fighters start with4 system cards so you always get at least 2miss cards.

Fighter Size Miss Cards4 Add 2 cards5 Add 1 card6 Add no cards

Constant Size: Yourfighter size never changes.If you start with 6 system cards, and you lose2, you still have a 6-system fighter.

Pull Cards

The firing player removes a number of cardsequal to the damage caused by the firing gun.The target player should hold up hisor her deckof system and miss cards with their backs tothe firing player. The firing player will then re-move the required number of cards 1 at a time.

Effect: Pulled miss cards have no effect.Pulled systems are destroyed and may not berepaired or used again during the game.

Stuff ExplodesEnd: The duel ends when either fighter losesits structure, crew member, or gunsystemcard,or if its momentummarker leaves the map. Themap is fixed; if a fighter’s momentum markerleaves the map the fighter is out of the game.

Draw: If both players fire guns on the sameturn, damage is simultaneous. If both fightersare eliminated on the same turn the game endsin a draw.

CreditsDesigner: Greg Turner

Playtesters: RogerAllen, DeanAshley, Carl,Douglas Elfrink, Morgan Finley, Joe, KevinA.George,AlexMathias, Claude McDaniel, MarcMorain, Nathan, David Niemeyer, LizNiemeyer, Ryan Pierce, David Reed, RussellSlaven, Michael Temels, Thad Vasicek, ChrisVogel, Ed Woody, Kim Woody

Special Thanks To: Top Deck Games

Art: Repair Robot artwork by MonikaLivingstone.

MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

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NB NBSystem

Neutrino Beam

Arc: 120o Damage: 6-rangeor 1

DB DBSystem

Dust Buster

Arc: 60o Damage: ½ targetspeed, round up

BG BGSystem

Bubble Gun

Arc: 0o Damage: 6

System

Arc: 180o Damage: 1

System

Arc: 120o

System

Arc: 60o

System

Arc: 0o Damage: 6

Laser Turret Neutrino Beam Dust Buster Bubble Gun

LT LT NB NB DB DB BG BG

LT LTSystem

Laser Turret

Arc: 180o Damage: 1

Turn or Burn Module 1: Quick Shot

Gun System Cards - print 1

Counters - print on card stock and mount on chipboard

Fighter 02 Fighter 02 Fighter 02

Mom Loc

Fighter 01 Fighter 01 Fighter 01

Mom Loc

Damage: ½ targetspeed, round up

Damage: 6-rangeor 1

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MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

Turn or Burn Module 1: Quick Shot

Miss Cards - print 1

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System

Crew Member

System

Structure

System

Thruster

Crew Crew Str Str Thr Thr

System

Crew Member

System

Structure

System

Thruster

Crew Crew Str Str Thr Thr

Turn or Burn Module 1: Quick Shot

System Cards and Maneuver Card - print 1ditto cards not needed until Module 2

ditto

Maneuver

ditto

dittoTNC TNC

Turn

No Change

TNC

Turn

No Change

TNC ditto

Maneuver

ditto

ditto

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T60S T60S

Turn

60 Starboardo

T120S T120S

Turn

120 Starboardo

TR TR

Turn

Reverse

T120P T120P

Turn

120 Porto

T60P T60P

Turn

60 Porto

B1A B1A

Burn

Thrust 1Ahead

B2A B2A

Burn

Thrust 2Ahead

B2S B2S

Burn

Thrust 2Starboard Slip

B3A B3A

Burn

Thrust 3Ahead

B2P B2P

Burn

Thrust 2Port Slip

B3S B3S

Burn

Thrust 3Starboard Slip

B3P B3P

Burn

Thrust 3Port Slip

Turn or Burn Module 1: Quick Shot

Maneuver Cards - print 1

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T60S T60S

Turn

60 Starboardo

T120S T120S

Turn

120 Starboardo

TR TR

Turn

Reverse

T120P T120P

Turn

120 Porto

T60P T60P

Turn

60 Porto

B1A B1A

Burn

Thrust 1Ahead

B2A B2A

Burn

Thrust 2Ahead

B2S B2S

Burn

Thrust 2Starboard Slip

B3A B3A

Burn

Thrust 3Ahead

B2P B2P

Burn

Thrust 2Port Slip

B3S B3S

Burn

Thrust 3Starboard Slip

B3P B3P

Burn

Thrust 3Port Slip

Turn or Burn Module 1: Quick Shot

Maneuver Cards - print 1

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Optional Card Backs

Turn or Burn Module 1: Quick Shot

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2-1

Turn or Burn Module 2: Popcorn

IntroductionThis module introduces the ditto maneuver,which allows a single player to run 2 fighters.Five new system cards are also introduced; re-pair bot, armor, shield generator, scanner, andjammer. And you may now plot a new action,eject, using your crew member system card.

Table of ContentsIntroduction ........................................................ 1

Table of Contents ................................................ 1

Scenario ............................................................. 1

Getting Started .................................................... 2BuildYour Fighter ......................................... 2Take Set of Maneuver Cards ......................... 2Set up the Map ............................................. 2

System Cards ...................................................... 2Repair Bot .................................................... 2Armor .......................................................... 2Shield Generator ........................................... 3Scanner ........................................................ 3Jammer ......................................................... 3

Turn Sequence .................................................... 3Plot Actions ................................................. 3Operate Systems .......................................... 4

Move Fighters ..................................................... 5

Fire Guns ............................................................. 5Multiple Gun Actions ................................... 5Armor .......................................................... 6Shields ......................................................... 6Jammer ......................................................... 6Lock-On ....................................................... 6

ScenarioBackground: This scenario depicts the may-hemthat ensues when 2 massive fighter squad-rons engage in a dogfight over the mineral richplanet Pa’pchorn (or whatever.) The map isfixed and covers only a small portion of thebattle. As one fighter leaves the map, or goesdown in a blaze of glory, another moves in totake its place. The battle rages on until oneside establishes orbital superiority.

Teams: Thisscenario is played in2 teams with2 or more fighters on each team. If there areonly2 players, both players must run 2 fighterseach (not hard, really.) If there arean odd num-ber of players, 1 player must run 2 fighters soboth teams willhave an equalnumber.

Elimination: Afighter is eliminated if it is de-stroyed, its crew member ejects or is killed, orit leaves the map. In this module, a fighter isnot eliminated if its gun is destroyed. The mapis fixed; if a fighter’s momentummarker leavesthe map the fighter is out of the game.

Replacement: Eliminated fighters are re-placed. If your fighter is eliminated, you mustbuild a new one, skip the next turn, then reenterthe map. On your turn of re-entry, the oppos-ing teamchooses whichmap edgehexyour newfighter will start in. Then you choose yourfighter’s facing and speed. Your new fightermay enter at any facing and at any speed from0 to 6. You mayenter combat with your shieldsup.

Victory: Your team scores 1 point for eachopposing fighter eliminated. The first team toreach 8 points wins the scenario. Players mayagree to adifferent goalnumber before thegamebegins. Or, players may agree to play the sce-nario for a fixed lengthof time and the teamthatscores the most points by the end of the timeperiod wins.Turn or Burn Copyright © 2005 by Greg Turner

Repair Robot artwork Copyright © 1996 byMonika Livingstone. Last Updated: 2007-09-16

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2-2

Turn or Burn Module 2: Popcorn

Getting StartedBuild Your Fighter

New Cards: Systemcards introduced in thismodule are repair bot, armor, shield generator,scanner, and jammer. See the System Cardssection in the next column for a description ofthese cards.

Basics: The maximumnumber ofsystemcardsa fighter mayhave is 6. Your fighter must beginwith at least 1 crew member, 1 structure, 1thruster, and 1 gun. You decide what you wantthe remaining 2 cards to be.

Redundant Systems: You may have 2 cardsthat are the same, but remember, you can plotonly 1 action per turn. However, having abackup crew member or thruster maynot be abad idea. For example, if you have 3 structurecards and you loose 2 of them, you fighter doesnot break up.

Hidden: Youdo not have to show your oppo-nent your system cards until you use them oruntil theyare pulled when your fighter is hit.

Take Set of Maneuver Cards

Eachplayer should start witha set of maneuvercards. If you are running 2 fighters, you willuse the ditto maneuver card. See the MoveFighters section on page 2-5 for a descriptionof the ditto maneuver.

Set up the Map

Place opposing fighters on opposite sides ofthe map. Place each fighter’s location markerin the same hex as the fighter and place its mo-mentum marker anywhere from 0 to 6 hexesaway fromthe fighter. Your fighters may startat anyfacing, and they mayenter combat withshields up.

System CardsRepair Bot

You can use a repair bot tofix damage to your fighter.Plot a repair action byplac-ing the repair bot card face-down on the table. Duringthe OperateSystems phase,add any 1 system card youlost earlier (except armor)back into your fighter. Youcannot add a systemcard that you did not startwith.

Armor

You mayequip your fighterwith external, ablative ar-mor. You do not have toplot an armor card; the ar-mor automatically absorbsdamage before it reachesyour criticalsystems. How-ever, bubble guns ignorearmor. See the Fire Gunssection on page 2-5 for a description of howarmor absorbs damage.

Basic Systems

CM CMSystem

Crew Member

StrSystem

Structure

System

Thruster

Str Thr Thr DB DBSystem

Dust Buster

Arc: 60o

Damage: ½ targetspeed, round up

Bot Bot

Repair Bot

System

System

Armor

Arm Arm

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2-3

Turn or Burn Module 2: Popcorn

Shield

Shield Generator

This systemmaybe used tocreate animpervious energyshell around your fighter.You plot raising or loweringyour shields by playing ashield generator card face-down on the map.

Shield Marker: When your shields come up,place a shield marker in your fighter’shex. Remove the marker when yourshields go down.

Effect: While shields are up, your fighter ig-nores all damage it receives. However, a hitfrom a bubble gun will distroy the shield gen-erator itself. See page 2-6. While your shieldsare up you may plot only repairs, turn maneu-vers, or to lower your shields.

Scanner

This specialized targetingcomputer allows you tolock-on to a single target.When you fireyour gun at atarget you have lock-on to,divide the range in half androundup. This increases therange of your guns to 24hexes.

Jammer

You mayuse this systemtothwart enemy scanners.When you operate a jam-mer, remove all lock-onsplaced onyour fighter. Youmay even remove a lock-on on the same turnyou re-ceive it.

Miss Cards: On any turn you operate a jam-mer, your fighter receives2 additionalmiss cardsif someone fires at it.

Turn SequenceIn this module, a new phase, Operate Systems,is introduced. Each turn is now broken downinto these phases:

1. Plot Actions2. Move Fighters3. Operate Systems4. Fire Guns

Plot Actions

Ditto Maneuver: This module introduces anew maneuver card, ditto, that allows you toplot maneuvers for 2 different fighters using asingle set of maneuver cards. See the MoveFighters section on page 2-5 for an explana-tion.

Eject: To eject, place your crew member cardfacedownonthe table. Duringthe Operate Sys-tems phase, your fighter is eliminated. The otherteamgets a point, but at least you can start overthe turnafter next with a fresh fighter.

Repair Bot: To repair a system, place yourrepair bot card facedown on the table.

Armor: You do not have to plot armor; itworks automaticallyduring combat.

Shield Generator: To raise or lower shields,place your shield generator card facedown onthe table. While your shields are raised, theonly cards you may plot are the shield genera-tor and repair bot system cards and turn ma-neuver cards.

Scanner or Jammer: To activate your scan-ner or jammer, place your scanner or jammercard facedown on the table.

System

Shield Generator

SG SG

System

Scanner

Scan Scan

System

Jammer

Jam Jam

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2-4

Turn or Burn Module 2: Popcorn

Operate Systems

Eject

If you plotted a crew member card, removeyour fighter from the map. The other teamscores 1 point.

Repair Bot

If you plotted a repair bot card, you may addback to your fighter any 1 systemcard that youlost earlier. However, you cannot repair armorand you cannot add a system card that you didnot start with.

Shield Generator

Ifyouplotted a shield generator card while yourshields are down, your shields come up. Placea shield marker in your fighter’s hex to indicatethat its shields are up. If you plotted a shieldgenerator card while your shields wereup, yourshields comedown. Remove theshield markerfromyour fighter’s hex.

Jammer

If you plotted a jammer card, remove all lock-onmarkers fromyour fighter. Your fighter can-not be locked onto by scanners this turn.

Fighter 01

Lock-On

Scanner

Add Lock-On: If youplotted a scanner card, youmay place your lock-onmarker on any 1 opposingfighter anywhere on themap. If you already have alock-on, you may moveyour marker to another fighter or leave it whereit is. There is no range limit or firing arc forscanners. However, you may have lock-on toonly a single target at anygiven time.

Maintain Lock-On: You maymain-tain lock-onfromone turn to the nextby playing either a scanner or a guncard each turn. However, you must removeyour lock-onmarker when anyofthe followingoccur:

1. you play a gun card and the target is notwithin range

2. you play a gun card and the target is not inthe gun’s arc

3. you play a gun card and fire on a differenttarget

4. you playany card other than scanner or gun5. your target plays a jammer card

Lock-On Example: On the 1st turn, Kimplays her scanner card during the Plot phaseand placesher lock-onmarker onThad’s fighterduring theOperate Systems phase. On the 2ndturn, Kim guesses that Thad will be out of herneutrino beam’s arc, so she plays her scannercard again to maintain lock-on. On the 3rdturn, Kim plays her gun card during the Plotphase, hoping this time Thad willmove into hergun’s arc. During the Move Fighters phase,Thad’s fighter does indeed move into Kim’s fir-ing arc and he is 13 hexes away. During theFire Guns phase, Kim fires on Thad with aneffective range of7 (13 / 2, rounded up.) Kim’slock-on marker remains onThad’s fighter afterfiring.

Play your crew member cardfacedown to plot an eject action

System

Crew Member

Crew Crew

System

Scanner

Scan Scan

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2-5

Turn or Burn Module 2: Popcorn

Move FightersThis module introduces a new maneuver card,ditto, that allows you to plot maneuvers for 2different fightersusing a single set of maneuvercards. If you want to plot the same maneuverfor both of your fighters, place the maneuvercard you want next to one fighter and place theditto card next to the other. During the MoveFighters phase, both fighters must execute thesame maneuver.

Example: You have 2 fighters and you wantthem both to turn 60 degrees to port. Duringthe Plot phase, place your T60P maneuver cardfacedown next to one fighter, and your dittomaneuver card facedown next to the other.During the Move Fighters phase, bothwill turn60 to port.

Fire GunsMultiple Gun Actions

Announce: If 2 or more fighters on the sameteamplot gunactions, all gunningfighters mustannounce their targetsbefore resolvinganydam-age. In other words, you cannot wait to see ifyour team mate destroys a target before youdecide who to shot at.

Resolve Damage: Resolve damage 1 fighterat a time. Destroyed system cards are pulledpermanently;do not put thembackfor the nextfighter to pull. However, always make sure youhave the correct number of miss cards beforeeach fighter begins pulling cards.

Example: FightersAlpha and Beta bothshootat Tau. It does not matter who pulls cards first,so Alpha starts. Alpha is 4 hexes away andTau did not performa burn maneuver, so add 1miss card. Alpha caused 2 points of damageso she pulls 2 cards, the miss card and a guncard. Now it is Beta’s turn. Beta is 10 hexesaway, so Tau makes sure he has exactly 4 misscards before Beta pulls any cards. Tau’s guncard is gone, so Beta pulls fromTau’s remain-ing systemcards plus the 4 miss cards.

Use the ditto maneuver card toplot the same maneuver for

both of your fighters

Maneuver

ditto

ditto ditto

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2-6

Turn or Burn Module 2: Popcorn

Armor

Effect: If your fighter has1 or more armor cards, ig-nore all of the damage it re-ceives during 1 completeturn (however, see BubbleGun below.) Even if yourfighter is hit bymultiple at-tackers, all damage for theentire turnis ignored. At theend of a turn during which damage is taken,remove 1 armor card fromyour fighter.

Miss Cards: If you are entitled to 1 or moremiss cards, make sure your fighter is actuallyhit before you remove your armor card. Holdup all of your system cards and miss cards andhave your opponent pull cards normally. If anysystem card is taken, return it to your fighterand instead remove 1 armor card at the end ofthe turn.

Bubble Gun: Damage from a bubble gunignores armor. If your armored fighter is hitwith a bubble gun, treat the armor as just an-other system card that may be pulled by thebubble gun’s damage.

Shields

A fighter that has shields upcannot bedamaged (however, see Bubble Gunbelow.) Afighter with its shields upcannot fire its own gun.

Bubble Gun: Ifa fighter with shields up is hitbyabubble gun, remove thefighter’s shield gen-erator system card. It does not receive anyother damage. The fighter’s shieldscome downautomaticallyat theend of the current turn. Thefighter cannot suffer anyadditionaldamage un-til the next turn, even ifit is hit againbyanotherbubble gun.

Shield

Fighter 01

Lock-On

Miss Cards: If you are entitled to 1 or moremiss cards, make sure your fighter is actuallyhit by the bubble gun before you eliminate theshield generator. Hold up all of your systemcards and miss cards and have your opponentpullcards normally. Ifanysystemcard is taken,return it to your fighter and instead remove 1shield generator card and drop shields at theend of the turn.

Lock-On

Halve Range: If you have a lock-onmarker onanother fighter, you mayfire your gun at a range of 24 hexes.Divide the range in half and round up whenyoudetermine the range to your target.

Neutrino Beam: If you are firing a neutrinobeam, divide the range in half before determin-ing how much damage the gun will do. Forexample, a neutrino beam fired at range 6 willdo 3 points of damage.

Owner: Alock-on benefits onlythe fighter thatplaced the marker; other fighters do not receivethis benefit unless theyplace their own lock-onmarkers on the target.

Jammer

If you plotted a jammer actionand your fighteris fired upon, add 2 additional miss cards.

You receive 2 additional misscards when you play a jammer

MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

MissRange

01-34-67-9

10-12

CardsCan’t Hit!

0124

n Cards2 Cards

Thrust nJammer

Cards210-1-2

Size456

7-910-12

System

Jammer

Jam Jam

System

Armor

Arm Arm

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System

Crew Member

System

Structure

System

Thruster

Crew Crew Str Str Thr ThrSystem

Armor

Arm Arm

System

Crew Member

System

Structure

System

Thruster

Crew Crew Str Str Thr ThrSystem

Armor

Arm Arm

System

Crew Member

System

Structure

System

Thruster

Crew Crew Str Str Thr ThrSystem

Armor

Arm Arm

Turn or Burn Module 2: Popcorn

System Cards - print as many as you need

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System

Shield Generator

System

Scanner

System

Jammer

Bot Bot

Repair Bot

SystemSG SG Scan Scan Jam Jam

System

Shield Generator

System

Scanner

System

Jammer

Bot Bot

Repair Bot

SystemSG SG Scan Scan Jam Jam

System

Shield Generator

System

Scanner

System

Jammer

Bot Bot

Repair Bot

SystemSG SG Scan Scan Jam Jam

Turn or Burn Module 2: Popcorn

System Cards - print as many as you need

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NB NBSystem

Neutrino Beam

Arc: 120o

DB DBSystem

Dust Buster

Arc: 60o

BG BGSystem

Bubble Gun

Arc: 0o Damage: 6, ignorearmor, K.O. shields

System

Arc: 180o Damage: 1

System

Arc: 120o

System

Arc: 60o

System

Arc: 0o

System

Arc: 180o Damage: 1

System

Arc: 120o

System

Arc: 60o

System

Arc: 0o

Laser Turret Neutrino Beam Dust Buster Bubble Gun

Laser Turret Neutrino Beam Dust Buster Bubble Gun

LT LT NB NB DB DB BG BG

LT LT NB NB DB DB BG BG

LT LTSystem

Laser Turret

Arc: 180o Damage: 1

Turn or Burn Module 2: Popcorn

Gun System Cards - print as many as you need

Damage: 6-rangeor 1

Damage: ½ targetspeed, round up

Damage: 6-rangeor 1

Damage: ½ targetspeed, round up

Damage: 6-rangeor 1

Damage: ½ targetspeed, round up

Damage: 6, ignorearmor, K.O. shields

Damage: 6, ignorearmor, K.O. shields

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T60S T60S

Turn

60 Starboardo

T120S T120S

Turn

120 Starboardo

TR TR

Turn

Reverse

T120P T120P

Turn

120 Porto

T60P T60P

Turn

60 Porto

B1A B1A

Burn

Thrust 1Ahead

B2A B2A

Burn

Thrust 2Ahead

B2S B2S

Burn

Thrust 2Starboard Slip

B3A B3A

Burn

Thrust 3Ahead

B2P B2P

Burn

Thrust 2Port Slip

B3S B3S

Burn

Thrust 3Starboard Slip

B3P B3P

Burn

Thrust 3Port Slip

Turn or Burn Module 2: Popcorn

Maneuver Cards - print 1

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T60S T60S

Turn

60 Starboardo

T120S T120S

Turn

120 Starboardo

TR TR

Turn

Reverse

T120P T120P

Turn

120 Porto

T60P T60P

Turn

60 Porto

B1A B1A

Burn

Thrust 1Ahead

B2A B2A

Burn

Thrust 2Ahead

B2S B2S

Burn

Thrust 2Starboard Slip

B3A B3A

Burn

Thrust 3Ahead

B2P B2P

Burn

Thrust 2Port Slip

B3S B3S

Burn

Thrust 3Starboard Slip

B3P B3P

Burn

Thrust 3Port Slip

Turn or Burn Module 2: Popcorn

Maneuver Cards - print 1

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T60S T60S

Turn

60 Starboardo

T120S T120S

Turn

120 Starboardo

TR TR

Turn

Reverse

T120P T120P

Turn

120 Porto

T60P T60P

Turn

60 Porto

B1A B1A

Burn

Thrust 1Ahead

B2A B2A

Burn

Thrust 2Ahead

B2S B2S

Burn

Thrust 2Starboard Slip

B3A B3A

Burn

Thrust 3Ahead

B2P B2P

Burn

Thrust 2Port Slip

B3S B3S

Burn

Thrust 3Starboard Slip

B3P B3P

Burn

Thrust 3Port Slip

Turn or Burn Module 2: Popcorn

Maneuver Cards - print 1

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T60S T60S

Turn

60 Starboardo

T120S T120S

Turn

120 Starboardo

TR TR

Turn

Reverse

T120P T120P

Turn

120 Porto

T60P T60P

Turn

60 Porto

B1A B1A

Burn

Thrust 1Ahead

B2A B2A

Burn

Thrust 2Ahead

B2S B2S

Burn

Thrust 2Starboard Slip

B3A B3A

Burn

Thrust 3Ahead

B2P B2P

Burn

Thrust 2Port Slip

B3S B3S

Burn

Thrust 3Starboard Slip

B3P B3P

Burn

Thrust 3Port Slip

Turn or Burn Module 2: Popcorn

Maneuver Cards - print 1

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T60S T60S

Turn

60 Starboardo

T120S T120S

Turn

120 Starboardo

TR TR

Turn

Reverse

T120P T120P

Turn

120 Porto

T60P T60P

Turn

60 Porto

B1A B1A

Burn

Thrust 1Ahead

B2A B2A

Burn

Thrust 2Ahead

B2S B2S

Burn

Thrust 2Starboard Slip

B3A B3A

Burn

Thrust 3Ahead

B2P B2P

Burn

Thrust 2Port Slip

B3S B3S

Burn

Thrust 3Starboard Slip

B3P B3P

Burn

Thrust 3Port Slip

Turn or Burn Module 2: Popcorn

Maneuver Cards - print 1

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T60S T60S

Turn

60 Starboardo

T120S T120S

Turn

120 Starboardo

TR TR

Turn

Reverse

T120P T120P

Turn

120 Porto

T60P T60P

Turn

60 Porto

B1A B1A

Burn

Thrust 1Ahead

B2A B2A

Burn

Thrust 2Ahead

B2S B2S

Burn

Thrust 2Starboard Slip

B3A B3A

Burn

Thrust 3Ahead

B2P B2P

Burn

Thrust 2Port Slip

B3S B3S

Burn

Thrust 3Starboard Slip

B3P B3P

Burn

Thrust 3Port Slip

Turn or Burn Module 2: Popcorn

Maneuver Cards - print 1

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TNC TNC

Turn

No Change

Maneuver

ditto

ditto ditto

TNC TNC

Turn

No Change

Maneuver

ditto

ditto ditto TNC TNC

Turn

No Change

Maneuver

ditto

ditto ditto

TNC TNC

Turn

No Change

Maneuver

ditto

ditto ditto

TNC TNC

Turn

No Change

Maneuver

ditto

ditto ditto TNC TNC

Turn

No Change

Maneuver

ditto

ditto ditto

Turn or Burn Module 2: Popcorn

Maneuver Cards - print 1

Page 31: Introduction Table of Contents · Niemeyer, RyanPierce, David Reed, Russell Slaven, MichaelTemels,ThadVasicek, Chris Vogel, EdWoody, KimWoody SpecialThanksTo: Top Deck Games Art:

Fighter 01 Fighter 01 Fighter 01

Fighter 02Mom LocFighter 02 Fighter 02

Fighter 03 Fighter 03 Fighter 03Mom Loc

Fighter 05

Fighter 06

Mom Loc

Fighter 04 Fighter 04 Fighter 04Mom Loc

Mom LocFighter 05 Fighter 05

Fighter 06 Fighter 06Mom Loc

Fighter 07

Fighter 08

Mom Loc

Mom Loc

Fighter 07 Fighter 07

Fighter 08 Fighter 08

Fighter 01

Lock-On

Fighter 02

Lock-On

Fighter 03

Fighter 04

Fighter 05

Fighter 06

Fighter 07

Fighter 08

Lock-On

Lock-On

Lock-On

Lock-On

Lock-On

Lock-On

Shield

Shield

Shield

Shield

Shield

Shield

Shield

Shield

Fighter 01HeavyGuns

Fighter 02

Fighter 03

HeavyGuns

HeavyGuns

HeavyGuns

HeavyGuns

HeavyGuns

HeavyGuns

HeavyGuns

Fighter 08

Fighter 07

Fighter 06

Fighter 05

Fighter 04

Turn or Burn Module 2: Popcorn

Black & White Counters - print on card stock and mount on chipboardHeavy Gun counters are used in Module 3

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Fighter 01 Fighter 01 Fighter 01

Fighter 02Mom LocFighter 02 Fighter 02

Fighter 03 Fighter 03 Fighter 03Mom Loc

Fighter 05

Fighter 06

Mom Loc

Fighter 04 Fighter 04 Fighter 04Mom Loc

Mom LocFighter 05 Fighter 05

Fighter 06 Fighter 06Mom Loc

Fighter 07

Fighter 08

Mom Loc

Mom Loc

Fighter 07 Fighter 07

Fighter 08 Fighter 08

Fighter 01

Lock-On

Fighter 02

Lock-On

Fighter 03

Fighter 04

Fighter 05

Fighter 06

Fighter 07

Fighter 08

Lock-On

Lock-On

Lock-On

Lock-On

Lock-On

Lock-On

Shield

Shield

Shield

Shield

Shield

Shield

Shield

Shield

Fighter 01HeavyGuns

Fighter 02

Fighter 03

HeavyGuns

HeavyGuns

HeavyGuns

HeavyGuns

HeavyGuns

HeavyGuns

HeavyGuns

Fighter 08

Fighter 07

Fighter 06

Fighter 05

Fighter 04

Turn or Burn Module 2: Popcorn

Color Counters - print on card stock and mount on chipboardHeavy Gun counters are used in Module 3

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3-1

Turn or Burn Module 3: Bigger

IntroductionThis module allows you to build heavy fighterswith bigger guns and more systems. And fight-ers are no longer limited to just 1 action perturn—a fighter may perform 1 action for eachcrew member on board.

Optional: Allof the of the rules in this moduleare optional. You may pick and choose whichrules you want to use and ignore the rest.

Table of ContentsIntroduction ........................................................ 1

Table of Contents ................................................ 1

Scenario ............................................................. 1

Big Fighters ......................................................... 2Heavy Fighters ............................................. 2Super Fighters .............................................. 2

Big Guns ............................................................. 3

Multiple Actions .................................................. 3

External Systems .................................................. 4

ScenarioBackground: The Evil Empire has fielded anew type of bigger, badder fighter and its com-ing for your defenseless agricultural station (orwhatever.) You must destroy it with nothingmore than determination and a couple of stan-dard issue fighters. Good luck!

Sides: This scenario can be played by 2 or 3players. The Evil Empire has 1 super fighterwith 12 system cards. Supers are described inthe Big Fightersectiononpage 3-2. The Peace-fulAgrarianshave 3 smalland/or standard fight-ers with a total of 15 system cards.

Victory: You win the scenario if you eliminateyour opponent’s fighters without being elimi-nated yourself. Afighter is eliminated if its de-stroyed, all of its crew members eject or arekilled, or it’s momentummarker leaves the map.The map is fixed; if a fighter’s momentummarker leaves the map, the fighter is out of thegame.

Variants: This scenario canbe easilyexpandedto include more players. For each additionalEvil Empire 12-system fighter, add PeacefulAgrarian fighters totaling 15 system cards.

Turn or Burn Copyright © 2005 by Greg Turner Last Updated: 2007-09-16

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3-2

Turn or Burn Module 3: Bigger

Big FightersYou can build heavy fighters with up to 9 sys-tem cards and super fighters with up to 12 sys-tem cards.

Heavy Fighters

System Cards: Anyfighter that starts with 7,8, or 9 system cards is considered heavy. Allheavyfighter rules apply to the fighter, even if itloses systemcards during combat.

Structure: Aheavy fighter must start with atleast 2 structure cards. If at any point yourheavyfighter has only1 structurecard and morethan 6 system cards total, you must removesystem cards until only 6 remain. You decidewhich cards to remove fromyour fighter. Justbe sure not to remove your last structure-

Turns: A heavy fighter is not as nimble as astandard fighter. Your heavy maynot make areverse turn (TR) maneuver. Remove this cardfromyour maneuver deck.

Burns: Your heavyfighter must have at least 2thrusters to make a thrust 3 burn. If it has only1 thruster, it maymake only thrust 1 and thrust2 burns.

Miss: Before you determine damage to aheavy fighter, subtract 1 miss card. If there areno miss cards in your hand, there is no effect.

Scenario Balance: Asquadronofheavyfight-ers is harder to kill thanan equivalent squadronof standard fighters. For each heavyfighter inyour squadron, give your opponent 1 additionalsystem card.

Super Fighters

System Cards: Any fighter that starts with10, 11, or 12 system cards is considered su-per. Allsuper fighter rules apply to the fighter,even if it loses systemcards during combat.

Structure: Asuper fighter must start with atleast 3 structure cards. If at any point yoursuper has only2 structure cards and more than9 systemcards total, you must remove systemcards until only 9 remain. If your super hasonly1 structure and more than6 systems total,you must remove systems until only6 remain.You decide which cards to remove from yourfighter.

Turns: The term“nimble”cannot be appliedto a super fighter. Your super may not makereverse turn (TR) or 120 degree turn (T120P,T120S) maneuvers. Remove these3cards fromyour maneuver deck.

Burns: Your super fighter must have at least 3thrusters to make a thrust 3 burn. It must haveat least 2 thrusters to make a thrust 2 burn. If ithas only 1 thruster, it may make only thrust 1burns.

Miss: Before you determine damage to a su-per fighter, subtract 2 miss cards. If there isonly 1 miss card in your hand, remove it. Andif there are no miss cards, there is no effect.

Scenario Balance: For each super fighter inyour squadron, give your opponent 3 additionalsystem card.

Fighter Size Summary

FighterSize

MinimumStruct

ThrustersNeeded

ManueverCards

MissCards

4 1 Any = 1 All +25 1 Any = 1 All +1

6"Standard"

1 Any = 1 All 0

7-9"Heavy"

2Burn 1 = 1Burn 2 = 1Burn 3 = 2

No TR -1

10-12"Super-Heavy"

3Burn 1 = 1Burn 2 = 2Burn 3 = 3

No TRNo T120PNo T120S

-2

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3-3

Turn or Burn Module 3: Bigger

Big GunsSets: Youmaygive your fighter heavyguns bybuilding it with 2 or more identical gun cards.Any set of identical gun cards on your fightermakes up a single, heavy gun.

Announce: When you build your fighter, youmust announce that it has heavy guns. As areminder, place the coorespoding heavy gunmarker fromthe Module 2 counters in front ofyou. Ifyoudo not announce thatyouhave heavyguns, each gun card is a separate gun.

Plot: Plot gun fire byplaying facedowna singlecard from you heavy gun. When you revealyour plot you must also show your opponentthe other gun card or cards in the set.

Damage: The amount of damage inflicted bya heavy gun is doubled if there are 2 cards inthe set, tripled if there are 3 cards, and so on.

Range: There is no effect on range.

Eliminated: If any card in a heavy gun set ispulled due to damage, the entire heavygun nolonger functions. However, keep the remaininggun cards to soak up further damage.

Multiple ActionsYou may plot 1 action for each crew memberonyour fighter.

One Maneuver: A fighter may plot only asingle maneuver each turn, no matter how manycrew members are on board.

Guns: If you plot 2 or more gun actions, youcan fire the guns at the same target or fire eachgun at adifferent target. Youmust announce allof your targets before firing any guns. Treateach gunseparately. Inother words, make surethe targeted fighter has the correct number ofmiss cards before each gun fires.

Scanner: You can plot a scanner and a gun onthe same turn, but the scanner halves the rangeonly for guns fired on the next turn. In otherwords, you get the range bonus only if yourscanner marker was on your target at the be-ginning of the current turn.

Shields: You may drop shields and fire a gunon the same turn. However, you cannot raiseshields and fire a gun on the same turn.

A 2-system heavy dust bustercauses damage equal to

the target’s speed

You recieve 1 action for each crewmember

System

Crew Member

Crew CrewSystem

Crew Member

Crew Crew

Damage: ½ targetspeed, round up

DB DBSystem

Dust BusterArc: 60

o

DB DBSystem

Dust Buster

Arc: 60o

Damage: ½ targetspeed, round up

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3-4

Turn or Burn Module 3: Bigger

External Systems

You mayadd additional system cards to yourfighter bymounting themexternally. Whenyoubuild your fighter, you must declare how manyof its systems are internal and how many areexternal.

Limits: You maymount externallyanysystemexcept crew, structure, or armor. The numberof external systems you may mount is equal tothe number of structure cards you fighter has.For example, a 6-system fighter with 1 struc-ture card may mount a single, 7thexternal sys-tem. A12-systemfighter with3structures couldmount 3 externalsystems, giving it a totalof 15cards. This is as big as it gets, folks.

Faceup: When you build your fighter, keep itsinternal system cards hidden in your hand asusual, but place all external system cards fa-ceup in front of you. When you plot the use ofan external system, you must place it faceupnext to your fighter instead of facedown. Ev-eryone can see what you are plotting and maychange their plots accordingly.

Pull Cards: When you fighter is fired upon,place the internalsystems and external systemstogether along withanymiss cards ina hand tobe pulled by your opponent. If your opponentpulls a card that could be either internal or ex-ternal, treat it as the external system. For ex-ample, Roger’s fighter has both an internal andan externalneutrino beam when David pulls aneutrino beamfrom his hand. Roger loses hisexternalneutrino beam.

Automatic Loss: Externalsystems are easilydestroyed. You must remove 1 external sys-tem card at the end of any phase in which youlost 1 or more internal systemcards.

Shields & Armor: Shields protect externalsystems, but armor does not. When you re-move an armor card, you must also remove 1externalsystem.

Big Guns: Anexternalguncannot be part of aheavygun.

Repair Bots: External systems may be re-paired normally.

Fighter Size: Externalsystems to not contrib-ute to a fighter’s size. Heavyand super statusis determined by the number of internal sys-tems. For example, a fighter witha 7th, exter-nal systemis still treated as a standard, 6-sys-temfighter, not as a heavyfighter.

You may have 1 external systemfor each structure card

When you lose an armor card, youmust also give up 1 external system

System

Structure

Str Str

System

Armor

Arm Arm

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4-1

Turn or Burn Module 4: SpaceWar

IntroductionFour new weapons systems are introduced inthis module; mine racks, cannons, rocketlaunchers, and missile launchers. These weap-ons fire projectiles. Aprojectile is representedon the map by its own counter, and it has itsown momentumand location markers.

Table of ContentsIntroduction ........................................................ 1

Table of Contents ................................................ 1

Scenario ............................................................. 1

System Cards ...................................................... 2Projectile Weapons ....................................... 2Jammer ......................................................... 3Repair Bot .................................................... 3

Turn Sequence .................................................... 3Plot Actions ................................................. 3Lunch Projectiles .......................................... 4Maneuver Missiles ....................................... 5Move Projectiles ........................................... 5Move Fighters .............................................. 5Operate Systems ........................................... 5Fire Guns ...................................................... 5Detonate Projectiles ...................................... 6Gravitational Effect ....................................... 7

Movement ........................................................... 7

Combat ............................................................. 8

ScenarioBackground: This scenario pits 2 fightersagainst each other in the gravitationalwellof ablack hole. You win if you eliminate youropponent’s fighter and then safelyexit the map.A fighter is eliminated if it is destroyed or itscrew member is killed or ejects. A fighter isalso eliminated if its momentum marker leavesthe map before the opposing fighter has beendestroyed.

Fighters: Before the gamebegins, players mustagree on the maximumnumber ofsystemcardseach fighter may have. This number may befrom 4 to 15. You may build your fighter withany number of systems up to the agreed maxi-mum.

Map: Set up opposing fighters on oppositesides of the map. Afighter may enter combatwith its shields up. Set the black hole counterin the center of the map, directlybetween the 2fighters. Place the 6 arrow counters in each ofthe 6 hexes that surround the black hole so thatthe arrows point to the black hole.

Turn or Burn Copyright © 2005 by Greg Turner

Repair Robot artwork Copyright © 1996 byMonika Livingstone. Last Updated: 2007-09-16

Black

Hole

Blac

k Hole

Black

Hole

BlackHole

Black

Hole

Black

Hole

Set up Black Hole

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4-2

Turn or Burn Module 4: SpaceWar

System CardsProjectile Weapons

Four new weapons systems are introduced inthis module: mine racks, cannons, rocketlaunchers, and missile launchers. These weap-ons fire projectiles.

Projectiles: Aprojectile is represented on themap by its own counter, and it has its own mo-mentum and location markers.

Ammo: Aprojectile weapon carries a limitedamount of ammo. Use an ammo form to keeptrack of your usage. Once a weapon runs outof ammo it mayno longer fire. However, keepits system card because it may still be pulled ifyour fighter is damaged.

System Destroyed: If a projectile weapon isdestroyed, any unlaunched projectiles are alsodestroyed but theydo not explode.

Fighter Eliminated: If you launch a projec-tile andyour fighter is later eliminated, your pro-jectile stays on the map and you may continueto move it. You mayalso continue to maneuverany missiles you launched before your demise.

Mine Rack

A mine rack carries 8 pro-jectiles. When you drop amine, the projectile adoptsthe momentum of yourfighter.

Cannon

A cannon carries 4 projec-tiles. When fired, you mayimpart the equivalent of athrust 0, 1, 2, or 3 burn ma-neuver to the projectile, butonly in the direction yourfighter is facing.

Rocket Launcher

A rocket launcher carries 2projectiles. When launched,you may place the rocket’smomentummarkeranywherewithin 3 hexes of yourfighter’s momentummarker.

Missile Launcher

A missile launcher carries asingle missile. On the turnoflaunch and each subsequentturn, you may adjust yourmissile’s momentummarker0, 1, 2, or 3 hexes in any di-rection. However, you mayadjust amissile’s momentummarker a total of only 8hexes before it runs out offuel.

Ammo Form

Proj 01

Mom

Proj 01

Loc

Proj 01

AmmoMines:

Cannon:

Rockets:

Missile:

ID Number:

Fuel:

MR MRSystem

Mine Rack

System

Cannon

Can Can

System

Rocket Launcher

RL RL

System

Missile Launcher

ML ML

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4-3

Turn or Burn Module 4: SpaceWar

Jammer

Detonate: You may useyour Jammer to attempt todetonate a projectile within12 hexes of your fighter.The projectile may belongto you or your opponent.

Procedure: During theOperate Systems Phase, create a deck of cardsconsisting of 1 projectile system card plus anumber ofmiss cards equal to the distance fromyour fighter to the target projectile. Draw 1card. If you draw the projectile card, the pro-jectile explodes causing normal damage to itssurroundings. Anyother projectiles caught inthe explosion are destroyed without detonat-ing.

Fail Safe: Projectiles have elaborate safetymechanism and will not detonate if there is afighter friendly to the projectile in the same orin an adjacent hex. It does not matter if thefighter has armor or active shields; the projec-tile cannot be detonated.

Repair Bot

One Reload: Once per game, a projectileweapon may be reloaded by a repair bot. It isnot necessary for the weapon to be destroyed,just play your repair bot card and announcethat a weaponhas been reloaded. Arepair botmay completely reload 1 weapon per turn.

Repair: If a projectile weapon is destroyedbefore it is reloaded, it comes back fully loadedwhen repaired. This counts as the weapon’ssingle reload for the game. If a projectileweapon is destroyed after it was reloaded, itwill have no ammo when repaired.

Turn SequenceEach turn is broken down into these phases:

1. PlotActions2. Launch Projectiles3. Maneuver Missiles4. Move Projectiles5. Move Fighters6. Operate Systems7. Fire Guns8. Detonate Projectiles9. GravitationalEffect

Plot Actions

Projectile Weapons: To launch a projectile,place the weapon system card facedown onthe table.

Do Not Reveal: Do not reveal your plottedaction wheneveryone has finished plotting. In-stead, reveal projectile launches at the begin-ning of the Launch Projectiles phase and revealall other plots at the beginning the Move Fight-ers phase.

A repair bot may reloadprojectile weapons

Bot Bot

Repair Bot

System

System

Jammer

Jam Jam

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4-4

Turn or Burn Module 4: SpaceWar

Launch Projectiles

Reveal Plot: Anyone who plotted to launch aprojectile must flip its system card faceup.Leave all other plotted actions facedown.

Take Turns: If you and your opponent bothplotted to launch projectiles, roll a die. Thehigh roller must launch first. If you or your op-ponent have more than 1 fighter launching pro-jectiles, take turns 1 fighter at a time. In otherwords, 1 of the high roller’s fighters launches,then 1 of the low roller’s fighters, then 1 of thehigh roller’s, etc…

Deplete Ammo: Cross a box off on yourammo formto note the expenditure of ammo.

Place Counter: Place a projectile or missilecounter in the same hex as your fighter. Amis-sile is a projectile but use a different counter tolet everyone know it can maneuver.

Place Markers: Place the projectile’s loca-tion marker in the hexwith your fighter. Whereyou place its momentum marker depends onthe type of weapon. See below.

Mine Rack

Place the projectile’s momentummarker in thesame hex as your fighter’s momentummarker.

Cannon

Your cannon may impart the equivalent of athrust 0, 1, 2, or 3 burn maneuver to theprojectile’s momentum. This burn must be inthe direction your fighter is facing.

Example: Kevin’s fighter is facing directionAwhen he fires his canon. He decides to imparta thrust 2 ahead burn (B2A) to the projectile,so he moves its momentum marker 2 hexes indirectionA.

Drop Mine

Fighter 01

Loc

Fighter 01

Fighter 01

MomMom

Proj 03

Loc

Proj 03

Proj 03

Fire Cannon

Fighter 01

Loc

Fighter 01

Fighter 01

Mom

Mom

Proj 03

Loc

Proj 03

Proj 03

B0A

B1A

B2A

B3A

B2P

B3P

B2S

B3S

AB

CD

E

F

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4-5

Turn or Burn Module 4: SpaceWar

Rocket Launcher

You may place a rocket’s momentum markeranywhere within 3 hexes of your fighter’s mo-mentummarker.

Missile Launcher

Place the projectile’s momentummarker in thesame hex as your fighter’s momentummarker.The missile mayadjust its momentum markerduring the Maneuver Missiles Phase. See be-low.

Maneuver Missiles

Each missile mayadjust its momentummarker0, 1, 2, or 3 hexes in any direction.

Fuel: The missile must expend 1 point of fuelfor each hex it adjusts its momentum marker.Note the expenditure of fuelonan ammo form.Once a missile runs out of fuel it mayno longermaneuver but will continue to operate like anyother projectile.

Take Turns: If you and your opponent bothhave missiles on the map, roll a die. The highroller must maneuver first. If you or your op-ponent have more than 1 missile, take turns 1missile at a time. In other words, 1 of the highroller’s missiles maneuvers, then 1 of the lowroller’s missiles, then1 of thehighroller’s, etc…

Move Projectiles

Move each projectile (and missile) counter toits momentummarker. Then move its momen-tummarker so the projectile ishalfwaybetweenits momentum and location markers. Finally,move the projectile’s location marker into thesame hex as the projectile.

Move Fighters

Revealallremaining plotted actions. You shouldhave alreadyrevealed projectile launches at thebeginning of the Launch Projectiles phase. Ifyou forgot to reveal a projectile launch, youcannot launch now and your action is lost.

Operate Systems

If you plotted a jammer action, you may at-tempt to detonate 1 projectile within 12 hexesof your fighter. If you plotted a repair bot ac-tion, you may reload 1 projectile weapon sys-tem.

Fire Guns

See Combat on page 4-8.

Loc

Missile 03 Fighter 01

Loc

Fighter 01

Fighter 01

Mom

Missile 03

Mom

Missile 03

Launch Missile

Fighter 01

Loc

Fighter 01

Fighter 01

Mom

Loc

Proj 03

Proj 03

Launch Rocket

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4-6

Turn or Burn Module 4: SpaceWar

Detonate Projectiles

You may detonate all, some, or none of yourprojectiles during this phase.

Fail Safe: Projectiles have elaborate safetymechanism and will not detonate if there is afriendly fighter in its hex or in an adjacent hex.It does not matter if the friendly fighter has ar-mor or active shields; the projectile will not ex-plode.

Damage: Whendetonated, a projectile causes9 points ofdamage to everything in its hex and3 points ofdamage to everything ineach of the6 adjacent hexes. Apply damage by removingSystem Cards as usual, but units caught in theexplosion do not receive any miss cards.

Armor: Damage from a projectiles ignoresarmor. If your armored fighter is caught in aprojectile explosion, treat the armor as just an-other system card that may be pulled by theprojectile’s damage.

Shields: Ifa fighter with shields up is caught ina projectile explosion, remove the fighter’sshield generator system card. It does not re-ceive anyother damage. The fighter’s shieldscome downautomaticallyat the end of the cur-rent turn. The fighter cannot suffer any addi-tionaldamage untilthe next turn, even if it is hitagain byanother projectile.

Concussion: Afighter that survives a detona-tion suffers additionalaffects from the concus-sion. Move its momentum marker 1 hex in arandom direction and turn the fighter to a ran-dom facing. To choose a random direction orfacing, have your opponent hold up a set of 6turn maneuver cards and draw one.

Fratricide: Aprojectile detonation destroysallother projectiles in its hex and the 6 adjacenthexes. However, projectile detonations duringthis phase are simultaneous, so a projectile thatis about to be destroyed in an explosion maybe detonated immediatelyfor its full effect.

Proj 03

3

33

3

3

3

9

Projectile Damage

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4-7

Turn or Burn Module 4: SpaceWar

Gravitational Effect

The black holepulls allnearbyunits on the maptoward it. The nearer aunit is to the black hole,the stronger the pull. For eachfighter and pro-jectile, determine itsdirectionand distance fromthe black hole. Then adjust it’s momentummarker in that direction the following numberofhexes:

Distance to BlackHole

Adjust MomentumMarker

1 hex 8 hexes2-3 hexes 4 hexes4-7 hexes 2 hexes8-15 hexes 1 hex16+ hexes no effect

Direction: To determine the direction fromyour fighter or projectile to theblack hole, tracea straight line from the unit to the black holeand see which of the arrow hexes it passesthrough.

Example: A line drawn from the center ofChris’s fighter’s hex to the center of the blackhole hex passes though the hex that containsthe arrow pointing in direction F. The blackhole is 3 hexes away, so Chris must adjust hismomentum marker 4 hexes in direction F.

Ambiguity: If the line passes directlybetween2 hexes, you decide which of the 2 directionsyou want to use.

MovementIf a fighter or projectile moves through theblack-hole hex, the unit is destroyed. To de-termine if this is the case, after youmove a unit,but before you adjust its locationmarker, tracea straight line from the center of the locationmarker’s hex to the center of the unit’s hex. Ifthis line crosses through or into the black-holehex, or along a hex-side, the unit is destroyed.Armor and active shields have no effect.

Black

Hole

Black

Hol e

Black

Hole

Fighter 01

Mom

Fighter 01

Mom

Fighter 01

Loc

Fighter 01

Black

Hole

AB

CD

E

F

Fighter 01

Loc

Fighter 01

Fighter 01

Mom

Black

Hole

Fighter 01 Destroyedby Black Hole

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4-8

Turn or Burn Module 4: SpaceWar

CombatFiring Guns at Projectiles

A fighter may fire a gun at a projectile just as itwould another fighter. However, a projectile issmalland difficult to hit.

Miss Cards: Put together a deck of 6 cardsmade up of 5 miss cards and 1 projectileweapon system card to represent the projec-tile. Add additional miss cards for range andburn maneuvers. Count the number of hexesyou adjusted a cannon or rocket’s momentummarker on the turn of launch as an equivalentburn. Count the number ofhexes you adjusteda missile’s momentummarker as an equivalentburn.

Pull Cards: The firing player pulls a numberof cards equal to the damage value ofhis or hergun, 1 card at a time. If the firing player drawsthe projectile card, the projectile is destroyed.Destroyed projectiles do not explode.

Example: Thad plotted a laser turret systemcard this turn. There are no choice fighters toshoot at, so he decides to take a desperate shotat an oncoming missile. The missile is 4 hexesawayand, during the Missile Maneuver Phase,it adjusted its momentum marker 3 hexes.Thad’s opponent puts together a deck of9 misscards (5 for projectile +1 for range+3 for burn)and 1 missile launcher systemcard. Thad has a10% chance of hitting the missile. Good luckThad!

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MR MRSystem

Mine Rack

CanSystem

Cannon

RL RLSystem

Rocket Launcher

ML MLSystem

Missile Launcher

System

Mine Rack

System

Cannon

System

Rocket Launcher

System

Missile Launcher

System

Mine Rack

System

Cannon

System

Rocket Launcher

System

Missile Launcher

Can

MR MR Can RL RL ML MLCan

MR MR Can RL RL ML MLCan

Turn or Burn Module 4: SpaceWar

Projectile Weapon System Cards - print as many as you need

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AmmoMines:

Cannon:

Rockets:

Missile:

ID Number:

Fuel:

AmmoMines:

Cannon:

Rockets:

Missile:

ID Number:

Fuel:

AmmoMines:

Cannon:

Rockets:

Missile:

ID Number:

Fuel:

AmmoMines:

Cannon:

Rockets:

Missile:

ID Number:

Fuel:

AmmoMines:

Cannon:

Rockets:

Missile:

ID Number:

Fuel:

AmmoMines:

Cannon:

Rockets:

Missile:

ID Number:

Fuel:

AmmoMines:

Cannon:

Rockets:

Missile:

ID Number:

Fuel:

AmmoMines:

Cannon:

Rockets:

Missile:

ID Number:

Fuel:

AmmoMines:

Cannon:

Rockets:

Missile:

ID Number:

Fuel:

AmmoMines:

Cannon:

Rockets:

Missile:

ID Number:

Fuel:

AmmoMines:

Cannon:

Rockets:

Missile:

ID Number:

Fuel:

AmmoMines:

Cannon:

Rockets:

Missile:

ID Number:

Fuel:

Turn or Burn Module 4: SpaceWar

Ammo Forms - print as many as you need

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Missile 01

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Missile 01 Missile 01 Missile 02 Missile 02 Missile 02

Missile 03

Missile 05

Missile 04

Missile 06

Missile 03 Missile 03 Missile 04 Missile 04

Missile 05 Missile 05 Missile 06 Missile 06

Proj 01 Proj 01 Proj 01 Proj 02

Proj 03

Proj 05

Proj 04

Proj 06

Proj 02 Proj 02

Proj 03 Proj 03 Proj 04 Proj 04

Proj 05 Proj 05 Proj 06 Proj 06

Mom Loc Mom Loc

Proj 07 Proj 08

Mom Loc Mom Loc

Proj 09 Proj 10

Proj 07 Proj 07 Proj 08 Proj 08

Proj 09 Proj 09 Proj 10 Proj 10

Turn or Burn Module 4: SpaceWar

Black & White Counters - print on card stock and mount on chipboard

Black

Hole

Black

Hole

Black

Hole

Black

Hole

Black

Hole

Black

Hole

Black

Hole

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Missile 01

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Missile 01 Missile 01 Missile 02 Missile 02 Missile 02

Missile 03

Missile 05

Missile 04

Missile 06

Missile 03 Missile 03 Missile 04 Missile 04

Missile 05 Missile 05 Missile 06 Missile 06

Proj 01 Proj 01 Proj 01 Proj 02

Proj 03

Proj 05

Proj 04

Proj 06

Proj 02 Proj 02

Proj 03 Proj 03 Proj 04 Proj 04

Proj 05 Proj 05 Proj 06 Proj 06

Mom Loc Mom Loc

Proj 07 Proj 08

Mom Loc Mom Loc

Proj 09 Proj 10

Proj 07 Proj 07 Proj 08 Proj 08

Proj 09 Proj 09 Proj 10 Proj 10

Missile 01

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Missile 01 Missile 01 Missile 02 Missile 02 Missile 02

Missile 03

Missile 05

Missile 04

Missile 06

Missile 03 Missile 03 Missile 04 Missile 04

Missile 05 Missile 05 Missile 06 Missile 06

Proj 01 Proj 01 Proj 01 Proj 02

Proj 03

Proj 05

Proj 04

Proj 06

Proj 02 Proj 02

Proj 03 Proj 03 Proj 04 Proj 04

Proj 05 Proj 05 Proj 06 Proj 06

Mom Loc Mom Loc

Proj 07 Proj 08

Mom Loc Mom Loc

Proj 09 Proj 10

Proj 07 Proj 07 Proj 08 Proj 08

Proj 09 Proj 09 Proj 10 Proj 10

Missile 01

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Missile 01 Missile 01 Missile 02 Missile 02 Missile 02

Missile 03

Missile 05

Missile 04

Missile 06

Missile 03 Missile 03 Missile 04 Missile 04

Missile 05 Missile 05 Missile 06 Missile 06

Proj 01 Proj 01 Proj 01 Proj 02

Proj 03

Proj 05

Proj 04

Proj 06

Proj 02 Proj 02

Proj 03 Proj 03 Proj 04 Proj 04

Proj 05 Proj 05 Proj 06 Proj 06

Mom Loc Mom Loc

Proj 07 Proj 08

Mom Loc Mom Loc

Proj 09 Proj 10

Proj 07 Proj 07 Proj 08 Proj 08

Proj 09 Proj 09 Proj 10 Proj 10

Missile 01

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Missile 01 Missile 01 Missile 02 Missile 02 Missile 02

Missile 03

Missile 05

Missile 04

Missile 06

Missile 03 Missile 03 Missile 04 Missile 04

Missile 05 Missile 05 Missile 06 Missile 06

Proj 01 Proj 01 Proj 01 Proj 02

Proj 03

Proj 05

Proj 04

Proj 06

Proj 02 Proj 02

Proj 03 Proj 03 Proj 04 Proj 04

Proj 05 Proj 05 Proj 06 Proj 06

Mom Loc Mom Loc

Proj 07 Proj 08

Mom Loc Mom Loc

Proj 09 Proj 10

Proj 07 Proj 07 Proj 08 Proj 08

Proj 09 Proj 09 Proj 10 Proj 10

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Missile 01

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Missile 01 Missile 01 Missile 02 Missile 02 Missile 02

Missile 03

Missile 05

Missile 04

Missile 06

Missile 03 Missile 03 Missile 04 Missile 04

Missile 05 Missile 05 Missile 06 Missile 06

Proj 01 Proj 01 Proj 01 Proj 02

Proj 03

Proj 05

Proj 04

Proj 06

Proj 02 Proj 02

Proj 03 Proj 03 Proj 04 Proj 04

Proj 05 Proj 05 Proj 06 Proj 06

Mom Loc Mom Loc

Proj 07 Proj 08

Mom Loc Mom Loc

Proj 09 Proj 10

Proj 07 Proj 07 Proj 08 Proj 08

Proj 09 Proj 09 Proj 10 Proj 10

Missile 01

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Missile 01 Missile 01 Missile 02 Missile 02 Missile 02

Missile 03

Missile 05

Missile 04

Missile 06

Missile 03 Missile 03 Missile 04 Missile 04

Missile 05 Missile 05 Missile 06 Missile 06

Proj 01 Proj 01 Proj 01 Proj 02

Proj 03

Proj 05

Proj 04

Proj 06

Proj 02 Proj 02

Proj 03 Proj 03 Proj 04 Proj 04

Proj 05 Proj 05 Proj 06 Proj 06

Mom Loc Mom Loc

Proj 07 Proj 08

Mom Loc Mom Loc

Proj 09 Proj 10

Proj 07 Proj 07 Proj 08 Proj 08

Proj 09 Proj 09 Proj 10 Proj 10

Missile 01

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Missile 01 Missile 01 Missile 02 Missile 02 Missile 02

Missile 03

Missile 05

Missile 04

Missile 06

Missile 03 Missile 03 Missile 04 Missile 04

Missile 05 Missile 05 Missile 06 Missile 06

Proj 01 Proj 01 Proj 01 Proj 02

Proj 03

Proj 05

Proj 04

Proj 06

Proj 02 Proj 02

Proj 03 Proj 03 Proj 04 Proj 04

Proj 05 Proj 05 Proj 06 Proj 06

Mom Loc Mom Loc

Proj 07 Proj 08

Mom Loc Mom Loc

Proj 09 Proj 10

Proj 07 Proj 07 Proj 08 Proj 08

Proj 09 Proj 09 Proj 10 Proj 10

Missile 01

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Mom Loc

Missile 01 Missile 01 Missile 02 Missile 02 Missile 02

Missile 03

Missile 05

Missile 04

Missile 06

Missile 03 Missile 03 Missile 04 Missile 04

Missile 05 Missile 05 Missile 06 Missile 06

Proj 01 Proj 01 Proj 01 Proj 02

Proj 03

Proj 05

Proj 04

Proj 06

Proj 02 Proj 02

Proj 03 Proj 03 Proj 04 Proj 04

Proj 05 Proj 05 Proj 06 Proj 06

Mom Loc Mom Loc

Proj 07 Proj 08

Mom Loc Mom Loc

Proj 09 Proj 10

Proj 07 Proj 07 Proj 08 Proj 08

Proj 09 Proj 09 Proj 10 Proj 10

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5-1

Turn or Burn Module 5: Experimental

IntroductionThis module adds optional systems and rulesyou mayuse with any scenario. However, thismodule has not been well play tested, so use itat your own risk.

Table of ContentsIntroduction ........................................................ 1

Table of Contents ................................................ 1

Scenario ............................................................. 1

System Cards ...................................................... 2Force Beam .................................................. 2Zap Gun ....................................................... 3Secondary Thruster ...................................... 4

Ramming ............................................................. 4

Fuel ............................................................. 4

Lock Down .......................................................... 5

ScenarioSpace Hockey: No matter what levelof tech-nological advancement theyobtain, humans areforever compelled to push a small, sphericalobject through a goal.

Teams: Divide into 2 teams. Each team musthave the same number of standard fighters.

Setup: Place the puck in the center of the mapwith a speed of 0. Place your team’s fighters inthe hexes along one edge of the map with anyfacing and anyspeed up to 6. Your opponentmust similarly place his or her fighters in thehexes along the opposite map edge. No morethan 1 fighter may be placed in a single hex.

Goal: You win the game when you move thepuck off of the map edge opposite the one yousetup along. If the puck leaves either of theother 2 side edges, place it back in its startingposition with a speed of 0.

Puck: The puck is a meter widesphere of depleted uranium en-cased ina neutroniumshell. It can-not be damaged or destroyed. Al-though much smaller, the puck has the samemass as a standard fighter.

Force Beam: The only sys-tem that will affect the puckis a force beam, which is de-scribed on page 5-2. Formass difference, treat thepuck as a standard fighter.

Projectile: The puck is aprojectile and moves duringthe Move Projectiles step as described on page4-5. When you fire a force beam at the puck,follow the Fire Guns at Projectiles rule on page4-7.

Replacement: Eliminated fighters are re-placed. If your fighter is eliminated, you mustbuild a new one, skip the next turn, then reenterthe map. On your turn of re-entry, place yourfighter inanyhexalong the mapedge your teamstarted on. Your maygive your fighter anyfac-ing and any speed up to 6.

Turn or Burn Copyright © 2005 by Greg Turner Last Updated: 2007-09-16

Space Hockey Setup

Puck

FB FBSystem

Force Beam

Arc: 180o

Damage: 0

Out of Bounds

Out of Bounds

Team

B

B’s

Goal

A’s

Goal

Team

A

Puck

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5-2

Turn or Burn Module 5: Experimental

System CardsThese new systems were recently cooked upby the technichians back at R&D. None ofthemhave been field tested, until now.

Force Beam

This gunfiresa beamofforcethat caneitherpushtwo fight-ers apart or pull them to-gether. It does no damage toeither fighter.

Range and Arc: Forcebeams have a range of 6hexes that cannot be improved by a scanner.The target must be in the forward 180 degreearc ofyour fighter.

Restrictions: You cannot fire a force beam ata fighter in the same hex. Also, you cannot usea force beam if your fighter or your target isoperating shields.

Plotting: Plot force beam fire by placing itssystem card facedown next to your fighter.

Fire Guns: Force beamhits allowyou to movemomentum markers. To determine how manyhexes you maymove the markers, put togethera deck of system and miss cards for the target.Pull cards one at a time until you pull a systemcard. The number of hexes you may move themarkers depends on how many miss cards youpull. See the table below. Once you pull asystemcard, returnthat card to the target fighter.

For example, you pull 1 miss card and then anarmor system. Return the armor systemto thetarget fighter. You may move the target’s mo-mentum marker 1 or 2 hexes.

Multiple Fighters: If 2 or more fighters fireforce beams at the same target, roll a die. Thehigh roller fires first.

Find Direction: To determine the directionyou may move 1 momentum marker, trace astraight line from your fighter to the target anddeterminewhichofthesehexes itpasses through:

For example, if the line passes though hex F,you may move 1 of the markers in direction F.

Hex Side: If the line passes directly between2 hexes, you decide which if the 2 directionsyou want to use.

Force Beam Direction

FB FBSystem

Force Beam

Arc: 180Range: 6, cannot be improvedEffect: Change momentum

o

Force Beam Effect

Miss CardsPulled

MomentumMarker Moves

0 1-3 hexes1 1-2 hexes2 1 hex

3+ 0 hexes

A

B

C

D

E

Fight

er02

Fighter 01

F

AB

CD

E

F

Fighter 01

MomFig

hter

02

Mom

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5-3

Turn or Burn Module 5: Experimental

Move Momentum Markers: Now move 1of the momentum marker in the direction de-termined above. Then move the other momen-tum marker an equal number of hexes in theopposite direction.

For example, you move your momentummarker 2 hexes in direction Fand your target’smomentum marker 2 hexes in direction C.

Mass Difference: If the shooter and the tar-get aredifferent sizes, subtract the difference insize from the distance you move the largerfighter’s momentum marker. Treat any resultless than 0 as 0.

Mass DifferenceReduce Hexes

MovedSuper vs Standard 2

Super vs Heavy 1Heavy vs Standard 1

For example, if a standard fighter hits a superand draws one miss card, it maymove its ownmomentum marker 1 or 2 hexes but it cannotmove the super’s marker at all.

Projectiles: If the target is a projectile (otherthan the puck), move only the projectile’s mo-mentum marker. Do not move the fighter’smarker at all.

Big Guns: You cannot double or triple a forcebeam.

Zap Gun

This gun allowsyou to fire anelectromagnetic pulse in anydirection. The weapon doesnot damage the targetfighter’s systems but insteaddisrupts its ability to maneu-ver.

Range andArc: Azap gun’s range of 6 hexescannot be improved by a scanner. However, itdoes have a 360 degree firing arc.

Restrictions: You cannot zap a fighter in thesame hex. Also, you cannot use a zap gun ifyour fighter or your target is operating shields.

No Dittos: If you use zap guns, your oppo-nent will not be able to run 2 fighters with asingle set of maneuver cards. Each fighter musthave its own set of cards.

Plot Actions: To plot zap gun fire, place thecard facedown next to your fighter.

Fire Guns: When you fire the zap gun, thetarget’sownermust put together ahandofcardsconsisting of all of his or her maneuver cardsplus theappropriate number ofmisscards. Thenpull a single card from this hand. If it is a miss,there is no effect. If it is a maneuver, your op-ponent mayno longer execute that maneuver.

Armor: Armor has no effect on zap gun fire.

Repair Bot: Abot may replace 1 eliminatedmaneuver card (drawn at random) each timethe bot is operated.

Move Momentum Markers

ZG ZGSystem

Zap Gun

Arc: 360Range: 6, cannot be improvedEffect: Remove 1 maneuver

o

Fight

er02

Fighter 01

AB

CD

E

F

Fighter 01

Mom

Fight

er02

Mom

Fighter 01

Mom

Fight

er02

Mom

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5-4

Turn or Burn Module 5: Experimental

SecondaryThrusters

Secondary thrusters allowyour fighter to move its mo-mentummarker 1hexinanydirection.

Restrictions: A heavyfighter must have 2 secondary thrusters to re-ceive this benefit anda super must have3. How-ever, laydown only a single system card whenplotting.

Plot Actions: To plot a secondary maneuveraction, place the systemcard facedown next toyour fighter.

Move Fighters: After all fighters have re-vealed their maneuvers, you may move yourmomentum marker 1 hex in anydirection youlike. If two or more fighters plotted secondarymaneuvers, the faster fighter must move itsmarker first. Roll a die to resolve ties.

RammingDesperate times call fordesperate measures.

Plot: You may plot a ramaction by placing yourthruster system card face-down next to your fighter.You may not perform anymaneuver.

Detonate Projectiles: During the DetonateProjectiles phase, if your fighter is in the samehex or ina hex adjacent to an opposing fighter,you mayramthe opposing fighter.

Effect: If you choose to ram the opposingfighter, both fighters are destroyed. Armor andshields have no effect. Fighter size has no ef-fect.

FuelEachburnmaneuver cuts into your fighter’s lim-ited fuel supply.

Structure: Each fighter starts with 18 pointsof fuelfor each structure card it has. Ifa struc-ture card is pulled due to damage, assume itwas full and deduct 18 points offuel fromyourtotal.

Burn: Each time you executea burn, eliminatea number of fuel points equal to the size of theburn. For example, a B2S maneuver uses 2points of fuel.

Empty: Ifyou have only2 fuelpoints left, youcan make onlya thrust 1 or 2 burn. If you haveonly1 fuelpoint left, you can make onlya thrust1 burn. When you run out of fuel altogether,you can no longer execute burn maneuvers.

Big: Heavy and super fighters use fuel morerapidly. Heavies use 1.5 points offuel for eachthrust, and supers use 2 points of fuel for eachthrust. Keep track of fractions.

For example, your heavy fighter makes a B3Amaneuver so it uses 4.5 points of fuel.

System

Thruster

Thr Thr

ST STSystem

SecondaryThruster

Fuel Used

System

Structure

Str Str

One Structure = 18 Fuel Points

Fighter Size Burn 1 Burn 2 Burn 3Standard 1 2 3

Heavy 1.5 3 4.5Super 2 4 6

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5-5

Turn or Burn Module 5: Experimental

Lock DownYou maylock down a systemor a maneuver toperformitsactionautomaticallyeveryturn. Forexample, you could lock down your gun so itfires everyturn, freeing your pilot to maneuver.

Locking an Action

Lock-On Maker: When you re-veal a plotted action, place a lock-on marker on the faceup card,leave the card on the table, and place 5 misscards beneath it. The plotted action takes ef-fect normally.

Restrictions: You may not lock a no change(TNC) maneuver. Afighter may have only 1action locked at a time. If you want to lockdown a new action, you must first cancel thecurrently locked action.

Unlocking an Action

TNC Maneuver: You mayplot a TNC maneuver tostop a locked action. Whenyou reveal the TNC maneu-ver, you have the option ofunlocking the locked action.If you choose to unlock theaction, you must do so be-fore the action takes affect.

Burn Out

Draw a Card: Each time after a locked ac-tion isperformed, shuffle the actioncard and itsassociated miss cards and allow your oppo-nent to draw one.

Action Card: If the action card is drawn, thatsystemburns out. If it’s a systemcard, pull thecard just as if it were destroyed in combat. Ifit’s amaneuver card, remove thecard fromyourhand; you mayno longer execute this particularmaneuver.

Miss Card: If your opponent draws a misscard, discard it. There is no effect other thanan increased likelihood your system will burnout on the next turn.

Eligible Actions

You maylock down the following:anymaneu-ver except TNC, any gun, projectile launcher,scanner, jammer, and repair bot. You may notlock down crew, structure, thruster, armor orshield.

Turn: You must execute the locked turn ma-neuver each turn. You may not plot anotherturn (except TNC) while you have a turnlocked. If you plot a burn, do the locked turnfirst.

Burn: You must execute the locked burn ma-neuver each turn. You may not plot anotherburn while you have a burn locked. If you ex-ecute a turn, do it first—before the locked burn.

Gun: Alocked gun fires at the closest oppos-ing fighter or projectile within its arc. If 2 ormore targets are equally close, compare theirmomentum markers to your fighter’s momen-tummarker to see who willbeclosest next turn.If there’s still a tie, rolla die to see which targetto shot.

Scanner: Each turn, a locked scanner movesyour fighter’s lock-on marker to the closestopposing fighter or projectile. Ignore firing arcs.

Projectile Launchers: Alocked mine rack,cannon, rocket launcher, or missile launcher willlaunch a projectile each turn until it runs out ofammo or burns out. Cannons and rocketlaunchers must fire every shell with the sameburn maneuver each turn. Record this infor-mation on a piece of scratch paper when youlock a cannon or rocket launcher.

Fighter 01

Lock-On

TNC TNC

Turn

No Change

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Turn or Burn

Experimental System Cards - print as many as you need

ST STSystem

SecondaryThruster

FB FBSystem

Force Beam

ZG ZGSystem

Zap Gun

Arc: 360Range: 6, cannot be improvedEffect: Remove 1 maneuver

o

ST STSystem

SecondaryThruster

Puck

Puck

Puck

Module 5: Experimental

ST STSystem

SecondaryThruster

Puck Puck Puck

Mom Loc

Arc: 180Range: 6, cannot be improvedEffect: Change momentum

o

FB FBSystem

Force Beam

ZG ZGSystem

Zap Gun

Arc: 360Range: 6, cannot be improvedEffect: Remove 1 maneuver

o Arc: 180Range: 6, cannot be improvedEffect: Change momentum

o

ZG ZGSystem

Zap Gun

Arc: 360Range: 6, cannot be improvedEffect: Remove 1 maneuver

o

FB FBSystem

Force Beam

Arc: 180Range: 6, cannot be improvedEffect: Change momentum

o

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Turn Or Burn Modul 5: Big Party

Big PartyThis Modul is also used for the TUB PBMGame, the Play by Mail computer game. Itbring a number of changes.

- up to 8 player - player skills- game modi - winning by points- Ultra heavy ships - freighter- stationes - ramming

GamingShips

Big Party is for max 8 player with max 15ships. This is nearly impossibel with cardsand so it give now a Ordersheet. Theplayers now write down the system cardsfor the shipson the shipsheet. On the rigthside of the sheet they write the number ofammo and the number of the weapon.

A destroyd card get a cross in the rightupper corner. If the card was repaired bythe robot, then the cross get a circlearound.

If a card not can be used, but is also notdestroyed (i.e. a part of a big weapon), theyget a cross in the lower left corner.

Orders

Instead of placing down a system orManeuvercar now every player write downhis orders for every ship down on theordersheet. In front of the row is thenumber of the ship, above the turn number.So you can give more then one order for aship if the ship has more then one crewmember. Use more then one collum, onefor each order. Leave the collum for theother ships empty. In the next turn use thenext total free collum.

Hits

Instead of pulling system cards for theships now you use a set of 15 System HitCards with numbers from one to fiveten.

If a ship was hit, then the player get somutch system hit cards, as the ship has notdestroyd system cards, and the appopriatenumber of miss cards. The attacking playerdraw a number of cards equal to thedamage his gun has made. If he pull asystem hit card the number of the card givethe number of the destroyed card on theshipsheet. Count the numbers if the notdestroyed cards from front to rear anddestroy the matching card.

Exsample: Peters ship was hit from Frankfor 3 points of damage. His ship has 12cards, but 3 was destroyed (system 3,8 and9). Peter get 9 system hit cards1 (1-9). Hisship get 6 missing cards. Frank randomlydraw 3 cards. He draw the system hit cards4 and 6. So Peters active ship systems 4and 6 are destroyed. This are the systems 5and 7 on the shipsheet, because systemcard 3 ist already destroyed.

Alternative Hit System

Instead of the system hit cards you can usedice. You need a set of 4, 6, 8, 10, 12 and20 side dice. If a ship was hit you count thenot destroyd system cards and theappopriate number of miss cards. Then youroll the dice with the next higher numberof sides. The result shows the destroyedsystem. Ignore results with highernumbers.

New maneuver cardsB5A

Burn 5 Ahead is a Turbo. B5A brings aship 5 hex ahead without side maneuver. Astandart ship with 4 system cards can makethis maneuver with one thruster. All otherships need for this maneuver the doublenumber of thruster then for the B3Amaneuver. A super heavy ship needs 6thruster, a ultra heavy ship or a freighterneeds 8.

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Turn Or Burn Modul 5: Big Party

Ramming

Another new card is Ramming. A ship canramm another and use itself as an weapon.

To ramm an other ship booth ships must bein the same hex after the movement ant atlast one ship must have the Rammingmaneuvre as his order. Booth ships getdammaged.

The missing cards are at follow:

- own ship no ramming maneuvre: + 2missing cards- shilds up: + 3 cards- Turn in Ramming-round: 60° = 1 card

120°= 2 cards180°= 3 cards

Armor absorbs no damage. Armor worksas a normal systemcard and is destroyedwith one hit.

The damage of booth ships is equal to thedistance of the booth momentum markers.If the markers are at 8 hex distance, bootheships get 8 points damage.

New shipsA importand change is, that are no externsystems in big party. For this comes ultraheavy ships, freighter an stations.

If you build big ships, your enemy get noextra system cards. But building biggerships cost extra building points. Heavyships cost 1 point, super hevy ships cost 2points and ultra heavy ships cost 3 points.Freighter cost no extra points.

Ultra Heavy Ships

Ultra heavy ships (ultras) have 13 – 15system cards with min. 1 crew and 4strukture cards. Like super heavy shipsthey can turn with max. 60 grad. With onethruster they can thrust B1, with 2 they cando B2, for B3 they need 4 thruster. If youfire on a ultra, substract 3 missing cards forthe ultra. Big things are easy to hit.

Freighter

Freighter are transport ship and they havecargo cards(also new system cards).Freighters are only used in the freigthermode.

A freighter have 10 – 15 system cards withat least 1 crew, 2 strukture und 6 freighcards. Because they are not for fightingthey can not use shilds, scanner, jammer,Armor and repair bots. Also they have noprojektile weapons or big weapons. Onlylight weapons are alowed for self defence.

Turn, burn and missing cards are the sameas ultra heavy ships.

In the freighter mode a freigther delivercargo to own stations. For each cago cardyou get X points. After the deliver, thefreigther goes immediately from the mapand started in the next turn in thestartregion fron the player.

A freighter deliver successful, when he isin the hex next to a own station with hismomentum marker at a distance of max. 2hex.

Stations

You need stations in the freighter and thecapture mode. A station have no weaponsand they don’t move. A staion cant bekilled.

By starting the game are all stations arewith no owner. The players are agree at thenumber of the stations. Then they put thestations on the map, one player one station,then the next player one and so on. Thestation must at least 1/5 distance from theedge of the map and at 5 hex distance tothe next station.

A station goes to a player, if the playerdamaged the station. This can be asuccesful hit from a weapon, a explosionhit from a projektil or a succsesfulramming maneuvre.

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Turn Or Burn Modul 5: Big Party

If more then one player hit a station in oneround, then the station goes to the player,how :

1. make the bigges damage2. same damage: is closer to the station3. same clos: is slower

is all the same, the the staion is againwithout a owner.

Game ModusThe end of a game (not Last man standing)is after a number of rounds or after byreaching a number of points.

If the ending after X rounds the player withthe most poinst at the end of the last roundwin. If you play to XXX points, the playerfirst reach this points win.

If you use booth together, then the playends, when ont goal is reached.

The number of points for Hits, cargo cardsetc. are fixed before the game starts. Thisgives also the art of the game. Many pointsfor a hit give another game then manypoints for delivery cargo.

Last Man StandingNo ints, no rounds! Only the last livingPlayer wins. All other losed.

Destroyed ships are gone forever.

DogfightDogfight is fight all against all.

Points are as followed:- X points for a destroyed system card- X points for a destroyed ship- Minus X points for a ejekt maneuver

Destroyed ship come back in the secondround after the kill.

CaptureIn Capture you take and hold stations.

Player get X points, if they are owner of astation at the and of a turn.

Destroyed ship come back in the secondround after the kill.

Freighter ModeIn the freighter mode you use stations.

In this mode a freighter deliver cargo toown stations. For each cargo card theplayer get X points. After the delivery, thefreigther goes immediately from the mapand started in the next turn in thestartregion fron the player.

A freighter deliver successful, when he isin the hex next to a own station with hismomentum marker at a distance of max. 2hex.

Special EnemyIn this mode get a player X points, if hekill a ship of his special Enemy. Thespecial ememy is the player with the nexthigher playernumber (or the player sittingon his right side).

More then OneWithout Last Man Standing you cancombining all other modes, i.e.:

- 1 point for a destroyed sytem card- 3 points for a destroyed ship- Minus 3 points for a Ejekt- 1 point for a station / turn- 7 points for killing a special enemy

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Turn Or Burn Modul 5: Big Party

Player skillsEvery player can chose from a number ofskills. By starting the game all playersagree at the number of skills for a player.

There are this skills:

1. Target Computer

The target computer helps fro targetingenemys. The emeny get minus 1 miss card,if he was hit.

2. Navigation Computer

The Nav-Computer helps to dodge a hit.The player get 1 more Miss card, if he washit.

3. Long Range Weapon

Non Projektil weapons (Laser turret,Neutrinobeam, Dust buster, Bubble Gun)get –2 if you check range.

4. Explosion Ammo

Explosion Ammo (Mine Rack, Cannon,Rocket, Missile) make 10 instead of 9points damage in the same hex and 4instead of 3 damage in the hexes around.

5. Automatic Ammo

Projektiles explode automatic, if they arein the same hex with a enemy ship. Theyexplode not, if there are a friendly ship inthe hex or in a adjacent hex.

6. Automatic Missile

Missiles explode automatic, if they are inthe same hex or in a adjacent hex with aenemy ship. They explode not, if there area friendly ship in the hex or in a adjacenthex.

7. Close-up Jammer

Jammer from this player are more effectivein close –up. Shipd played the jammer get5 instead of 2 miss cards if someone firesat it.

8. Long Rang Jammer

Jammer can destroy projectiles at adistance of max 16 hex. The projektil getone miss cardfor 2 hex distance.

9. Precision Jam

If you use jamming to destroy a projektil,the projektil get 1 miss card for 3 hexdistance.

Ship OverviewClass Cards Min.

StrukturThrust Trust

for B5AManeuver

CardsMiss

KartenAdditionalBuilding

points

Standart 4 1 All=1 1 All + 2 0

Standart 5 1 All=1 2 All + 1 0

Standart 6 1 All=1 2 All 0 0

Heavy 7-9 2 B1=1 B2=1 B3=2 4 No TR - 1 1

SuperHeavy

10-12 3 B1=1 B2=2 B3=3 6 No T120/TR - 2 2

UltraHeavy

13-15 4 B1=1 B2=2 B3=4 8 No T120/TR - 3 3

Freighter 10-15 2 B1=1 B2=2 B3=4 8 No T120/TR - 3 0

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Turn Or Burn Modul 5: Big Party

CreditsDesigner: Greg Turner

Designer: of TUB-PBM / Big Party: Kai Otte

Translator: KaiOtte

Playtesters: Roger Allen, Dean Ashley, Carl, Douglas Elfrink, Morgan Finley, Joe, KevinGeorge, Alex Mathias, Claude McDaniel, Marc Morain, Nathan, David Niemeyer, LizNiemeyer, Ryan Pierce, David Reed, Russell Slaven, Michael Temels, Thad Vasicek, ChrisVogel, Ed Woody, Kim Woody

Special Thanks To: Top Deck Games

Art: Repair Robot artwork by Monika Livingstone.

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Turn

orB

urnShips

Big

PartyS

hip

Nr.

12

34

56

78

910

1112

1314

15C

ardA

mm

o

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Turn

orB

urnO

rdersB

igParty

Sh

ipN

r.O

rders

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System

1

Hit

System

2

Hit

System

3

Hit

System

4

Hit

System

5

Hit

System

6

Hit

System

7

Hit

System

8

Hit

System

9

Hit

System

10

Hit

System

11

Hit

System

12

Hit

Turn or Burn Modul 6: Big Party

Battle Cards- print as many as you need

Page 64: Introduction Table of Contents · Niemeyer, RyanPierce, David Reed, Russell Slaven, MichaelTemels,ThadVasicek, Chris Vogel, EdWoody, KimWoody SpecialThanksTo: Top Deck Games Art:

System

Miss

System

Miss

System

Miss

System

Miss

System

Miss

System

Miss

System

Miss

System

Miss

System

Miss

Turn or Burn Modul 6: Big Party

Battle Cards- print as many as you need

System

13

Hit

System

14

Hit

System

15

Hit

Page 65: Introduction Table of Contents · Niemeyer, RyanPierce, David Reed, Russell Slaven, MichaelTemels,ThadVasicek, Chris Vogel, EdWoody, KimWoody SpecialThanksTo: Top Deck Games Art:

System

Miss

System

Miss

System

Miss

System

Miss

System

Miss

System

Miss

System

Miss

System

Miss

System

Miss

System

Miss

System

Miss

System

Miss

Turn or Burn Modul 6: Big Party

Battle Cards- print as many as you need

Page 66: Introduction Table of Contents · Niemeyer, RyanPierce, David Reed, Russell Slaven, MichaelTemels,ThadVasicek, Chris Vogel, EdWoody, KimWoody SpecialThanksTo: Top Deck Games Art:

Standard Standard Standard Standard Standard Standard1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

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Mom MomMom MomMomMomLoc-On Loc-On Loc-On Loc-On Loc-On Loc-On

Standard Standard Standard Standard Standard Standard1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

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Mom MomMom MomMomMomLoc-On Loc-On Loc-On Loc-On Loc-On Loc-On

Turn or Burn Modul 6: Big Party

Page 67: Introduction Table of Contents · Niemeyer, RyanPierce, David Reed, Russell Slaven, MichaelTemels,ThadVasicek, Chris Vogel, EdWoody, KimWoody SpecialThanksTo: Top Deck Games Art:

Standard Standard Standard Standard Standard Standard1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMomLoc-On Loc-On Loc-On Loc-On Loc-On Loc-On

Standard Standard Standard Standard Standard Standard1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMomLoc-On Loc-On Loc-On Loc-On Loc-On Loc-On

Turn or Burn Modul 6: Big Party

Page 68: Introduction Table of Contents · Niemeyer, RyanPierce, David Reed, Russell Slaven, MichaelTemels,ThadVasicek, Chris Vogel, EdWoody, KimWoody SpecialThanksTo: Top Deck Games Art:

Standard Standard Standard Standard Standard Standard1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMomLoc-On Loc-On Loc-On Loc-On Loc-On Loc-On

Standard Standard Standard Standard Standard Standard1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMomLoc-On Loc-On Loc-On Loc-On Loc-On Loc-On

Turn or Burn Modul 6: Big Party

Page 69: Introduction Table of Contents · Niemeyer, RyanPierce, David Reed, Russell Slaven, MichaelTemels,ThadVasicek, Chris Vogel, EdWoody, KimWoody SpecialThanksTo: Top Deck Games Art:

Standard Standard Standard Standard Standard Standard1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMomLoc-On Loc-On Loc-On Loc-On Loc-On Loc-On

Standard Standard Standard Standard Standard Standard1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Standard Standard Standard Standard Standard Standard1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Heavy HeavyHeavy Heavy Heavy Heavy1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Super SuperSuper Super Super Super1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Ultra Ultra Ultra Ultra Ultra Ultra1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Freighter FreighterFreighter Freighter Freighter Freighter1 2 643 5

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMom

Loc LocLoc Loc Loc Loc

Mom MomMom MomMomMomLoc-On Loc-On Loc-On Loc-On Loc-On Loc-On

Turn or Burn Modul 6: Big Party