princess ryan's star marines [Updated April 2006]

PRS   
 
    9     11 
       

   Strasburg

David Brooks, TN

2004 Champion

2nd: Ashley Collinson, MD

3rd: Nick Henning, CT

4th: Daniel Hoffman, NC

5th: Eugene Pappas, MD

6th: Jon Gemmell, CT
Event History
1997    John Ellsworth      36
1998    James Stevens      28
1999    Paul Bolduc     19
2000    Stephen Shedden     22
2001    Nick Henning     19
2002    Adam Gugliemini     26
2003    Christina Frattali     22
2004    David Brooks     18

AREA Ratings:

 

GM: Mark McLaughlin

the game's designer

In a distant galaxy, far, far away ...

Returning after a one-year hiatus to the Trial ranks thanks to a combination of the 2006 membership vote and Legacy rules changes which thinned out the competition ...

Join the few, the proud, the hopelessly outclassed -- Princess Ryan's Star Marines! Tired of sci-fi games where everybody has the body of Schwarznegger, the brains of McGiver, the savvy of Bond and dresses like a '57 Buick with lasers (and fins?) Then join up with Princess Ryan's Star Marines, a group of third-rate auxilliaries from a backwater planet (Earth) who, armed with
war surplus equipment are about to attempt to rescue a young princess from the clutches of the evil (or at least improperly motivated) Black Guards!

As a marine you are part of a cooperative team of up to five players who will fight side by side against the dastardly and crafty -- but lonely -- Black Guard player. As marines you will venture forward through an ever-changing map filled with minefields, fire bases, jungles of death and -- shudder -- Interstellar Shopping Malls and Theme Parks. Fight against time and the varying array of usually superior guards to reach the Royal Suite for that last battle, if you can. As you advance shoulder to shoulder, however, remember to look behind you -- for although all five marine players have to cooperate to make it to the end, only one
can win the glory (and the game).

A game routinely ends in about two hours. Play is fast, furious and fun -- and there are no dice. The game is very easy to learn. The juniors and non-juniors play by the same rules. The Juniors play on Friday at 9 in Chase in a different tournament only to give the adults a fighting chance. Everybody plays two games and the winner is based on total points scored in those two games.

The following official FAQ and errata from the old Avalon Hill will apply:

4.5 When Eric Sanne uses his skill to negate the flag value of a reinforcement card, does it also negate the effects of the other attributes of that card such as Hold, Kill, etc? A. No.

4.5 Can Bob Liebl cancel the reinforcement draw of an "S" card? A. Yes.

4.5 When Chris Border-Bruegge uses her skill to see a hidden Guard, does any Guard summoned by a Reinforcement icon on that hidden Guard have to be revealed before the Marines commit their weapons? A. No.

4.8/7.32 Does the "Replace with site from Network after one skirmish" icon mean that even after winning the skirmish, the marines must fight another skirmish on the new site before advancing? A. No. If the Marines win the original skirmish, the icon has no effect whatsoever. If the Marines lose the original skirmish, that site is replaced with another from the Network before the Guard checks to see which of the two 7.32 courses applies.

5. Can Dispatches be played at any time? A. Yes, although some have to be played in combination with other cards or circumstances to allow their use.

5.2 Is there any order of play when playing skirmish cards? A. No ... it is a free for all.

6.3 Does the "one extra Guard card can be drawn from the Barracks as a Reinforcement on this site" icon limit the Guards to one, and only one, Reinforcement on this site? A. No.

8.4 Can you do a Ballistic Insertion from Drop Zone Alpha? A. Yes

8.42 When the Marines lose a Ballistic insertion, can they still move forward from their current location behind the insertion site since they did not lose the skirmish there? A. Yes - assuming they were otherwise able to move forward from there before the insertion.

8.42 When doing a two column Insertion jump, do the marines fight two skirmishes if they lose both checks? A. No. If the first check fails, there is no need for the second check.

8.42 Does the Radar Site require a two-column jump to check two times or four times for an unopposed landing? A. Two.

8.43 Once the marines have safely landed, can any of the marines fight in the eventual skirmish in that site? A. Yes. Only the opposed landing check skirmish must be fought by only the landing party.

9.4 Are the Repair Bay cards shuffled before or after adding them to the cards in the Weapons Locker? A. After.

10.2 What is the maximum amount of weapons a Marine can have during Do or Die; two or four? A. Two. Promotion Points cannot be used to buy weapons during a partial regroup.

SITES:
If the Marines win on the "Climb Mount Yamaguchi" site, can they reveal and move the contents of all remaining On Deck circles or only those of columns 13 and 14? A. 13 and 14 only.

Are the captives freed after the initial win on the Prisoner Pens site? A. Yes.

Is the Royal Suit unable to draw a Reinforcement in the first skirmish? A. No. The reference to Reinforcements in this site means only that all subsequent skirmishes here after the first will automatically receive a Reinforcement.


 Mark McLaughlin will also offer a Juniors tournament on Saturday at 9 AM in the Heritage Room for those 12 and under. See http://www.boardgamers.org/yearbkex/jnrpge.htm

 GM      Mark McLaughlin  [9th Year]   NA 
    mgmprsm@yahoo.com   NA

2005 Results Page | View the Icon Key | Return to main BPA page
Boardgame Players Association Last updated 5/9/06 by kae.
© Copyright 2006 by the Boardgame Players Association.
Trademarks are property of their respective holders.