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Note: after we published the Berserker boardgame, we came out with a SECOND EDITION of the rules. If you have the game, but don't have this second edition addition, it is below. But if you buy a copy of the game from our website, you will get these extra rules already included.
(This sheet is added to an original Berserker game to make it "second edition". )
BERSERKER® corrections & additions. Copyright 1991 Flying Buffalo Inc
Do not use the "Tactical Display" on the map. The hexes unfortunately got turned the wrong way by a graphic design person who didn't realize that would change the game. Look at the map with the title across the top. Put a "planet" counter (representing Earth) on the right hand side (somewhere near the "Inc" on the copyright notice.) The Berserker enters from anywhere on the left hand edge of the map.
COMBAT TABLE: change all the "sixes" to "fives" for the CPlus, Cruiser, and Yacht sized ships. (i.e. the only time you are "certain" to get a hit are when shooting at the Berserker or a planet.)
CLARIFICATIONS: The berserker takes up three hexes. Thus if you get the right angle with the C+ gun, it has a 2/3 chance of hitting, instead of a 1/3 chance. (Yes, we know this makes the berserker bigger than a planet, but just assume that counters on the map are not "to scale" but merely tactical representations.)
BOARDING RESOLUTIONS: If the die roll indicates that the berserker loses more robots than he has allocated to repelling boarders, he must lose them from some other area (his choice). If the boarders outnumber the defenders by more than 4 to 1, the excess boarders get to roll on the "unopposed" table. (example: if there is 1 defending robot and there are 6 boarders, the combat is rolled on the 4:1 table, and 2 human attackers get to roll on "unopposed".)
OPTIONAL RULE: At any time during movement, a player may decide to move a ship or ships twice the usual movement allowance. Whenever he does this, he must immediately (right after moving each ship) roll a die. If a 5 or 6 is rolled, he has overextended his engines and they blow up, causing 20 points of damage.
Initial Scenario: It is suggested that the beginner pick 20 ram ships, 4 C+ guns, and 2 cruisers. The secret to victory is to slow him down with the C+ guns, and then get in close with the ram ships.
Tournament Scenario: One player decides what the Earth forces will be, with NO limitations whatsoever. After he picks out the counter mix, the OTHER player looks them over and decides whether he wants to be the Berserker or the Earth player.
Three Player Scenario: Two players play Berserkers. The third player is the Earth; he gets to start with 80 points instead of 70, and gets to use rule 8.2 "industrial capacity".
Rescue Scenario: Earth player starts with 50 points worth of ships. (Berserker player has one Berserker ship.) On the fourth turn, the Earth player gets 6 cruisers starting on the left side of the board (where the Berserker started). However, one of those cruisers is a Berserker in disguise. The Berserker player looks over the cruisers which are going to be entered on turn 4, and secretly picks one of them to be the hidden Berserker. He writes this down on a piece of paper. At any time during the game (when he thinks it best) he may reveal which ship is the phoney, and exchange it for a Berserker cruiser. (As in optional rule 11.3.4)
The "Stone Place" Scenario: for this scenario, C+ guns may safely shoot THROUGH friendly units, unless they are in the same hex as a Berserker. And for this scenario, when a C+ gun gets a hit, it does 40 points worth of damage. The ram ships have 12 boarders per ship instead of 6. There are stacking limitations: the Berserker cannot put more than one Berserker in the same hex (remember each one takes up 3 hexes) at the end of movement, although they can pass through each other during movement, and neither player may put more than 20 other ships (cruisers or ram ships) in the same hex. The Berserker player gets 90 Berserker ships and 210 Berserker cruisers (each with a crew of 2 robots). The human player gets 6 C+ guns, 230 cruisers, and 243 ram ships. Setup: you will need at least 10 mapsheets. Lay them down attached to each other, at least 5 maps long and 2 maps wide. Each player sets up on one of the strips 5 maps long and 1 map wide, no closer than 10 hexes to the edge where the other player is setting up. First the Berserker places 20 units, then the human player places 30 units, and so on until all the units are on the map. (The human player places his final 59 units last). If any ship moves off the edge of a hex map, place an additional hex map at that point. (You should have several extra blank maps available, or take one from an unused sector). In order to play this scenario, you will need 10 complete sets of counters & maps. If you send $39 to Flying Buffalo, PO Box 8467, Scottsdale, AZ 85252 and ask for "The Stone Place Scenario" we will send you 10 complete sets of counters, maps, and tracking sheets.
Or you may purchase the needed counters via paypal by clicking here:
Multiple player Campaign Scenario: One player is the Berserker. Each of the other players has his own planet. The Berserker has as many Berserker units as there are planets. The other players each have 70 points worth of units to start, plus they get production (as discussed in rule 8.2) every 5 turns. The Berserker player decides how many Berserker ships he is going to commit to each planet, for each of the first 5 turns. He may commit them all to one planet, or attack several planets, or hold some of his ships in reserve. He writes the number of ships and the planet being attacked on one side of a paper, and the turn number on he other side; then leaves the paper with the turn number showing. At the beginning of a turn, he turns over the paper with that turn number written on it, and starts the attack. (It is permitted to write a turn number and "no attack" on a paper as a bluff). The attack is played in the usual manner -- the defending human sets up his forces on one side of the strategic display and the Berserker comes in from the other side. At any time, the Berserker may commit reserve ships by using the same system; deciding 5 turns in advance where the new ships are going to show up.
Each of the players not being attacked may decide how many forces to send to support the planet being attacked. (He doesn't have to send any at all). Using the same system as the Berserker, he writes down the turn number on one side of a paper, and the number of ships and the planet being supported on the other. The turn must be at least 5 turns in the future. Once committed, and while in transit, these ships are NOT available to defend the home planet. Once committed, ships (human or Berserker) cannot be changed until they arrive at their destination. Any player may fly ships to the edge where they entered and then fly again to any other planet, taking 5 turns to get there. (Except that Berserkers which have boarding parties on them cannot leave the map until the boarders are destroyed.)
The Berserker wins a decisive victory if he destroys all the planets. He wins a marginal victory if he destroys over half the planets. If all the planets survive, the Berserker has suffered a humiliating defeat. If any planets are left, the human player whose planet survives, and who has the most forces left is the overall winner. (Yes, it is possible for both the Berserker and one of the humans to win). If more than half the planets are gone, the human winner has won a marginal victory. If fewer than half the planets are gone, the human player who won has won a decisive victory, and all the other human players whose planets survived have won a marginal victory.
Obviously if no human sends help to a neighbor being attacked by two or more Berserkers, the Berserkers are going to destroy that planet. If each one waits for the Berserkers to get around to him, he is going to face the full fury of all the Berserkers by himself (as each surviving Berserker is fully repaired during the 5 turns it takes to get to the next planet). But if a player sends too many forces to the rescue, he leaves himself open to attack by reserve Berserkers. And if he sends rescue forces but his neighbor doesn't, the other neighbor will be the final victor. A pretty dilemma indeed!
To play this scenario, you will need one map sheet for each planet under attack. Blank hex sheets can be purchased at many game stores and will do admirably. There should be enough counters in the counter mix for as many as 4 human players.
If you don't already have a copy of the Berserker board game, you may purchase one here for $6.95
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