The Ghost War Campaign: Part 3 – The Battle for Alpha Centauri

Expansion for Dirtside II

The Ghost War Campaign: Part 3 – The Battle for Alpha Centauri

2012

Rules assistance for The Ghost War Campaign: Part 3 – The Battle for Alpha Centauri

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2–6 players
  • 120 min
  • 12+

Rules assistant for The Ghost War Campaign: Part 3 – The Battle for Alpha Centauri

What would you like to know?

Answers come from the official rulebook, with the page to check.

The Ghost War Campaign: Part 3 – The Battle for Alpha Centauri is an expansion for Dirtside II released in 2012 for 2–6 players, 120 minutes per game, and ages 12 and up. It was designed by Matthew Parmer and its main mechanics are Scenario / Mission / Campaign Game.

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About the game

Both Trii'hom and Sera are fully engaged in a life or death ground war and both of their economies are devastated from orbital bombardments and heavy ground fighting. If this Ghost fleet comes through the Kreul system then that will give them three entry points into the Alpha Centauri system. The Alpha Centauri system is the linch-pin for controlling the entire sector and is the gateway to the Sol system and Terra. The Home Fleet is being held back for a counterattack into Alpha Centauri if we lose the system. Our allies are cut off from us and engaged. We are on our own for now. Thirteen more scenarios recount the fight for the Alpha Centauri System against a fleet of Ghost ships. —description from the publisher

Questions and answers

The Ghost War Campaign: Part 3 – The Battle for Alpha Centauri supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.