Operation 5: Critical Node

AetheriumIntel
Nodes are the primary gateways in the Aehterium. They grant near limitless power within the system to those who can harness their energies. Some Nodes are so powerful they can set the foundation for an entire digital city.

Server Setup
The server consists of 2 large, 1 medium, and 4 small schemas, 2 nodes, 4 pylons, and 1 dominant node. Instead of following the normal rules for setting up the Server, players should set up the Schemas, Nodes, and Pylons as shown in Page 61.

Deployment
The winner of the diagnostics roll can choose 1 of the 2 nodes to act as their starting Node, and then deploys the entire collective within 3 squares of that Node. The opposing player does the same at the other node. All pylons and the dominant node start uncontrolled.

Objective
Capture and hold the Dominant Node long enough to establish control of it.

Victory Condition
Capture the dominant node and hold it for 5 of your own consecutive activations. If 1 player has captured the dominant node, then their opponent captures it, then they subsequently recapture it, the number of activations to complete the objective resets. If endgame is triggered by complete collective deletion the player that currently has the dominant node wins. If no player has captured the dominant node after collective deletion, then the game is a draw.

Endgame
When 1 player completes the objective

Special
Immovable
Players cannot move the schemea that the dominant node is on.
Indestructible
The dominant node cannot be destroyed