the rules of the game
Version 6
Core
- Default is 10, structures
- Rule of three, capabilities
- One exception, is balance
10 is the standard measurement that is easy to count from, giving us one number to handle 0 - 9, 10 positions, the standard dice in the game.
Rule of three gives us three different capabilities on the logical path of decision, three hinder the complexity to go out of hand in a decision trees, but gives you an odd choice in the structure of the default number, adding complexity over time. You can never reach entropy with odd choices, just the same and that is predictable.
To balance the game there will always be an exception.
Setting up the game in 5 minutes, And play it 1 hour per player in playtime.
- Alliances of 2 is allowed for a minimum of 3 turns and maximum of 10.
Starting position on earth
- One ship with two autocannons and one railgun
- Fill three spaces with rockets
- Fill three spaces with builders and one with a gatherer.
Skills
- The first xp gives the core skill
- The second makes it bigger
- The third gives the full bonus and an extra benefit for expertise lvl.
All previous skills is in effect when upgraded.
Move cards in combat
- Three cards pointing to the side and
- Three cards pointing up or down.
Turn the card 180 degrees to get it pointing to the other side.
one card for missile shoot, two for autocannons and one for railgun.
Pillars
- Red is missiles
- White is battery or heat markers
- yellow is a builder
- black is a gatherer
Shooting
You need to be on the side to shoot autocannons for defence.
Autocanons can shoot a missile that is one square from you.
10 is default
- You can have 10 ships as maximum, they are your life.
- When you come up to 10 on your missile counter remove a red pillar from any ship and reset the counter. Only ships with red pillars can shoot missiles
- All ships got 10 cargo space and when produced starts as a cargo ship. Cargo ships can be raided with other ships carrying a weapon.
Rule of three
- All ships can move three steps
Planets or stations
- Everyone can use the same planet and it can be used 10 times before disabled.
- Ships can move three steps between them
- Earth is disabled directly when the game starts and you need to move from it.
Use a T10 to count the number of usage on the planet or station. When the usage is 10, put a red cross on it.
If all planets have been depleted then the winner is decided with the highest dice. So violence might be necessary.
If you stop on a disabled planet then your ship dies, earth can't be moved to.
builders
Used on a planet or station to build ships or produce resources. A ship, builder or resource gatherer cost a resource package to produce by the builder (rule of three).
A standard shipbuilder produces one ship and a standard resource gatherer produce one resource.
All builders action counts as a use on a planet or station.
A resource gatherer and builder can be used on the same place.
Rule of three
- There are 10 skills to choose from
- you need to choose three on your hero at lvl 1
- Three heat tokens forces the guns offline for a turn and clear all heat.
Hero
- A hero can do three actions per turn.
Actions
A hero can do three actions per turn. Move a ship/resource, Use a pillar to gather resources or build.
Shooting
- The missile explodes three lanes and kills everything.
The autocannons can shoot 10 squares to hit a ship or a missile, they can hit all targets in half a circle from the side it is placed on. The ship must be turned to the side to activate that autoturret and the ship must be faced forward to shoot with the railgun. The ship can use it's autocannons on the side too when it is facing forward or backward.
If the ship is on it's side when shooting missiles it moves three steps to the side before it moves 10 steps up or down.
You need a red pilar on your ship to shoot missiles, a autocannon to defend on that side and railgun for usage.
Damage
The Railgun kills in the center lane and heats the closest autocannon directly if hit by the left or right lane on a total width of three lanes. The ship can't play any cards that turn and the railgun is offline too.
Any missile the railgun hits will explode directly.
The autocannons will hit on 33% of the hits at a maximum of 10 targets.
Exception rules
Raiding a ship becomes combat if both is carrying a gun.
Core
- Start with one ship on earth with all choices.
- Resources can only be stored on ships and you lose if no ships are left.
- You need cargo space on your ship to raid another ship and can only take as much cargo as you have space for and the raided ship survives.
- When a ship gets isolated from all the other ships, put a counter (a d10) on it and kill it after ten turns.
- If you don't attack each other on the same square you can trade
- The heroes abilities is global and hit everything owned by the hero.
- the highest dice move first on the strategy board and then clockwise.