Deep Space · work in progress

The rulebook as it stands in the working document. Under development.

the rules of the game

Version 6

Core

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.

Starting position on earth

Skills

All previous skills is in effect when upgraded.

Move cards in combat

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

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

Rule of three

Planets or stations

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

Hero

Actions

A hero can do three actions per turn. Move a ship/resource, Use a pillar to gather resources or build.

Shooting

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