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Stellar Conquest Rules - 2021

This document provides an overview of the board game Stellar Conquest. The game takes place in a section of the Milky Way galaxy that has recently been discovered by four alien civilizations. Each player controls the fleet of one civilization with the goal of colonizing the most habitable planets. Players explore stars to discover planets, then use colony transports to settle populations on planets in order to gain production points and expand their empire through ship-building and technology advances. Conflict arises as civilizations compete for control over star systems and planets. The game involves exploration, colonization, production, combat, and technological development over multiple turns as the players race to control the most habitable real estate.

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0% found this document useful (0 votes)
499 views14 pages

Stellar Conquest Rules - 2021

This document provides an overview of the board game Stellar Conquest. The game takes place in a section of the Milky Way galaxy that has recently been discovered by four alien civilizations. Each player controls the fleet of one civilization with the goal of colonizing the most habitable planets. Players explore stars to discover planets, then use colony transports to settle populations on planets in order to gain production points and expand their empire through ship-building and technology advances. Conflict arises as civilizations compete for control over star systems and planets. The game involves exploration, colonization, production, combat, and technological development over multiple turns as the players race to control the most habitable real estate.

Uploaded by

ramir
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Stellar Conquest

TABLE OF CONTENTS 1.0 INTRODUCTION


1.0 INTRODUCTION At the start of play. Four alien societies are poised to
2.0 DESCRIPTION OF PLAY invade a large and, hitherto, Unknown section of the
2.1 MAPBOARD galaxy. Its recent discovery has invoked much
2.2 STAR CARDS speculation among these civilizations over its
2.3 STARSHIP COUNTERS AND MARKERS suitability for settlement and exploitation. Detailed
2.4 PLAYER RECORDS studies show, however. That it’s relative youth when
2.5 HOW TO WIN compared to the rest of the galaxy promises an
2.6 SETTING THE GAME PREPAIR FOR PLAY abundance of habitable planets and mineral deposits
3.0 GAME PLAY without the threat of an indigenous society advanced
3.1 SEQUENCE OF PLAY to a sufficient level to defend it. Each player accepts
3.2 SEQUENCE OF ACTIVITY the command of Captain of the expeditionary fleet of
3.3 SPACESHIP MOVEMENT one of these societies. HIS mission is to gain control of
3.4 FIRST TURN ENTRY most habitable planets for his society.
3.5 GAS CLOUDS AND DUST STELLAR CONQUEST can be played by two or three
3.6 COMMAND POSTS players though it is best suited for four players.
3.7 SHIP COMMUNICATION
3.8 SPACESHIP INTERACTION
3.9 TASK FORCES
2.0 DESCRIPTION OF PLAY
3.10 HIDDEN FORCES Each starting fleet is composed of scouts, corvette
3.11 EXPLORATION warships, and colony transports carrying millions of
4.0 COMBAT colonists sent to settle these new worlds. A player's
4.1 SHIP COMBAT first objective is to get his colonists onto one or more
4.2 COLONY ATTACK & CONQUEST habitable planets before the first production turn
4.3 BIESIGED COLONIES (after the fourth turn of movement), While in space,
4.4 CONQURED COLONIES his populations are useless. Once settled, however,
5.0 COLONIZATION they can begin to Increase in numbers and Produce
5.1 COLONIZING PLANETS more equipment From this base, a player can send out
5.2 COLONY TRANSPORTS new colonists to settle other planets and start new
6.0 PRODUCTION industrial bases The speed and efficiency of this
6.1 PRODUCTION TURN growth will go a long way toward determining who
6.2 POPULATION GROWTH Will control the greatest number of habitable planets
6.3 INDUSTRIAL OPTPUT Before the colonists can be settled, planets
6.4 EMIGRATION need to be discovered. All spaceships can participate
6.5 INDUSTRIAL EXPENDITURES in exploration though the scouts are best suited for
6.6 TECHNOLOGY the lob. Discovery is accomplished by moving a
spaceship into a hexagon containing a Star and
surviving any unknown dangers present there. A
player can then draw a star card corresponding to the
star’s color to learn what planets arc in orbit It is
useful to know that the habitable planets are more

Page 1 of 14
likely to be found around yellow stars than around any Star Hexes: Fifty four of the hexes contain
of the other colored stars. Even after colonies are colored star-like symbol that identifies the presence of
established, a player should continue searching for a star. The color corresponds to the dominant visible
new habitable planets because eventually, he will wavelength emitted by the star.
need to occupy them or, at the very least, deny COLOR SURFACE TEMPERATURE
occupation to the other players. Blue 50,000 K
Production is most interesting aspect of the White (green) 20,000 K
game. At the conclusion of every fourth turn, Players Yellow 6,000 K
determine their growth and industry for the previous Orange 5,000 K
quarter. Each colony on a Terran planet grows one Red 3,500 K
additional million for every 5 million colonists, and
each colony on a Sub-Terran planet grows one Star hexes are important since They Signal the
additional million for every 10 million colonists. The possible presence of planets needed for colonization.
barren and Minimal – Terran are considered to The game has been designed so that there are higher
inhospitable to encourage growth. All colonies can incidences of certain kinds of planets orbiting certain
then begin to produce. Each one million population class stars Chan others For example, a player has the
contributes one industrial point and each factory built best chance of discovering habitable “Terran" planets
in a previous production turn produces one industrial orbiting the yellow stars whereas he has his best
point. These points can then be spent for new chance of finding mineral-rich planets orbiting the
spaceships, advanced weapons, factories, or invested blue stars In this way. The color becomes a very useful
in research to develop new technologies. As the game aid In exploration. Other trends are present but we
progresses, a player can use these technologies to leave the challenge of their discovery to you.
build even more efficient industry, colony defenses. Gus/Dust Cloud: There are seven distinct
And more powerful weapons. Interstellar gas and dust clouds present on the map
The players Will Inevitably collide in their Each is Identified by a white supple pattern covering
efforts to expand. Warships of different societies several hexes and formed In the of a cloud. Every hex
found in the same star hexagons must fight for that contains part of a gas and dust cloud is
complete control of the system or abandon it in considered a gas/dust cloud hex and will slow ship
retreat. In the beginning, only the small corvettes are movement to the rate of one hex per turn.
available. As technology is acquired, more powerful Entry Hexes: There are four entry hexes, numbered
fighters and death stars can be built and brought into one to four. at the corners of the map board They
battle. When the game approaches the final few turns, mark the first hexes to be entered by the player's
players will begin to build more and more warships starting fleets when first moving onto the
and defensive weaponry to back their bid for
expansion and control. The player who has been most
efficient in his production of warships and defensive
weapons in these final battles will be the one most
likely to collect the largest empire and win.

2.1 MAPBOARD

The field of play. The map depicts a small


portion of the Milky Way Galaxy near our sun. (It has
been abstracted and distorted to a degree for game
purposes.) A grid of hexagons (called hexes for short)
has been superimposed over the map to determine
locations and regulate movement. F.mh hex contains
its own individual code (called a grid-coordinate) to
identify it. The distance across one hex, from Side to
side, is approximately one-eighth light-year In
addition. There are several special features displayed
on the map which require some explanation
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2.2 STAR CARDS Scout; these starships are used primarily for
There are five sets of these cards. Each set is exploring stars and scouting opposing fleets. They
distinguished by its own color which corresponds to have no combat ability.
one of the star colors. The first time a star is explored, Colony Transport; Each colony transport
a card of the same color is drawn to reveal what kind exists just to carry one-million population through
of planets orbit it. space. Once its passengers disembark onto a planet it
disappears. Consequently whenever a player wishes to
transfer population from one planet to another, he
must build new colony transports to carry them.
Corvette: A warship. Corvette can battle other
spaceships and attack colonies.
Fighter: another kind of warship. Fighters are
superior to Corvettes in combat.
Death Star: the most powerful kind of
warship.
Task Force: Spaceships moving together can
be placed in Task Forces.
Command Post Until a player is able to
develop Unlimited Ship Range, he may not move any
of his ships, except scouts’ more than eight hexes
from a command post. A player can place command
posts in any stars hexes containing his colorized
planets.

2.4 PLAYER RECORD SHEET


Each player receives and uses a Player Record Sheet.
On it, he records research expenditures, colony and
industry levels, and information that he collects from
exploration. A sample sheet partially filled has
provided at the conclusion of these rules to use as a
guide on to record data

2.4.1 TASK FORCE CARD


It is not necessary to retain the orbit number Each player receives one Task Force Card on which to
of a planet in order to play the game. It serves no keep his spaceships currently in task forces It also
purpose other than to colorfully introduce the provides all of the charts and records used in play.
different planets on the cards.
Mineral rich planets double the productivity of 2.5 HOW TO WIN
any industry placed thereon. 1. Completion of turn 44. the game ends and a
winner is determined Each player awards himself
3 points for every Terran planet he controls and I
2.3 STARSHIP COUNTERS AND MARKERS point for every sub-Terran planet he controls. The
There are exactly 520 ½” square counters player with the most points wins
provided to represent the various kinds of spaceships, 2. A player considered in control of a planet If he
task forces, and command posts needed for play. can comply with any one of the following four
These are the playing pieces. They have been divided situations
by color into four sets. Each set is identical to the a. He has a colony on the planet (even if
others enemy spaceships are in the same star hex).
Printed on each counter is a picture to identify b. He has conquered another's colony on
it and often a number to indicate its size. planet and has a warship in its star hex.
c. The planet is unoccupied but has a
spaceship in its Stat hex.
Page 3 of 14
d. The planet is unoccupied, but he has ends. And a winner is determined as explained
another colonized planet in the same star hex in HOW TO WIN
and there are no enemy spaceships there. 2. A turn, itself is composed of several distinct
3. Minimal Terran and barren planets have no activities which must be completed in the
value toward victory order presented below. Once a player begins a
new activity in his turn, he cannot return to a
2.6 SETTING UP THE GAME previous activity until his next turn. When the
1. The mapboard and put on a flat surface. Allow player completes has final activity, his turn is
for additional room around the board for the over, and the next player then has turn.
placement of the Task Force Cards 3. One final note – throughout these rules,
2. Divide the Star Cards into their color sets, references will made to things friendly and
shuffle them, and then put them, face-down, enemy their meanings are simple enough.
Into their spaces on the mapboard. Anything that belongs to a player is friendly to
3. Determine the order in which the players will him. Everything that doesn’t belong to him is
take turns during the game If no agreement can his enemy.
be reached, use the dice to set first player
should near the corner of the board showing 3.2 SEQUENCE OF ACTIVITY
entry hex #1 as that is where his starting forces
must enter
Turn Sequence of Activity
1 Move any or all spaceships in your force.
4. Beginning with the first player, give each player
one task force card, a Record Sheet, a pen, and a 2 Explore new stars
full set of counters. a. Resolve any exploration risk
b. Discover planets, enemy colonies, and
2.7 PREPARE FOR PLAY enemy spaceships in the solar systems of
1. From his supply of counters, each player successfully explored stars.
collects his starting fleet of spaceships 3 Resolve combat with all enemy spaceships
consisting of: coexisting in the same star hex with your
• 4 Scouts spaceships
• 4 Corvettes 4 Resolve any attacks you wish to make against
• 35 colony Transports (loaded with enemy colonies.
colonists) 5 Debark any colonists you wish onto friendly
2. Next. Each player receives a bonus 25 industrial planets
Points (IP’s) for which can use as an initial investment 6 Record the passage of one turn on your
in research and/or for the purchase of spaceships to Record Sheet
add to his starting fleet. He may buy or invest in the 7 At the end of every fourth turn, all players will
following items only – scout and corvette spaceships participate in a special production turn.
and level 1 items available from any of the three
Research Charts so long as keeps within this list, he 3.3 SPACESHIP MOVEMENT
can use his Bonus IP’s as wishes can even divide them 1. In his turn, a player may move as many of his
among several items Prices are found on the Task own spaceships as he wishes (none, some, all).
Force Cards 2. He must move his spaceship from hex to
connected hex. He is not permitted to jump
his ships over hexes.
3.0 GAME PLAY 3. While moving a ship, he can change direction
without cost or penalty
3.1 SEQUENCE OF PLAY 4. He may move each of his spaceships up to
1. After all preparations are completed the game the limit indicated by his ship speed.
is ready to start. Players will continue to take 5. All ships begin with a speed of two hexes per
their turns in the same order as when they up. turn. Every player can improve the speed of
When a player completes his turn, he should his ships, by investing in Ship Speed
mark its passage on his Record Sheet. After all Research.
players have completed 44 turns. The game
Page 4 of 14
3.4 FIRST TURN ENTRY the Command Posts and can with them
1. Each player will need to bring his starting fleet forthwith for the rest of the game
of spaceships onto the mapboard on his first 5. Each player has been given what is considered
move. He may only do so via his entry hex an adequate supply of command post
2. A player counts the entry hex as the first hex counters. He cannot use more than the
of movement for each spaceship as it enters amount provided to him. Command posts are
the mapboard. never eliminated and can be re-used
indefinitely.
3.5 GAS/DUST CLOUDS 6. Scouts have no range restrictions and are not
1. A spaceship may enter a gas/dust cloud hex tied to command. They may travel anywhere
only if it begins its move for the turn in a hex on the mapboard.
next to the gas/dust cloud hex. If it starts
farther away, it must first move next to the 3.7 SHIPCONMUNICATIONS
gas/dust cloud hex and then wait for its next 1. In the beginning, a player is restricted to
turn to enter. Once the spaceship enters the directing his spaceships only when they
gas/dust cloud hex, it can move no farther occupy or pass through a star hex (any star
that turn. hex). Consequently, each spaceship must be
2. A spaceship can move through gas/dust cloud given a specific star hex destination when it
hexes at a reduced speed of just one hex per enters the board and each time it is ready to
turn. leave a star hex and that destination cannot
3. A spaceship leaving a gas/dust cloud at the he altered while the spaceship is traveling
start of its turn may move up to its full speed. through hexes which don't contain a Star
2. A player must move each of his spaceships to
3.6 COMMAND POSTS its destitution star hex in a direct manner; He
1. Spaceships (except for the scouts) are not must use a route which will reach the
permitted to move more than 8 hexes from a destination Star hex in the fewest hexes
friendly command post. Any of these possible. He may, though route his spaceships
spaceships that do move beyond the 8 hex around star hexes lying in their path order to
range from a friendly command post are avoid combat with enemy spaceships he may
eliminated immediately. also route his spaceship ground cloud hexes to
2. Command posts may be placed in any star hex save time, but these are the exceptions
containing a friendly colonized planet. They do 3. A spaceship which passes through a star hex
not have to be placed on every friendly while en-route to its destitution may have a
colonized planet nor must they be placed on new star selected tor it if so desired.
any; however, if a player has no command 4. A spaceship may never be given the star hex
post on the mapboard, he must trace his eight from which it last departed as a new
hex route through his entry hex to the board destination
edge. The entry hex must be counted as part 5. There has been no approved method provide,
of the route. (There is considered to be a for recording spaceship destinations simply
command post off the mapboard immediately because monitoring opponent's destinations is
adjacent to each entry hex.) during the game and it is worth to check up on
3. Command posts are not permanent them after the game. Each player is left to his
emplacements. If a colony is captured or own devices to decide how he wishes to
abandoned, any command post there must be remember what is heading where the most
removed. They may be voluntarily removed or obvious method, writing destinations down on
switched to other friendly planets at any time. paper, has proven both tedious and
Care should taken where to place command distracting so is not recommended except,
posts since their placement signals the perhaps in tournament play. If memory needs
presence of a colony to one’s opponents. a boost, try keeping all spaceships in task
4. Once a player acquires Unlimited Ship Range force and using the task force arrowhead on
through research, he is no longer restricted by the counter as a pointer toward the
destination.
Page 5 of 14
6. Once a player acquires Unlimited Ship 3.9 TASK FORCE
Communications through research, he is no 1. Players are not required always to move their
longer subject to directing his spaceships spaceships individually, one by one, as often is
toward stars and can move them, instead, the case in other published games of this
wherever he wishes without restriction. He is genre. Players are also allowed to organize
now able to direct his ships from all of the spaceships into groups and move them
hexes on the mapboard. together as a fleet. This makes moving large
forces much easier.
3.8 SPACESHIP INTERACTION 2. Task force markers have been included as a
1. Every hex is capable of holding an unlimited convenient method of Moving large fleets of
number of spaceships, Because of this, players spaceships. They also are useful in disguising
can operate large fleets anywhere on the the size of space fleets.
mapboard 3. Anytime during his turn, a player may replace
2. Enemy spaceships are ignored everywhere with a task force marker one or of his
outside of the star hexes as if they weren't spaceships occupying the same hex. He puts
there. A player may move his spaceships the spaceships on his Task Force Card in that
through these enemy-occupied hexes and task force's box. On the mapboard, the task
even halt their move in them without causing force marker and moves for all of the
any interaction. Scouting of and combat spaceships in this box. Ships in task force are
between spaceships can occur only in star still subject to the same rules of movement
hexes. and combat
3. Spaceships in star hexes do exert a presence. 4. A player may move his spaceships into or out
Whenever a spaceship enters a star hex of his task forces anytime during his move.
already occupied by one or more enemy 5. A player is free to remove any of his task force
spaceships, it is forced to end its turn there markers from the mapboard at any time Just
(thereby losing whatever remains of its move). by replacing each with the spaceships it
Later in the turn, combat will determine who represents
will remain there. 6. Players are not required to put their
4. Many counters representing more than one spaceships into task forces. Their use is purely
spaceship have teen Included to help manage voluntary Players that do use them may not
large numbers of the same type of spaceship have more in play than have been provided in
operating together. A player may exchange their counter set (15).
counters in play for others of the same type in
his stock at any time so long as the actual 3.10 HIDDEN FORCES
number of spaceships remain the same. 1. Secrecy plays an important role in the conduct
• For example, three scout counters each of STELLAR CONQUEST. Ideally, each player
marked with a one in the same hex can should operate as an isolated entity in
exchanged for one scout counter marked with complete Ignorance of the activities of his only
a number three. At a later time, the single
by physical Investigation should he be able to
counter representing three scouts can replaced
discover enemy dispositions. Total isolation is,
by the three individual scout counters
5. A player is limited by his supply of playing of course, impractical. Certain precautions can
pieces (called his stock) to the number of be implemented, though, to make inadvertent
spaceships he can put on the mapboard discoveries more difficult.
6. Ships destroyed during the game are returned 2. Record sheets are never open to inspection;
to the owner's stock and are immediately all information recorded thereon is private
available for re-use. until the game is over. All spaceships on the
mapboard should be kept face-down or in task
force. All spaceships on the task force cards
should be kept either face-down or covered.
3. Players are not required to reveal spaceship
destinations. Players reveal their spaceships
and colonies only to those who legally
Page 6 of 14
discover them during a movement or and occupying star hexes he has yet
exploration activity. (The process of successfully explored for planets Every time a
exploration is fully described in the next “1” is rolled. The scout or colony transport in
section.) question is destroyed and removed from the
4. For the sake of convenience, battles should be mapboard. The warships (corvettes. fighters.
fought in front of all players even though third and death stars) run no such risk and protect
parties are made privy to secret information in scouts and colony transports from exploratory
the process. For the same reasons, dangers. After removing losses, the player can
permissible demands for information about then discover planets, enemy colonies, and
spaceships passing through colonized star spaceships but only in those star hexes that
hexes should made aloud, even though the act still hold at least one of his spaceships
would reveal the presence of the colony to all. 4. To discover what planets (if any) are in a star
5. For tournaments, agreement can reached hex, a player draws a Star Card that matches
beforehand to communicate only in writing the color of the star. He must first record the
and to resolve both exploration risks and card number on his record sheet map next to
battles in private. the star This card will be associated with this
6. The fact that command posts often reveal to particular star for the of the game. He also
one's enemies the locations of otherwise should record the planet information there,
hidden colonies makes their exclusion tm. The player keeps Star Card
preferable if at all possible. It is, therefore, 5. If the star explored has already been
recommended that the use of be discarded for successfully explored by another, then he,
Tournament play. Instead, each player may naturally, would hold the Star Card associated
secretly trace his eight hex routes back to any with that star. In this case, the player does not
of his colonies without the need to reveal draw a new card rather the correct Star Card
their presence to his opponents. Of course, from him, records the information, and gives
this necessitates honest behavior on the part it back
of everyone since range violations cannot now 6. All enemy colonies and spaceships in star
be monitored. hexes occupied by the player‘s spaceships
must be revealed to him, alone. The size of
3.11 EXPLORATION the colony, all of its defenses except planet
1. Only after a player has finished moving all of shields, and factories are still kept secret at
his spaceships that he wishes to move in his this time. If a colony has a planet shield that
turn, may he start to explore star hexes. His too must be told.
conduct the actual explorations. 7. A player may choose not to explore star hexes
2. A player explores for three reasons—to in order to protect his scouts and colony
discover planets, identify enemy spaceships, transports sitting there. Exploration is
and to locate enemy colonies. When searching automatic. Once a star hex has been
for planets, he needs to explore only those successfully explored by a player, however, it
star hexes that he has not already successfully no longer poses any threat to his scouts and
explored. When searching for colonies and colony transports
spaceships, he is free to explore and re- 8. All planets discovered orbiting a star are
explore all the star hexes He initiates the considered in the same hex with the star
exploration of a star hex by moving at least 9. Spaceships may NOT explore the star hexes
one of his spaceships into the hex and they pass through during their move. They
stopping it there must stop to explore
3. The scouts and colony transports, unarmed 10. Any player may, if he wishes, examine
vessels, are vulnerable to un-foreseen dangers spaceships entering or passing through a star
each time they search an unexplored star hex hex occupied by at least one of his colonies.
by themselves. Therefore, every turn, before
making any discoveries, a player must roll one
die for each and every one of his scouts,
colony transports unaccompanied by warships
Page 7 of 14
4.0 COMBAT 5. Barrage fire is resolved in the following way:
a. The attacker selects a target enemy
spaceship for each one of his warships.
4.1 SHIP COMBAT Then the opponent does the same. A
1. In his turn, after finishing his exploration, a warship may be directed to fire at any
player must attack enemy spaceships enemy spaceship in the star hex, even one
occupying the same star hexes with his already targeted for attack by other
spaceships. He must continue to fight until warships of the force.
such time that no star hex contains the b. The attacker resolves his combat fire first.
spaceships of more than one player He is He selects one of his warships and cross-
considered the attacker for all of his combat indexes its type to that of its target
2. Combat is fought in battles. Each battle is spaceship on the Attack Table. This gives
fought for control of a single star hex. Battles him a range of numbers. He, then, rolls
in different star hexes cannot combined into one or two dice. If the result falls within
larger battles. The attacker decides the order this range, the target spaceship is
in which battles will be fought. destroyed
3. At the start of each battle, both participants 1. For example, if a fighter is
first inspect the other’s spaceships in the directed to attack a scout. an
contested star hex. In the case where neither inspection of the Attack Table
participant has any warships in star hex (only reveals that the player needs to
scouts and/or colony transports), the attacker roll a one through five with one
immediately must retreat all of his spaceships die to destroy the scout, A roll of
out of the star hex into an adjacent hex of his six would mean a miss.
opponent’s choosing. 2. In another example. a corvette is
4. A battle for a star hex consists of an directed to attack another
indeterminate number of barrage rounds corvette Only a die roll of one
fought until only side or the other voluntarily would cause the target corvette's
withdraws out of the star hex or is completely destruction Any other result
eliminated. In each barrage round, every would have no effect. In most
warship simultaneously fires at a pre-selected cases only one die is needed for
enemy spaceship. Destroyed spaceships are each warship's combat fire.
removed after all combat fire for the round However, when the die range is
has been completed. If neither side has been 10, two dice must rolled and the
completely eliminated, the attacker may then result must be 10 exactly to gain a
withdraw some or all of his spaceships to an kill.
adjacent hex of his opponent's choosing If he c. c. The attacker repeats step b. for every
decides to keep any of his spaceships in the one of his warships until all have had a
star hex the defender is given the same option chance to fire. Then the opponent
If both decide to stay, another barrage round resolves all of his warship's combat fire
is fought. (including those just destroyed by
attacker’s fire) in the same way. Only after
all warships of both sides have had a
chance to fire, are destroyed spaceships
removed from play.
6. Ordinarily a warship can fire only once per
round. However, any player who is able to
acquire Improved Ship Weaponry via research
gains a Special bonus in battle. Whenever one
of his warships misses its target spaceship, it
can immediately fire again at the same
spaceship one more

Page 8 of 14
7. A warship cannot change its target spaceship 4.2 COLONY ATTACK AND CONQUEST
once the barrage round begins. Players often 1. As he proceeds with his turn, a player may, if
like to gang up several warships against one he wishes, attack enemy colonies occupying
particular spaceship thereby improving the the same star hexes with his warships. He
chances of destroying it. If, as often happens, cannot begin his attacks against colonies until
a kill is obtained before all the warships have he finishes all of his battles against enemy
had a chance to fire, those that didn't fire lose spaceships. Making attacks against colonies is
the opportunity to do so for the rest of the never required; it is always a voluntary action.
barrage round 2. If the player plans to attack more than one
8. A warship is never required to fire at the same enemy colony in different star hexes, he will
spaceship it missed in a previous round It may decide the order of their resolution. He may
fire at the same or a different spaceship attack in only one star hex at a time.
9. Scouts and colony transports are not warships 3. Only after the player announces an attack
and cannot attack. They can, however, be against a colony must its owner reveal what
attacked. missile bases are found thereon. The player,
10. There is an unlikely but possible situation then, is required to fight at least one barrage
where both sides have eliminated all warships round against the colony if, Indeed, it does
in battle but still retain scouts and colony have missile defenses. Colonies once
transports in same star hex. In this case, the protected by a planet shield. cannot be
attacker must withdraw all of his spaceships attacked. They are unconquerable.
out of the star hex and into an adjacent hex of 4. A colony not defended by missile bases or a
the opponent’s choosing planet shield is conquered immediately
11. It is recommended, though not required, that without a fight when attacked. If it is
both players temporarily move their defended by missile basest however, it can
spaceships to an open area off the mapboard conquered only after all its missile bases have
to fight a battle. This makes directing and been destroyed
resolving combat fire between the spaceships 5. Combat against missile bases is conducted
much easier. using the same method devised for resolving
12. When a player voluntarily withdraws his spaceship combat. Just substitute the missile
spaceships from battle, he can leave some to bases or the defending spaceships. Retreats
continue the fight. All ships retreating from are not allowed in colony combat. Instead the
the hex must be moved to an adjacent hex of attacker may call off his attack at the end of
the opponent’s choosing. A player can pick any barrage round if he so desires without
just one hex for all of his opponent 's penalty.
withdrawals in that battle 6. If the attacker is able to destroy all of the
13. Each spaceship withdrawn from battle must missile bases of a colony while still keeping at
be given new destination if one is required. least one warship in the same star hex, he has
14. Spaceships cannot hide on planets. A conquered the colony. The colony remains
spaceship is always considered in space and conquered only so long as he can keep at least
vulnerable to attack. Only colony transports one of his warships in its star hex.
may land on planets and then only to debark 7. The defender has the opportunity to destroy
their passengers, after which they any or all of his colony's factories at the end of
immediately disappear and are returned to each barrage round that it remains
the player's stock unconquered He would consider doing this
only when the colony is in danger of falling
into enemy hands
8. If there are more than one colonized planet in
the contested star hex. the attacker may
attack them separately or together or
alternate his attacks at Will.

Page 9 of 14
4.3 BESIEGED COLONIES producing for him in the very next production
1. An unconquered colony is considered to turn.
under Siege if at least one enemy warship 7. Another player can wrest control of a
remains in its star hex. conquered colony by displacing the guarding
2. A besieged colony may not build any warships in its star hex with at least one of his
spaceships. Neither may it be used as a own. He becomes the new conqueror and
command post must also wait one production turn before he
3. A besieged colony may build missile bases or a can begin to use the colony's i.p. 's. He cannot
planet shield. It may also build factories. It take control of enemy colony transports but
may contribute toward research. only attack them instead
8. A conquered colony (or any colony, for that
4.4 CONQUERED COLONIES matter) emptied of all its population is
1. Once conquered, a colony immediately comes considered abandoned and a new colony may
under the control of its conqueror. The owner be started on the same planet by any player.
must provide the conqueror with all of its All factories left on abandoned colonies are
population and factory information. The considered destroyed
populations of conquered colonies although 9. A player is permitted to destroy any or all of
now under the control of a new master still the factories in any or all of his conquered
remain loyal to the original owner. colonies at any time during his turn.
2. A conquered colony cannot produce any i p.’s 10. A player is also permitted to destroy
for the conqueror in the first production turn conquered populations anytime during his
following its conquest. For all subsequent colony attack activity including the turn of
production turns, however, for as long as it conquest. Each warship that remains in the
remains under that player's control, it will colony's star hex after conquest may remove
yield full to turn. population at the following rates:
3. A player may not mix his populations with • Each corvette can destroy 1 million
conquered populations He can make population per turn;
conquered populations migrate to new • Each Fighter can destroy 3 million
planets which are empty or contain other population per turn;
conquered colonies Of the same color. • Each DeathStar can destroy 5 million
Wherever they settle, their status as a population per turn;
conquered colony remains the same. When
moving conquered populations, appropriately 5.0 COLONIZATION
colored must be obtained from the original
owner They remain under the conqueror’s
control so long as he keeps at least one
5.1 COLONIZING PLANETS
warship with 1. After completing all attacks in his turn, a
4. Conquered colonies may not build missile player may debark as many passengers from
bases or a planet shield. Conquered colonies his surviving colony transports as he wishes.
may build spaceships for the conqueror. They These populations may be placed on
may also contribute toward conqueror’s uninhabited planets to start new colonies or
technology research. on planets with friendly colonies to increase
their size. They may not be placed onto a
5. Conquered populations cannot increase in
number nor are they allowed the bonus. Their planet holding enemy colonies.
numbers must remain the same. 2. A colony transport may debark its passengers
6. Whenever a hex containing a conquered onto a planet in the star hex it occupies.
colony or conquered colony transports is 3. A player cannot start colonies on barren
abandoned by all of the conqueror’s warships, planets until he acquires Controlled
Environment Technology (C.E.T.). Even then.
for whatever reason, the conquered colony or
only the colony transports built during or after
transports revert back to the control of the
the acquisition of C. E.T. may debark colonists
original owner. The colony is no longer
onto barren planets. Those in use at the time
considered conquered and may begin
Page 10 of 14
are excluded because they were already sent 6.0 PRODUCTION
into space before C.E.T. could be installed.
4. Each time a player starts a new colony, he
should make a note of its host planet and its 6.1 PRODUCTION TURN
population on his player record sheet. While 1. At the conclusion of every complete forth turn
the colony remains in existence, this record (that is, after all players have taken their
should be maintained to indicate new gains fourth, eighth, twelfth, sixteenth, etc. turns) a
and losses in population. factories. and missile special production turn is inserted. At this
bases time all players, simultaneously calculate the
5. A player is permitted to have as many colonies production and growth for each of their
as he is willing and able to start. If he runs out colonies during the last four turn period. They,
of space on his record sheet, he is allowed to then, use this industrial output to buy new
continue his record on a new one. equipment and to invest in research. They also
6. Only one colony may exist on a planet at a prepare populations for emigration. All of this
time. It must be emptied of all its population is done in secret.
before another colony may be placed there. 2. Each colony must be treated as a distinct
7. A colony may never have more Population production unit. A player must complete all
than is allowed by its planet's capacity. Any the growth, industrial and emigration
excess found or put thereon is eliminated at activities of one colony before he can proceed
the end of the turn to those of another.
3. Ali colonies contribute to their side's
production, even those started in the previous
5.2 COLONY TRANSPORTS
turn.
1. Population is counted in millions and cannot
4. There are a total of ten production turns in
be further divided. Each colony transport is
the game. The one which would normally
able to carry just one million population.
follow turn 44 is ignored and a winner is
2. Once a Colony Transport’s passengers have
determined instead.
debarked onto a planet, it must be removed
5. The production turn activities of each and
from play.
every colony are conducted in a step-by-step
3. Every time a player wishes to move any of his
sequence as outlined below.
population from one planet to another, he
a. determine population growth
must build new colony transports in that
b. calculate the of i.p.’s produced by the
planet's hex to carry them. The population is
colony
automatically loaded onto the colony
c. build colony transports for emigration
transports.
d. spend i.p.’s on equipment and
4. A player must use colony transports even
research
when he wishes to transfer population from
one planet to another in the same hex.
5. As is the case with all construction, colony 6.2 POPULATION GROWTH
transports may be built only during a 1. One million population is gamed for every five
production turn. Consequently, these are the million population present on a Terran planet
times that a player can prepare his 2. One million population is gained for every ten
populations for movement He cannot build million population present on a sub-Terran
colony transports between production turns. planet
6. Colony transports are never required to 3. No population increase is allowed on minimal-
debark their passengers and can stay In space Terran or barren planets.
a. For example, a colony with a of thirty-nine
for the entire game if so desired
million on a Terran planet gains seven
7. Whenever a colony transport is destroyed. million additional million; the same colony
either by exploration or by combat, its one on a sub-Terran planet gains three million
million passengers die with it. additional population; the colony gains
increase in population if on a minimal-
Terran or barren planet

Page 11 of 14
4. A colony's population can never exceed its 5. The population bonus is determined in the
host planet's capacity. Any excess must be following manner:
placed on colony transports to emigrate a. The colony's bonus limit is first
elsewhere or be eliminated at the end of the calculated. It is the sum of its
production turn. population growth for the turn plus
three million population.
6.3 INDUSTRIAL OUTPUT For example, a Terran colony with twenty-
1. A simple formula is utilized to calculate the i.p. seven million inhabitants would have a bonus
output for a colony as follows. Each one five plus three or eight. A sub-Terran colony
with thirty-nine million inhabitants would have
million population in the colony, including
a bonus of three plus three or six.
population growth, provides 1 i.p. and each
b. For every three million population
factory thereon produces 1 i.p.
placed in colony transports up to its
a. For example, a colony on a Terran planet
with thirty million inhabitants and ten
bonus limit, an additional one million
factories will first receive a population population is gained.
growth of six million, thereby increasing 6. This population bonus must be emigrated to
its size to thirty-six million inhabitants. be kept; they cannot remain with the colony.
They 36 i.p. 's. The ten factories will Colony Transports must be purchased by the
produce another 10 i.p.'s. The colony. then colony to carry them. Population bonus not
is able to generate a total amount of 46 immigrated is lost instead.
i.p.'s for this production turn. 7. Emigrants must be moved to a different
2. Colonies on mineral-rich planets double the planet. They cannot be returned by the same
total amount of the industrial output. If the Transport later to the same colony.
above-mentioned colony of thirty million
inhabitants and ten factories were based on a 6.5 INDUSTRIAL EXPENDITURES
minimal-Terran, mineral-rich planet. its output 1. A colony can use whatever i.p.’s it has
would be increased to 80 i p.’s (30 i.p.’s for remaining after any colony transport
initial population plus 10 i.p. 's for zero purchases to buy new spaceships, factories,
population growth on a minimal-Terran planet and defenses, and to invest in technological
plus 10 i.p.‘s for ten factories, then doubled). research. Prices for equipment are provided
on the price schedule. Technological costs are
6.4 EMIGRATION found in the Research Tables.
1. Any or all of the inhabitants of a colony 2. The colony owner may use the i.p.’s as he sees
including those just gained can be moved off a fit.
planet. 3. A colony Cannot combine with other colonies
2. Each one million population to be moved to buy items it could not afford on its own.
requires one colony transport to carry them 4. Any number of colonies may contribute
built at a cost of 1 i.p. from the colony's toward the same technological research.
output. 5. Most items cannot be bought until the
3. When placed in the colony‘s star hex. The colony’s owner has acquired the technology
colony transport is considered to be needed to build them. The colony transports,
automatically loaded with one million scouts, and corvettes can be purchased.
population from the colony. 6. A new technology can be paid for in one
4. A colony is able to generate additional production turn or over several production
population, termed a population bonus, above turns. A player is allowed to use a technology
its normal population growth depending upon in the same turn it is acquired.
the size of its emigration. 7. Each time a player invests in a new technology
he should make a note of it on his record
sheet. He is then able to maintain a running
total of the i.p.’s put toward it until its price is
met.

Page 12 of 14
8. i.p.’s must be used in the same turn they are
generated, or they’re lost. They cannot be
saved. We recommend that a colony’s leftover
i.p.’s be invested in some kind of research.
9. Newly built spaceships are placed in the
producing colony’s star hex.
10. Players should update their colony records to
reflect new purchases of factories, missile
bases, and planetary shields.
11. A colony may hold any number of missile
bases.

6.6 TECHNOLGY
1. Technology is divided into three distinct
classes: ship speed, weapons, and pure
technology.
2. A player may not invest in a second level
technology until he has purchased at least
one of the first level technologies in the
same class.
3. Examination of the Research Tables
reveals that many of the technologies
have two prices. A player may use the
lower price only if he owns the perquisite
technology mentioned.
4. A player who acquires the technology to
build a certain item does not buy that
item, itself, just the ability to buy it
5. As an optional rule, consider letting
missile bases use Improved Ship
Weaponry along with the warships.

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