Stellar Conquest Rules - 2021
Stellar Conquest Rules - 2021
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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
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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.
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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
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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
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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.
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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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