The Great Space Race Rules of Play INTRODUCTION TO WIN Once each Stellar Cycle, the Great Galactic Emperor presides over the most celebrated sporting event in the entire universe - The Great Space Race! Fans from all corners of the cosmos tune in for live coverage and the race is the one guaranteed day off from work for all species everywhere - even the infamous Slave Pits of Gurius-7 shut down for the show. The spectacle of the race is the one commonality that ties the universe together. Fortunes are made and lost wagering on its outcome. Political careers center around dealing with its far-reaching effects. Interstellar wars have even been started over the race! In preparation for each race, the Emperor selects representatives from the most inept races in the universe to participate in the mayhem. These unfortunate few have proven themselves the most backward thinking foul-ups in the universe. It is somewhat a miracle of evolution that these stumbling, bumbling creatures have managed to pull themselves up from the primordial ooze, but from the ooze they have come. Along the twisting trail of the track the fates of these failed species are determined. The emperor has decreed that only the winner's kind will be spared. The entire race to which the losers belong will be subject to Imperial Purge - the total snuffing from existence of their species and the destruction of their homeworld! You, as representative of your kind, must do everything you can to win the race. You are in control of the finest ship your people can provide you (snicker) and, though weapons are strictly prohibited in the race (louder snicker), a few mines have somehow made it into your hold to assist you in your struggle. Keep your tentacles to the floor and your eyestalks on the finish line as you navigate your way through minefields, asteroids and wormholes. As the entire empire looks on in frenzied excitement, you know you must be victorious! In The Great Space Race, players compete to be the first ship to complete 3 laps or to be the last remaining ship in play. Sometimes a race is about survival and sometimes it’s just about hauling tentacle to the finish line. The dispersion of equipment, Major Events and, most importantly, play styles can all factor into this. Needless to say, every game is different and each provides its own unique challenges. In any event, stay away from Black Holes. COMPONENTS This Rulebook The Track 8 Control Consoles Lots of Cards (3 decks totaling 186 cards) Lots of Counters (a large pile totaling a lot) Space Ship tokens Dice SET UP Place the game board on a flat and stable surface. Separate all counters into their respective types. Shuffle the Action Card deck, the Equipment Deck and the Major Events deck. Place each deck to the side of the board in a convenient place for all players. Each player should choose a spaceship to control in the game – please, save the fighting for the track. Give each player a control console and space ship token, setting any extras aside. Issue standard mine counters (the orange ones) and Command Decision counters based on the number of players (see the table below). These counters should be placed in their respective sections on the control console. Each player should also receive 3 control dials to keep track of the Shield, Hull and Speed ratings. Set the Shield and Hull ratings to maximum and the Speed rating to 1. Next, assign each player a starting lane (numbered 1-6 on the starting line). To determine the start1 The most important feature is the group of Action!! slots at the bottom. This is where players will place their action cards during the course of each turn – more on that later. ing lane first determine the lanes used based on the number of players. Next, randomly deal out initiative counters matching the lane numbers in use to determine the starting lane for each player. Place each players miniature on his starting lane facing across the starting line. Finally, collect one initiative counter for each player in the game and set any extras aside (i.e., if there are 5 players, use counters 1-5 and set 6 aside). You are now ready to race! TURN ORDER All players act during each phase. There are eight separate phases in each game turn: Initiative Shield Recharge Speed Change Draw Events Placement Discard Reveal Initiative Phase Collect all the initiative counters used in the current game into a cup or box lid. Each player should draw an initiative tile at random to determine turn order. Place the tile face up in front of your control console for the remainder of the turn. Initiative order proceeds from lowest to highest. An initiative counter and a control dial. THE CONTROL CONSOLE Shield Recharge Phase The Control Console is a graphical representation of the important features of each ship. Players will regulate the Shield, Hull and Speed ratings using the control console. It will also help in tracking equipment, Command Decisions and the ship’s current mine stock. All ships that are not at maximum shields may recharge up to 2 shield points. Only standard ship shields may be recharged. Speed Change Phase Players may adjust their ships speed up by 1 factor, down by up to 2 factors or make no change at all. During the first turn, players will set their ships to speed 1 during this phase. From that point forward, no ship may ever reach a speed rating lower than 1 or greater than 5. Speed changes are made in initiative order. Draw Phase Each player draws a number of Action Cards based on his/her current speed. If no cards are available to be drawn, immediately reshuffle the discard pile into a new draw pile and draw from it. Cards are drawn in initiative order. 2 with an unrevealed action card will reveal the card in initiative order. When a player reveals an action card, he immediately follows through with the action indicated on it. Once he has finished, the next player in initiative order with a card on Slot 1 will reveal it and act on it. Once all players with action cards on Slot 1 have revealed and acted on them, the process is repeated for Slot 2 and so on. This is continued until there are no unrevealed action cards on any slot. Players without a card on a particular slot take no action during that slot. Revealed cards should remain in place until the last card on Slot 5 has been revealed at which time all the cards should be collected and placed in the discard pile. Events Phase Each player who drew 1 or more events in the previous phase will now play the event(s) drawn. Starting with the first player in initiative order, each player should follow the events procedure below. If a player did not draw any events, he simply passes. 1) The player must play all of the events drawn in any order. 2) The player should draw cards to replace any that were played or discarded. If an additional event is drawn, play the event. Repeat the process until there are no events in the player's hand - no event may ever be kept in a player's hand for later use. 3) Play now passes to the next player in initiative order that has an event. That player begins again at step 1. The process will continue until all players have played out their events. ACTION CARDS There are three basic types of Action Cards: Movement, Maintenance and Events. Event cards are played in the Events Phase while Movement and Maintenance cards are played in the Placement Phase. Placement Phase Players must place a single Action Card face down on each Action!! slot on their control console that contains the speed factor their ship is currently set to. For example, a player moving at speed 3 would place an action card face down on slots 1, 3 and 5. If this player were to place a card on say, slot 2, other players are encouraged to smack him. Once the placement phase ends, the placed cards may not be interchanged except by the use of a Command Decision counter (see Command Decisions). Movement Cards Movement cards are represented by hexes aligned in differing schemes and represent the moves the ship will make during the Reveal Phase. For a complete description of movement cards and the movement process see Movement. Maintenance Cards Maintenance cards are placed/played just like movement cards, but no movement is performed. Instead, ship maintenance is performed. There are three different maintenance cards: Shields Up, Reload Mines and Activate/Deactivate Equipment. Discard Phase If, after placing all action cards, a player has additional cards left, he may retain up to 2 cards of his choice as a hand. Any additional cards must be discarded. Reveal Phase Shields Up Ok, this is one of those places where you should pay close attention to the rules. Players will now reveal the action cards they placed on their control consoles. Cards are revealed one at a time in slot order (1-5) with initiative breaking ties. Starting with Slot 1, each player When a player reveals this card, he immediately adjusts his shield rating to maximum and may now wipe the sweat from his brow. If the shield rating is already at maximum, nothing happens. Congratulations, you just wasted a good card. 3 Reload Mines When a player reveals this card, he immediately restocks his starting compliment of standard mines. Activate/Deactivate Equipment When a player reveals this card, he may immediately draw the top card from the equipment deck (if there is an open cargo bay on his console) or discard an equipment card from a cargo bay on his console. Note that smart players discard equipment cards into the Equipment card discard pile while evolutionary stumps place them in the Action card discard pile. When a player draws an equipment card, he will place it (and any related counters) on an open cargo bay on his console. If a piece of equipment comes with any counters, the equipment card is discarded when the last counter is used. If an equipment card is ever discarded and there are still unused corresponding counters on it, immediately discard the counters as well. wormhole, but not on the hexes in between when the transport occurs. If a mine detonates in a wormhole hex, it detonates in both corresponding wormhole hexes simultaneously. If another mine is in the far wormhole hex, it will detonate when the first mine goes off, also detonating in both hexes. Magnetic mines are not drawn through a wormhole. If an end of a wormhole is caught in the blast of an Atomic Device, the wormhole has the potential to collapse into a black hole (see Atomic Devices). Event Cards Event cards are played during the Events Phase as previously described. There are 2 types of events: standard events (bad) and major events (worse). Standard events are located in the action card deck. Major events are located in their own deck and are triggered by the standard event titled ‘Major Event’ (see below). Standard Events Major Event When one of the two 'Major Event' cards is played, all players should first sit down and take a deep breath. Next, draw a card from the Major Event deck to see what tragedy has occurred. After following through with the Major Event that was drawn, remove it from the game. Set the 'Major Event' card that came from the Action deck aside for now. When the current lap has been completed (the leader crosses the start line), immediately shuffle the 'Major Event' card back into the Action deck draw pile (not the discard pile). Though most Event cards are sufficiently explained on the card itself, some need additional explanation: Stowaway Place this card in an open bay on another player’s control console. No equipment may be placed in that bay while the stowaway is present. The stowaway may be discarded in one of 2 ways: 1) the Made on Planet Gluptar event may be played on the stowaway (a Gluptarian stowaway!) or 2) a Deactivate Equipment card may be used to blow the trespasser out the airlock. Either way, some payback is in order. Wormhole Take 2 color-coded wormhole counters and place them in 2 empty hexes on the track, 5 hexes apart. The 5 hex path may be traced through boundary hexes. Any ship that enters one of the hexes containing either end of the wormhole immediately transports to the other end and continues movement as normal. The ships facing does not change when the transport occurs. Only ships may pass through a wormhole. Mines may be placed on the wormhole ends by a ship traversing the Note: Each specific major event may only occur once per game (i.e. discard after play). Acidic Cloud An acidic, metal dissolving cloud has drifted onto the track. The player who drew this event will place the 4 order will place his asteroid counters individually in empty hexes that are at least 4 hexes away from any ship or asteroid counter. Once a player has placed all his asteroid counters, the next player in initiative order will play his and so on. Any ship that enters a hex containing an asteroid counter immediately rolls for impact. If an asteroid is struck, the ship takes 1d6 damage. The ship may move on as normal after resolving the impact, but the asteroid remains on the board. Black Hole A black hole has opened up in space somewhere on the track. The player who drew this event will place the black hole counter face down anywhere on the track that does not overlap or border the Space Amoeba, the Acidic Cloud, a boundary hex or a ship. The black hole counter represents the black hole itself (at the center) as well as its gravity well (the 36 hexes surrounding the black hole). The black hole counter may be placed adjacent to a wormhole, but may not overlap one. At the end of the turn that the black hole came into play, turn it face up. It is now active and anything that is currently in its gravity well gets pulled 1 hex towards the black hole. From that point forward, anything that enters the black hole’s gravity well it pulled 1 hex towards the black hole in the direction of the yellow arrows. A ship’s cloud counter on a 7 hex area anywhere on the track that is at least 5 hexes away from any ship, black hole or the Space Amoeba. Once placed, the cloud’s facing is never altered. If the cloud moves onto a ship or a ship moves onto the cloud, the ship immediately loses 1 hull point. Once initial contact is made with the cloud, further damage is not taken until the ship and cloud are in separate hexes and contact occurs again. At the end of every slot in which a ship moved, roll 2d6. The first roll indicates the direction the cloud moves (reference the numerical identifier on the counter) and the second roll is the distance in hexes it travels in that direction. If the roll for movement would require the cloud to be moved into a boundary hex, it stops movement adjacent to the boundary hex and all further movement from the roll is ignored. The acidic vapors of the cloud only affect ships and the Space Amoeba. If the cloud and the Space Amoeba ever share a hex, remove the Amoeba counter from the board. Asteroids Example: The player moves 3 hexes according to his movement card. Unfortunately this propels him into the gravity well of a black hole. At the end of his move, he is dragged an additional hex towards the black hole (indicated in red). Note that his facing is also altered by the powerful gravitational forces (indicated by the yellow arrows). An asteroid field has drifted onto the track. Divide the asteroid counters up equally between the players and set any extras aside. The first player in initiative 5 facing will also be altered 60° towards the black hole. Note that wormholes may be placed within the gravity well of a black hole and are the only things in the game immune to its gravitational pull. Any object or ship pulled into the black hole itself is destroyed. Once a black hole enters play, it never leaves play and its position can never be changed. Imperial Incentive The Great Galactic Emperor has been watching the race intently and is not pleased with the less than stellar performance thus far. He has issued an order in the hopes of spurring the competitors on. The player who drew this event will take the 3 gun tower counters and place them in any boundary hex of his choice that does not contain another gun tower. Any ship that ends a movement within 5 hexes of a gun tower takes 2 points of damage. If a ship is within 5 hexes of more than 1 Acidic Cloud or a black hole, it is removed from play. Any counter, except a wormhole or ship, that is in a hex occupied by the amoeba when it moves is immediately devoured. All eaten counters are removed from the track and placed on the Space Amoeba Counter Pool area of the board. If, at the end of any turn, the number of counters in the pool is equal to or greater than 3 times the number of players at the start of the game, the amoeba is satiated. Return all eaten counters to the counter pool and remove the amoeba counter from the track. If the amoeba moves onto a ship or a ship moves onto the amoeba, the ship immediately loses 5 shield points. Once initial contact is made with the amoeba, further damage is not taken until the ship and cloud are in separate hexes and contact occurs again. When shield points are not available, hull points are not lost. gun tower, the ship only takes 2 points of damage. Terrible Secret of Space Space Amoeba You have looked into oblivion and deciphered the Terrible Secret of Space (ok, so maybe it was just a lucky guess). Regardless, none may be allowed to retain such knowledge and the cosmos itself strikes out at you! When this event is revealed, immediately discard it and reveal the next 3 major events, playing each in the order drawn. Sorry. A huge, voracious space amoeba has made its way onto the track. The player who drew this event will place the amoeba counter on a 7 hex area on the track that is not on or adjacent to a ship or black hole and that is at least 5 hexes away from the Acidic Cloud. Once placed, the amoeba’s facing is never altered. At the end of every slot in which a ship moved, roll 2d6. The first roll indicates the direction the amoeba moves (reference the numerical identifier on the counter) and the second roll is the distance in hexes it travels in that direction. If the roll for movement would require the amoeba to be moved into a boundary hex, it stops movement adjacent to the boundary hex and all further movement from the roll is ignored. If the amoeba’s movement forces it to move into a hex occupied by the MOVEMENT Movement is not simultaneous. Each ship must fully complete its move in a given Action!! slot before another ships movement can begin. All movement occurs during the Reveal Phase. If a player reveals a movement card, he must follow through with the indicated movement. The hex containing the ship silhouette corresponds to the ships starting position – and the top of 6 sion symbol indicates the ship may deploy a mine during the move. A Few Movement Rules to Remember: A movement card may never be substituted except with the use of a Command Decision counter. A ship may never move into a boundary hex – though it can certainly crash into one (see Boundaries). A ship may never make 2 consecutive facing changes, even over the course of 2 turns or with the use of a Command Decision. After a facing change is made, a ship must travel 1 hex distance at a minimum, before another facing change can be made. Impacts If a ship moves into a hex containing another ship, an asteroid or a mine, there is a potential for an impact. The player controlling the ship that is moving should roll 1d6 and consult the table below. When a ship impacts a mine or asteroid, it takes 1d6 damage. In either case, the ship will continue moving if it has additional movement remaining. When a ship moves into a hex containing more than one object that could potentially be impacted, the controlling player randomly chooses one of the objects and rolls for impact. Only one roll for impact is made for an individual hex. Regardless of the outcome of the roll, no other rolls for impact are required for any other objects in that hex. Resolving Ship to Ship Impacts If a ship impacts another ship, both ships suffer 1d6 damage and the rammed ship must immediately lose a speed factor (see Forced Speed Reduction). The ramming ship occupies the rammed ships original position and the rammed ship is pushed out the opposite hex facing the ramming ship entered from. Any remaining movement the ramming ship has left (on the current Movement card) is carried out as normal. If the ramming ship’s movement continues in the same direction it was traveling when it hit the rammed ship, the rammed ship is pushed ahead of it until one of two things occurs: 1) the ramming ship no longer has movement in that direction or 2) a boundary hex is struck by the card indicates the direction straight line movement would take the ship from its beginning hex facing. Numbers between hexes indicate the distance in hexes that must be traveled in that direction (no more, no less). A triple arrow indicates that a single hex-side movement change may be made in that hex, meaning the ship may be rotated one hex-side to the left or right or not at all at the controller’s discretion. Note that a ship’s hex facing never changes in relation to its starting position unless allowed by a triple arrow on the movement card or the use of a command decision. An explo7 8 the rammed ship (see Boundaries). For every 2 hexes pushed, the rammed ship takes an additional point of damage. If a boundary is struck, both ships take 1d6 damage and lose a speed rating. Additionally, the ramming ship immediately ends its current movement (disregard any further movement on the current movement card). Any hex a pushed ship enters should be processed as normal (a ship pushed into a wormhole is transported, mines may be impacted, etc). Also, a ship that has been pushed is considered to have moved for purposes of resolving Magnetic Mines and Gun Towers, but not when considering equipment that activates after completing a normal move (Repulsion Cannon, Tractor Beam, etc). Note that ships that were not impacted are not pushed and the moving ship simply continues along its way. Boundaries Boundary hexes make up the inner and outer limits of the track (those pretty blue hexes). No ship may ever enter or pass beyond a boundary hex. Any ship that impacts a boundary hex immediately ends its current movement (disregard any further movement on the current movement card), takes damage according to the table below and loses one speed factor (see Forced Speed Reduction). At the controller’s discretion, the ship may be rotated one hex-side to the left or right or not at all. The ship may continue moving as normal during the next slot in which the controlling player has an action card. Note that ships that are pushed or repulsed into a boundary hex would not necessarily need to discard the current movement card since that would not apply to a ship that is not moving, but speed loss and damage would still occur. Chained Impacts Speed 1-2 3 4 5 If a ship is ever pushed into a hex that would require it to roll for impact, the roll is made as normal except that the ramming ships speed factor (the ship that is pushing) is referenced when rolling on the Impact table. This process could result in more than one ship being pushed ahead of the ramming ship. If the ship misses the obstacle, no additional rolls are required for any other ships that are being pushed or the pushing ship itself. When a pushed ship impacts another ship, all ships involved take 1d6 damage and the newly impacted ship loses a speed factor. Occasionally, confusing situations can result from convoluted impact scenarios. A liberal dose of common sense and fair play should resolve these situations. Damage lower of 2d6 (roll 2d6 & take lower value) 1d6 higher of 2d6 (roll 2d6 & take higher value) 2d6 Mines A mine that detonates causes 1d6 damage to all ships in the same hex. A mine may be detonated in several ways and if there is ever a doubt as to whether a mine would or would not detonate, it detonates. If more than one ship is in a hex when a mine detonates, each ship calculates its damage separately. If a mine detonates in a hex containing more than one mine, all the mines detonate. Each ship in the hex calculates damage for each mine separately. When a mine has detonated, remove the counter from the board and return it to the counter pool. Taking Damage Unlees otherwise noted, any time a player is forced to take damage damage should first be taken from shields. If at any time a player is required to take damage and no shields remain, the player should then reduce the hull rating. When the hull rating is reduced to 0, the ship is destroyed and immediately explodes just like an Atomic Device. Remove the ship counter from play. The controlling player is now out of the game. Other Impacts When a magnetic mine or dumbfire missile enters a hex containing a ship, a roll on the Impact table is required. In these instances, moving objects are considered to be at speed 5. 9 Forced Speed Reduction Command Decisions When a ship is required to lose speed outside of the Speed Change phase, it is considered Forced Speed Reduction. A ship may never be forced below a speed rating of 1. When losing speed, immediately change the dial pointer on the control console and alter the ships action card placement to reflect the new speed rating. Some or all of the player’s unrevealed action cards may need to be shifted to the right and some of them may need to be discarded. See the following example for more details. In the example, the ship that was forced to lose speed was originally at speed 5 and has just had the speed rating reduced to 4. The action cards on slots 1 and 2 have already been revealed, so they are not affected. Starting from the left, the first unrevealed action card that is not on a slot valid for speed 4 must be shifted to the right until it is on a valid slot or until it is off the console (cards may never be shifted to the left). Shift other unrevealed cards with it if necessary. Once it has been shifted onto a valid slot (if possible), check the next unrevealed card in slot order to see if it is valid on the new slot. If it isn’t, repeat the process of shifting to the right until it is valid or off the console. When the first card was shifted, it became legal on the next slot (slot 4). Checking the next unrevealed card, it is also legal (slot 5). Since the last unrevealed card has been shifted off the console, it is not legal and should be discarded. Play now continues as normal. The Command Decision counters represent the commander of the ship’s ability to intervene at critical moments and alter a sequence of events. At an applicable moment, a player may take a Command Decision counter from his stock and perform one of the following special actions: Consult the Crew: During the draw phase only, you may draw an extra three cards. You may perform this action at any point in the draw phase (before or after you have made your normal draw), but before the Events phase has begun. still abide by hand size limits during the Discard phase. Avert Disaster: When moving your ship, you may opt to automatically avoid a possible impact instead of rolling on the Impact Table. You should then continue your turn as though the roll was made and had resulted in a ‘miss’ result. Belay an Order: You may pick up all unrevealed action cards on your console and return them to your hand. Cards from your hand may then be placed face down again as you choose. Change Heading: When moving your ship, you may make an immediate hex facing change. Note that 2 consecutive facing changes are never allowed (see A Few Movement Rules to Remember). 10 er’s discretion (see Black Hole for placement guidelines). An Atomic Device is considered to be a mine. Rules that apply to mines that are not contradicted in this paragraph apply to Atomic Devices. Equipment Cards Though most Equipment cards are sufficiently explained on the card itself, some need clarification: Atomic Device Dumb-Fire Missiles A player may deploy an Atomic Device instead of deploying a standard mine (see Deploying Mines). If impacted (or otherwise caused to detonate), an Atomic Device explodes. Damage cause by the explosion is dependant on the distance from the impact point. Distance 0 1 2 3 At the end of any movement you just completed, you may fire a single missile if a target is available. The missile may target ships, mines or asteroids in its path. All other counters are not affected by missiles. Objects in your ship’s hex may not be targeted. The missile will exit out of one of your ship’s front 3 hex sides and will travel up to 5 hexes in a straight line. As the missile travels, roll for impact for each hex it enters that contains a target. For purposes of impact determination, treat the missile as though it were traveling at speed 5 (see Other Impacts). If there is more than one target in a hex, the controlling player chooses which is targeted. If the missile misses a target in a hex (even when more than one target is present, it immediately continues in a straight line until it enters a hex containing another viable target or it reaches a distance of 5 hexes from the firing ship. After traveling 5 hexes, the missile runs out of fuel, remove the counter from the track. If the missile impacts a ship, roll 1d6 for damage and remove the missile counter from the board. A mine or asteroid struck by a missile is destroyed and removed from the track along with the missile counter. A mine struck by the missile detonates as normal. Damage 2d6 higher of 2d6 (roll 2d6 & take higher value) 1d6 lower of 2d6 (roll 2d6 & take lower value) Any mines in the blast radius immediately detonate. Asteroid counters in the blast radius are destroyed and taken off the track.. The detonation of an Atomic Device has the potential to collapse wormholes. If the end of a wormhole is caught in the blast of an Atomic Device, the player who deployed it rolls 1d6. On a roll of 1-3, nothing happens. On a roll of 4-6, the wormhole collapses into a Black Hole. Remove the affected wormhole counters from the board and place a Black Hole counter on the board centered on the hex containing the end of the wormhole affected by the Atomic Device or the closet hex that is legal at the placing play- 11 Guided Torpedo Magnetic Mines You may launch the torpedo instead of deploying a mine (see Deploying Mines). The torpedo immediately moves up to six hexes in any direction the controlling player chooses. It may move freely through occupied hexes and will only strike a target the controlling player chooses. It can target ships, mines or asteroids. The torpedo never rolls for impact as it always strikes its target. Ships struck take 1d6 damage. A mine or asteroid struck by a torpedo is destroyed and removed from the track along with the torpedo counter. A mine struck by the torpedo detonates as normal. You may deploy a magnetic mine instead of deploying a standard mine. Ships that enter a hex containing a magnetic mine roll for impact as normal. When a ship ends its movement adjacent to or upon a magnetic mine, the mine is magnetically drawn to the ship. Move the mine counter into the hex containing the ship and roll for impact. For purposes of impact determination, treat the mine as though it were traveling at speed 5 (see Impacts). If more than one magnetic mine borders the ships hex, they all drift into the hex. If one of the mines detonates, they all detonate (see Mines). Magnetic mines are only drawn towards ships. Repulsion Cannon A single ship that is within 2 hexes of your ship at the end of any movement you just completed may be pushed away from your ship. Roll 1d6, on a roll of 1-5 the ship is pushed 1 hex away, on a roll of 6, the Repulsion Cannon backfires and your ship is pushed 1 hex away from the target ship. If a ship could be moved into more than 1 hex, the player with the cannon determines which hex the ship moves into. Resolve any issues as required by the new ship location (roll for impacts, move magnetic mines, move through a wormhole, etc.). If a ship was repulsed into a wall, it takes damage and loses speed as normal (see Boundaries and Forced Speed Reduction). Tractor Beam At the end of any movement you just completed you may attempt to use your tractor beam on a single mine that is within 3 hexes of your ship (or in your ships hex). Roll 1d6, on a roll of 1-5 the mine has been successfully pulled into the ships hold; on a roll of 6, the mine detonates on your ship for half damage. Any mine (including a Magnetic Mine or Atomic Device) successfully brought aboard is stored in the standard mine stock and does not fill an equipment bay (you may not exceed your mine stock maximum). Mines successfully brought aboard may be deployed as normal. 12 UNIQUE DESIGN FEATURES Nautilus Each ship has a special design feature unique to it. These design features are continuously in affect and cannot be disabled. The Nautilus’ hull is constructed with the super strong element Ultanium. This benefits it in two ways. First, the ship always takes 1 less damage from ship-toship impacts (minimum of 1 damage). Second, the Nautilus does not lose speed when impacted by another ship. This bonus only applies to impacts involving other ships. Drake The Drake utilizes advanced mine technology. The starting mine stock is always 4 greater than normal. When reloading mines, the Drake restocks to this adjusted amount. The player controlling the Drake may deploy a mine on any movement, not just movements that have a mine symbol. Octopoid The Octopoid comes equipped with tentacles. Whenever it completes a movement, it may grab one adjacent mine of its choice and place it in ships stores. Even special mines such as the Atomic Device may be grabbed for later deployment if an open equipment bay is available. The Octopoid’s mine stock may not exceed its starting quota. Manta The Manta was designed with extra thick armored plating to help in defense. The ship applies a –1 modifier to any source of damage (minimum of 1 damage). 13 Old Faithful Star Shark Designed centuries ago, Old Faithful has withstood the test of time. One of its most redeeming qualities is the impressive hi-capacity memory bank network that it utilizes. The memory banks are capable of storing vast amounts of data. The player controlling Old Faithful may maintain a hand of 3 cards instead of the normal 2 cards. The Star Shark is a particularly dangerous ship in close quarters. Anytime it attempts to ram another ship, it may automatically succeed if the controlling player chooses to do so. Swordfish The Swordfish was specially designed with offensive and defensive ramming capabilities in mind. When performing ram attacks, the Swordfish scores +2 damage against the rammed ship. A ship ramming the Swordfish also takes an additional 2 points of damage. Space Guppy The Space Guppy is powered by a Neutronium power plant. The power plant is extremely efficient. During the shield recharge phase, the Space Guppy recharges 3 shield points instead of the normal 2 shield points. 14 Long, Justin Padgett, Ryan Saltik, Adam Ross, Kim Martin, Greg Lewis, Kyle Cantrell, Todd Moeller, Sean Curran, Marshal & Nicole Caylor, Amy Bradley, Brad "Pretty Boy" Lee, Dan Vujovic, David Stoy, Davlin Stoy, Eric Pedersen, Joshua "Vespa" Hessel, Nancy Milligan, Paul Chamberland (Warning - Aggressive Player), Kevin Johnson, Chris Schuster, John Hake, Martin Gallo, Willie Clay, Greg King, Matt Bell, Michael Zipse, Ken "Water Boy" Lightner, Andrew Greenberg, Tom Ricks, Bill Bridges, Dave Kenzer, Steve Johansson, Brian Jelke, Jolly Blackburn, Mark Plemmons, Ben Reed, Mark Ocsow, Zach Gaskins, Timothy Rose, Christine Dziadosz, Jamie Wesley, John Jacoby, Gruht Lester, Gerald Lientz, Ben Bear, John Jasunas, Paul Wilson, John Baughn, Jason Walton, Patrick Prominski, Kyle Berg, John Berg, John Lloyd, Tolar Williams with a few others here and there. Thanks! Turkey Sandwiches and Hugs: Madison & Alexandra Zipse The Space Goats: Rob Martin, Mark Sellmeyer & Dan Vujovic A Quicker Game For shorter games, play only one or two lap games. All rules are the same except one: for every lap less than 3, start with one less Command Decision counter. Alternatively, players may choose to play a bloody marathon wherein the race continues until only one ship remains on the track. But that would just be sick. Well, that’s it. Go play. And be sure to crush your enemies, see them driven before you and hear the lamentation of their women. Credits Game Concept & Design: Craig Zipse Graphics: Craig Zipse Layout: Craig Zipse & Steve Johansson Quality Control: Madison & Alex Zipse Invaluable Advice: Eric Smith, Jason Poole, Rob Martin & Mark Sellmeyer Special Thanks: Eric Smith, Jason Poole, Rob Martin & Mark Sellmeyer Lead Playtesters: Rob Martin & Mark Sellmeyer Playtesters: Jason & Heather Poole, Eric Smith, Shane Neighbors, Matt "Space Goats" Cook, Todd Payne, Eric 15 Timing Table for the Reveal Phase The following info is painful to read and only marginally necessary for gameplay. You only need to refer to it when you’re not sure who blew up what first. Here goes... STEP 2 If the ship that just moved in Step 1 (or a ship that was pushed or Repulsed by the ship that just moved) is now within 1 hex of a Magnetic Mine(s) or within range of a Gun Tower, then: The first player in initiative order that has an unrevealed Action card on Slot 1 begins the process. If no player has a card on Slot 1, proceed to the first slot that does have an Action card on it. 2a) Magnetic Mines drift 2b) Gun Towers fire When more than one ship has just moved due to the use of a Repulsion Cannon or being pushed, steps 2a and 2b are resolved in initiative order. STEP 1 Reveal the Action card and perform the described action (deploying mines and other weapons as allowed). If the ship performed movement, continue to step 1a. If the ship performed maintenance instead, start again at Step 1 unless it is the last ship in initiative order. If that is the case, proceed to Step 3. Each player that has a card on the current slot should repeat Steps 1 & 2 in initiative order. If all cards on the current slot have been revealed, proceed to Step 3. 1a) Fire a Dumb-fire Missile 1b) Activate a Repulsion Cannon 1c) Activate a Tractor Beam STEP 3 3a) Move the Space Amoeba 3b) Move the Acidic Cloud 3c) Move the Space Station 3d) Active Black Holes pull in adjacent ships and counters. Repeat Steps 1-3 for players on all slots in slot order. When Step 3 has been completed for the last slot with a card on it, proceed to Step 4. STEP 4 4a) Atomic Devices explode in initiative order of their respective controllers. 4b) Black Holes placed in the current turn become active. The current turn has ended. You may now begin planning your revenge. 16
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