- Same-Time Turn-Based Strategy Game (like Diplomacy or Risk 2)
- All players plot their turn in secret and discretely submit it to the current game master
- The game master puts all turns onto a new map, leaving the old one in turn history
- The Turn will be completed once all movement-clashes and defense battles are done
- A faction is obligated to play three of their matches Ingame, if possible by rules. . Once three matches were fought Ingame, a faction may request dices as substitute.
- Only balanced battles will be fought in game
- After the game was won by either LN or RM, it will be started over
[[[[[[color=#33CC00]Goals]]]]]
RM, LN, LSF, BDM: Conquer a gate IN Hamburg or Texas. Or utterly annihilate your foe.
VF, LR, AU, XA: Conquer all unlawful bases
TAZ: Survive / completely annihilate any aggressor
_______________ Alliances
- LN & LSF & XA
- RM & BDM & VF
- LR & AU
- Alliances may not be broken
_______________ TAZ
- Anyone may attack the TAZ
- The TAZ are not allowed to leave the Freeport unless attacked.
- After being attacked, their goal is to destroy their attacker by any means necessary
_______________ Planetform
- They were evacuated. Their base is abandoned.
[[[[[[color=#33CC00]Units]]]]]
_______________ Fighter Squad
- Consists of Fighters and Bombers
- Strength in numbers: 100%
- May perform one action per turn
- Deployable by: anyone but RM & LN
_______________ Adv. Fighter Squad
- Consists of Fighters and Bombers
- Strength in numbers: 100%
- May perform two actions per turn - may perform only one attack and one move
- Deployable by: LSF & BDM
_______________ Fleet
- Consists of anything but Battleships and Repairships
- Strength in numbers: 150%
- May perform one action per turn
- May attack unlawful bases with only 100% strength in numbers
- May not use Jumpholes
- Deployable by: anyone
_______________ Adv. Fleet
- Consists of any ship
- Strength in numbers: 200%
- May perform one action per turn
- May not attack unlawful bases
- May not use Jumpholes
- Deployable by: LN, RM, TAZ
_______________ Unlawful Base
- Has a defence force of Fighers and Bombers
- Strength in numbers of defence force: 100%
- Cannot move
_______________ Free Port 2
- Has a defence force of anything but repair vehicles
- Strength in numbers of defence force: 100%
- Defense force only functional for zoners
- Cannot move
[[[[[[color=#33CC00]Actions]]]]]
_______________ Attack
- An attack must be played out in game, reflecting all circumstances from the board such as involved factions, ship-access and strength in numbers
- Players may give up if outnumbered to high in order to speed up the process
- An attack may be performed by any unit - only adv. fleets are not allowed to attack unlawful bases
- Only one attack per unit per turn is allowed
- A unit that has lost a battle, is forced to retreat to a friendly territory of the retreating player's choice.
- If a unit has no friendly territory left to retreat to, it will be destroyed.
- Units cannot retreat through Jumpgates
- (Adv.) Fighter Squads may retreat through the Bering-Hudson Jumphole if possible
- If a unit is outnumbered by more than 1:2 in 'Strength in Numbers' it's automatically forced to retreat
- Residual base defenders must always fight their last stand Ingame
_______________ Move
- Any unit may move to a neighbouring territory
- Moving into a territory occupied by any own, friendly or neutral unit is not allowed
(Consequently: A territory cannot be occupied by more than one unit at a time)
- Moving into a territory occupied by an enemy unit, is an attack (duh)
- A unit that can't move as it was cut off from its territory, is allowed to move to a friendly, neighboring territory
_______________ Support
- A unit may support one neighbouring friendly unit. If the supported unit would be attacked, The attacker would face both the attacked and the supporting units in battle
- A unit may support one attack on a neighbouring territory
The Defender would face both the attacking and the supporting units in battle
- The Support-Action does not need to be announced to rivalling players - the game master keeps this information confidential until needed.
- A unit's support is disrupted once it's attacked.
_______________ Using a Jumphole
- Only (Adv.) Fighter Squads may use Jump Holes
- Using a Jumphole is basically like a 'Move'
_______________ Using a Jumpgate
- Anyone may use a Jumpgate
- Using a Jumpgate is basically like a 'Move'
- Jumping between Hudson and Bering requires the performance of three actions (Jumping out, Moving to the other gate, Jumping back in)
- You can only switch system via Jumpgates by using those owned at the start of the game
_______________ Using a Tradelane
- Using a tradelane will result in a move to either the Base or the Jumpgate the trade lane is connected to or to one of the two territories a trade lane occupies - the player chooses his target
- A trade lane may be used from any neighbouring territory
_______________ Sabotaging a Tradelane
- A trade lane may be sabotaged by any unit occupying any of its two territories.
- Sabotaging a Tradelane costs 10 res
_______________ Repairing a Tradelane
- A trade lane may be repaired by any unit occupying any of its two territories.
- Repairing a Tradelane costs 10 res
_______________ Sabotaging a Unit
- A Secret Service (adv.) fighter squad may sabotage any enemy unit on a neighbouring territory once it has the intel necessary (infos about 'intel' to be found under Adv. Rules)
- A sabotaged unit may not move for two turns
- A sabotaged unit is not capable of retreat and will be destroyed once it lost a battle
- Sabotaging a unit costs 20 res
[[[[[[color=#33CC00]Economy]]]]]
_______________ Generation of Resources (Short: res)
- Every territory generates a fixed amount of res - it's written in white on black on the board's territories
- Any territory on which you had a unit at some point, will generate res for you
- As a result, any territory will stop generating res for you, once an enemy unit has entered it
- Only Territories connected to your Jumpgate by other own territories will count as yours. Watch your Supply Lines!
- The accumulated res of all your territories will be credited to your bank account at the start of every round
- BDM & RM as well as LN & LSF share their res pool
- All other factions have an individual res pool
- Bought units will be deployed at the spawning points (Jumpgates or Unlawful Bases)
- Allied factions may exchange res among each other as long as their territories are connected
_______________ Unit costs
Fighter Squad: 50 res
Adv. Fighter Squad: 75 res
Fleet: 75 res
Adv. Fleet: 150 res
_______________ Action costs
Sabotaging a Tradelane: 10 res
Repairing a Tradelane: 10 res
Sabotaging a Unit: 20 res
- Once a Fighter Squad of either BDM or LSF jumped into an enemy home system, they are allowed to perform an attack on a House Company convoy next turn
- only Adv. Fighter Squads may jump & attack the convoy in the same turn
- In game, this convoy will be defended by a possible accumulation of any House Company Escorts - this Escort Squad is a Fighter Squad
- There may not be more than two trade vehicles present in game
- The Secret Service Squad is only allowed to open fire on the transport vessels, once 50% of the escort pilots are toasted.
- If the convoy is destroyed, enemy units will not be allowed to move, perform jumps or to use a trade lane for one turn
- After the attack, the Secret Service squad must jump back in the following turn - whether it succeeded or not
- If the field with the Jumphole is blocked by any other unit when it comes back, it will be destroyed
- Jumping to the enemy home system is only allowed after intel about the JH location was gathered
_______________ Capturing an enemy officer
- Once either RM or LN have captured any base, they are able to capture an enemy officer
- An officer will be automatically captured, once an enemy fleet was defeated by own forces located in the system with the captured base
- An officer can be freed by capturing the base in the system were the officer was captured
- Holding an enemy officer for three turns results in the gain of intel about the JH location that leads to the enemy home system
- Holding an enemy officer for six turns, will enable Secret Service Squads to use the unit-sabotage action once.
- Holding an enemy officer for further 12 turns, will enable the unit-sabotage action again
- Holding an enemy officer for 20 turns will result in his death
- Only one officer can be held captured at a time
- An officer must be a player character.
_______________ Bribery, Treason and other Shady Deals
- LR, XA, AU, VF, BDM, LSF and TAZ may come to any kind of business agreement that they see fit to bring them closer to their goals
- These factions may bribe, deceive and betray each other at their own likening
- Any payment to any other faction can only be made at the beginning of your turn
- Payments must be reasonable to some extend
- Evidence of the negotiation must be submitted either as forum diplomacy or ingame screenshots of discrete negotiations
- Any faction is not forced to pay for anything they ordered someone to do
- Any faction does not need to perform an action it was paid to perform
- Beware the possible consequences of betrayal.
_______________ Conquering the Gate in Hamburg/Texas
- By using the support action, a player is allowed to jump three fleets at once into either Hamburg or Texas
- Both gates IN Texas/Hamburg have a defense force of a Heavy fleet with 250% strength in numbers
- The Defense Forces of the Home Systems cannot be used by the player - they are mere guardians
_______________ Random Events
- The game master may introduce any kind of random event as he sees fit
_______________ Territories
- Any territory that isn't connected to the home base (JG, unlawful base respectively) is automatically lost
- If a faction loses its only/last base in a system, all the territories it was connected to, will be lost.
- If a unit was cut off from friendly territory, it is not allowed to move and may be destroyed upon losing a battle
- All players plot their turn in secret and discretely submit it to the current game master
- The game master puts all turns onto a new map, leaving the old one in turn history
- The Turn will be completed once all movement-clashes and defense battles are done
- A faction is obligated to play three of their matches Ingame, if possible by rules. . Once three matches were fought Ingame, a faction may request dices as substitute.
_______________ Changed
- Same-Time Turn-Based Strategy Game (like Diplomacy or Risk 2)
- Only balanced battles will be fought in game
(Goals) RM, LN, LSF, BDM: Conquer a gate IN Hamburg or Texas. Or utterly annihilate your foe.
- By using the support action, a player is allowed to jump three fleets at once into either Hamburg or Texas
- Both gates IN Texas/Hamburg have a defense force of a Heavy fleet with 250% strength in numbers
- The Defense Forces of the Home Systems cannot be used by the player - they are mere guardians
(Adv. Fighters) - May perform two actions per turn - may perform only one attack and one move
_______________ Removed
- /dices will be utilized in order to find out who's first to turn
.
6/12/11
_______________ Changed
Fighter Squad: 50 res Adv. Fighter Squad: 65 res
Fleet: 75 res
Adv. Fleet: 150 res
_______________ Removed
- May attack unlawful bases without penalty (reason: redundant)
.
6/14/11
_______________ Added
- (adv. rules) The game master may introduce any kind of random event as he sees fit
- (territory) Any territory that isn't connected to the home base (JG, unlawful base respectively) is automatically lost and will not generate any res anymore.
- (territory) If a faction loses its only/last base in a system, all the territories it was connected to, will be lost.
- (territory) If a unit was cut off from friendly territory, it is not allowed to move and may be destroyed upon losing a battle
- (Move) A unit that can't move as it was cut off from its territory, is allowed to move to a friendly, neighboring territory
- Adv. Fighter Squad: 75 res