The Game
The Game
Origins of 2300AD
Copyright © 1988
by Game Designer’s Workshop
HTMLized with permission by Steven Alexander
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The background history for 2300AD was developed over the course
of 1985-1986 using a grand social-political-economic-military-
diplomatic simulation known as The Game. The future course of
history depended not on just one person’s ideas of what the future
would be like, but on the interaction of many people’s ideas - the
ones that survived were the ones who understood the conflict and
diplomacy of The Game. Beginning with the conduct of World War
III, players manipulated their nations on 5- or 10-year turns to bring
them into the future of the year 2300. Players in The Game were:
THE GAME
Assuming World War III happens, where does the world go from there? In worst
case scenarios, nuclear winter destroys the world’s climate, or radioactivity
contaminates the environment to the extent that life as we know it is destroyed.
But what if World War III is contained enough to allow the lesser developed
nations to survive? The Game inflicts the World War III of Twilight: 2000 on the
world and then follows 300 years of future history under the guidance of several
national players.
The Game: The Game was the center of attention for the GDW design staff for
nearly six months (late 1985 to early 1986). Because the staff was already
experienced in playing just this sort of game, the rules (these rules) were very
loose and very open to interpretation. During the course of the game, they were
changed, modified, and upgraded several times. This set, however, is the
original with which the group began the game.
Warning: Don’t expect that you can actually play The Game using these rules.
Instead, use them to understand the process that was used to produce the future
that became 2300AD.
COMPONENTS
This package contains this set of rules, a set of charts, a set of technology
coupons, and a map of the world (the map is missing its individual resource
boxes).
2300AD
2300AD, the role-playing game based on the future history that The Game
produced, was recognized as one of the best games of the year by Isaac
Asimov’s SF and Analog magazines. The detailed future history in 2300AD is a
realistic future role-playing game.
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SEQUENCE OF PLAY
I. Sever Diplomatic Relations
II. Production
A. Primary Production: Food, Minerals, Oil, Coal, Uranium, and Electricity.
B. Secondary Production: Money
C. Builds: Facilities, Military Units, Political Influence Points (PIPs),
Insurgents, Declarations of War.
D. Population Growth
E. Labor Reallocation
F. Placement of Builds
III. Diplomacy
A. PIP Conflict
B. PIP Upgrades
VI. Maintenance
A. Maintenance: Money, Fuel, Energy, and Food
B. Attrition of unmaintained units/facilities
C. Voluntary stand-down maintained units
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PRODUCTION
Territories produce goods and materials every turn.
Primary Production extracts or produces food, oil, coal, electricity, uranium and
minerals. Results of primary production are placed in the region in which they
were produced.
Builds are carried out by purchasing new facilities, units, PIPs, insurgents, and
declarations of war.
A player may not build more of a military unit than he already has, but may
always build one. The only ground units which may be built are militia. In the
production phase of later turns a militia may be converted to any other type of
ground unit by paying that unit’s full build cost.
Facilities and units must be placed in the region which provided minerals, fuel,
and/or labor for their construction. If labor is required, it must be taken from the
region’s general labor pool. If only money is required to build them they can be
placed in any owned region.
PIPs and declarations of war may be placed in any non-player region or any
player’s capital. Insurgents may be placed in any region which the player does
not own.
All build costs are listed separately except for declarations of war. A declaration
of war costs money equal to the total of PIPs purchased that turn.
Labor reallocation within a region may be from farm to the general labor pool or
vice versa. Up to one labor unit may be moved from one region to an adjacent
region and allocated to either the general labor pool or the farm sector in that
region. The cost to move a labor point is equal to the ED of the region it comes
from plus the difference in ED of the two regions if it is being moved to a lower
ED region. If the region it is being moved to has no developed transport net,
double the cost.
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Prerequisites are sometimes listed to build various items. These can consist of
technology levels or facilities required in the region of production. These
requirements must be met at the moment of production. For example,
mechanized farming requires an active transport net. A player could not build a
transport net and a mechanized farm in a region at the same time; he would
have to build the transport net first and the mechanized farm later.
DIPLOMACY
Diplomacy is conducted through Political Influence Points (PIPs). PIPs can be
placed in any non-player region or any player capital. In the diplomacy phase
players can engage in diplomatic conflict and, following resolution of all
diplomatic conflict, upgrading of relations.
Restrictions on PIP Placement: A player may not place PIPs in a region which
has been absorbed into the home country of another player. A player may not
place PIPs in any region which already has PIPs of a player who has an Alliance
with the player. A player may never place PIPs in a region which another player
Controls. A player may never place PIPs in a region which another player has
militarily occupied.
Diplomatic Conflict: Once all players have placed their PIPs, players may
conduct diplomatic conflict. If more than one player in a region wishes to
conduct diplomatic conflict, roll a die to determine order.
Each player may make one diplomatic attack per turn. This is done by totalling
the attacking player’s PIPs and comparing them to the defending player(s) PIPs
in the region. Reduce this to one of the odds ratios on the Diplomatic Conflict
CRT, roll a die, and check the results.
A player may attack one or several of the other players’ PIPs in the region. If
several are attacked, total all PIPs of the defending players. For example,
France has 10 PIPs in Lake Woebegone, Russia has 3, and India has 2 (never
mind why). France could attack Russia at 3:1, India at 5:1, or both at 2:1. It
could not run two separate attacks, however.
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Russia can absorb all of its former territory, for instance, but would have trouble
absorbing the southwestern United States.
Alliances allow a player to station major military units in the region and places it
in a most favored nation status with regards to trade.
At the beginning of each turn a player may break diplomatic relations with any
country he chooses. A breach in diplomatic relations removes all PIPs and
existing relations of both the breaching and the breached country from their
opponent’s capitals and prevents them from placing any additional PIPs in the
opponent’s capital that turn. In addition, the breaching player must pay double
for any PIPs purchased that turn.
For example, Germany has succeeded in reabsorbing Bavaria, but is now fearful
of a French invasion, and so has managed to gain an Understanding with
France, thus preventing a declaration of war. At the beginning of the next turn,
France breaks diplomatic relations with Germany. The German Understanding
with France is removed, as are all French PIPs in Germany. Neither Germany
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nor France may place new PIPs in each other’s countries that turn and France
must pay double for any PIPs purchased in the production phase. France can,
however, purchase a declaration of war against Germany that turn, thus allowing
an invasion of Bavaria.
Food Aid: A player does not need an Understanding with a non-player region to
provide food aid. For each unit of food provided, the player receives 1 free PIP,
up to the maximum of labor units in the region currently starving. These PIPs,
unlike normal PIPs, may be received even in areas under another player’s
Control.
Economic Aid: A player receives 1 PIP in a region for every two dollars of
economic aid he allocates to the region. Note that a player must have an
Understanding with the region in order to give economic aid. Insurgents can be
used to destroy PIPs of an opposing player in a region. See the Armed Conflict
rules.
ARMED CONFLICT
There are two broad types of units in the game: major units and minor units.
Major units are on big counters while minor units are on little ones. All minor
units are ground units. Major units comprise ground units, naval units, air units
and spacecraft.
Sequence: Each turn can consist of up to five combat turns, each representing
a year of high intensity combat. The first combat turn is also used to resolve low
intensity combat. In each combat turn, each player (or allied group of players)
rolls a die to determine order of action. Then each player (or alliance) conducts
all action in turn.
1. Strategic deployment
2. Operational supply
3. Operational movement
4. Combat
5. Breakthrough Operations
1. A unit may only move through land regions which are part of a player’s home
country, a region of another player who will allow transit, or a non-player
allied or controlled region.
2. A unit may only move through a sea region if transported by a merchant ship.
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Operational Supply consists of paying the normal maintenance cost for all
major units which will conduct operational movement or combat that combat turn.
Fuel for maintenance may be drawn from any friendly region provided the unit
being supplied could normally conduct strategic movement to the region
containing fuel.
If a unit begins the operational supply supply phase in the same region as an
enemy unit, it must either be given operational supply, retreated to a non-
occupied region, or removed from play. Ground units removed from play may
either be broken down into minor units or converted to insurgents, at the owning
player’s option.
In addition, units destroyed in previous combat turns of that game turn may be
replaced by paying half of their normal build cost, in money (only), and placing
them in any region of the home country not occupied by enemy units.
Each individual attack is resolved by rolling a die and comparing it to the attack
value of the attacking unit (lower right hand corner) and the defense value of the
defending unit (parenthetical value in the lower center of the counter). The
defense value is subtracted from the attack value. If the die roll is equal to or
less than the modified attack value, the defending unit is eliminated. Otherwise
there is no effect.
Units are not limited to attacking enemy units only of the same general category.
For example, during the air phase a bomber could attack a naval unit or a land
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unit when its turn to attack came. There are some general restrictions of which
units can attack which. Some of these are:
Others will be decided on as we go along, but these give you the general idea.
If, at the end of all combat, only one player has ground combat units left in a land
region or naval combat units left in a sea region, that player has won Control of
the region. All hostile air and naval units must be withdrawn to an adjacent
friendly region or eliminated.
Two factors can modify the attack priority value of units in combat: surveillance
satellites and AWACs aircraft. Whoever has the most surveillance satellites left
in orbit after space combat is completed is given a +1 on all subsequent combats
everywhere. Whoever has the most AWACs aircraft in a region at the beginning
of combat receives a +1 on all air combat in that region and each adjacent
region. Whoever has the most AWACs aircraft present in a region after air
combat receives a +1 on all naval combat in that region and all adjacent regions.
In space combat, France launches its ASAT system and succeeds in destroying
the German surveillance satellite. As France has a surveillance superiority,
France receives a +1 on all subsequent attack priorities.
In air combat, France starts with an AWACs superiority and thus receives an
additional +1 to attack priority. The German fighter has an attack priority number
of 3 while the French bomber has a 2. Normally, the German fighter would
attack first. However, the satellite and AWACs advantage raises the bomber’s
priority to 4, allowing it to attack before the fighter. It attacks the German
improved Mech unit. The bomber has an attack value of 4 while the Mech unit
has a defense of 1. The French bomber must roll a 3 or less to destroy the
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Mech unit, which it does. The German fighter now may attack and elects to hit
the French Mech unit. The fighter has an attack value of 3 while the Mech unit
has no defense value. Thus the German fighter unit must roll a 3 to destroy the
French Mech unit, which it does.
In ground combat, the French infantry has an attack priority of 2, as does the
German militia unit. However, the French attack priority is raised to 3 due to his
surveillance satellite. He must roll a 2 (the infantry’s attack value) or less to
destroy the German militia unit. He misses. The German militia unit may now
attack. He could fire at the French infantry unit or the French bomber. However,
militia has an attack value of only 1 and since the bomber has a defense value of
1 no attack against it would succeed. Instead, the German militia unit attempts
to roll a 1 against the French infantry unit, but fails.
At the end of the turn, Bavaria is still disputed and contains a French bomber,
infantry, and AWACs, and a German fighter and militia. No Breakthrough
Operations are possible.
Low intensity combat is conducted by minor units and insurgents. [Note: major
units may attack minor units during high intensity combat, but minor units may
never attack major units]. Low-intensity combat is exactly like high-intensity
combat with the following exceptions:
Land Transportation: Food, coal, and minerals can move through any number
of regions that have a developed transport net. They may move out of one
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region and into one region without a developed transport net per turn. Thus, a
unit of coal could move out of a region without a transport net and into one with a
transport net and then any number of regions, and then finally into a region
without a net. However, if it started in a region without a net and moved directly
into another region without a net, that would end its movement for the turn. Oil,
electricity, hydrogen, and money can move through any land regions, regardless
of whether there is a transportation net.
Sea Transportation: Any number of items can be moved through a sea zone
which contains a friendly merchant ship. A string of such ships is referred to as a
merchant pipeline.
Any individual item may travel part of its movement by land and part by sea.
However, it may only be loaded and off-loaded from a ship once per turn. No
merchant ship used to move combat units during the combat portion of the turn
may be used to transport stuff during trade.
Air Transport: Air transport is used exactly like sea transport. It may be used to
fly items by individually moving them or may form part of a pipeline. Aircraft,
however, may not move coal or minerals.
MAINTENANCE
During the maintenance phase, active units must be maintained and inactive
units may be reactivated. In order to maintain a unit, all of the prerequisites for
its construction must still be present. For example, a factory requires an active
transport net. If the transport net is inactive, the factory cannot be maintained.
Any units or facilities not maintained become inactive. If a facility which
absorbed a labor unit in its construction becomes inactive, the labor unit is
placed either in general labor pool (if from a factory, R&D facility, or transport
net) or a food box (if a mechanized farm). If the labor unit is not fed, it is instead
flipped to its starving side.
Inactive items can be reactivated by paying twice their normal maintenance. All
prerequisites for their construction must still be present to reactivate them. No
inactive facility may be reactivated in an area which contains insurgents.
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these at random, with a die roll used to determine removal of excess units not
divisible by three.
Air, naval, and space units which are not maintained are treated as inactive
facilities for purposes of attrition. Non-maintained ground units turn into
insurgents or disappear. Major units, regardless of type, are removed and
replaced by 2d6-2 insurgents. Minor units which are not maintained are replaced
by insurgents on a die roll of 1-3, and removed without replacement on a die roll
of 4-6. Half of all insurgents thus created are independent insurgents while the
balance are loyal to the originally controlling character.
Voluntary Stand-Down: A unit which was maintained during the turn may be
voluntarily removed from play. If it is in hostile territory it may be converted to
loyal insurgents. Each major ground unit becomes ten insurgents; each minor
unit becomes one insurgent.
TECHNOLOGY
Each nation received, as part of its start-up package, a list of it technological
achievements and its current technological levels. Technological levels could be
improved by expending resources on research and development in specific
fields.
Technological Advances: When a nation reaches one less than the required
tech level (for a specific achievement; ie, a beanstalk, star drive, better armor,
etc.), it receives information on the precise requirements for the specific
achievement. This provides the nation with a foretaste of what it will be capable
of. For example, when Japan reached Energy Tech Level 2, it received the
coupon for Hydrogen Net (use of hydrogen in place of petroleum to support a
transportation network). It then knows that, by applying research and
development efforts to Energy, it can ultimately produce and field a hydrogen
transportation net.
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PRODUCTION
1. Food:
3. Oil
4. Electricity
5. Hydrogen
1 Electricity = 1 Hydrogen
6. Money
1 Laborer x ED = $
1 Transport Net x ED = $
1 Factory x ED x 3 = $
1 Factory + 1 Mineral x ED x 6 = $
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Explanation:
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TURN FORM
PRODUCTION RECORD
Food
Minerals
Energy
Money
PRODUCTION RECORD
Food
Minerals
Energy
Money
PRODUCTION RECORD
Food
Minerals
Energy
Money
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A - Employed Population
B - Unemployed Population
D - Q Value (D=C/A)
E - Unemployment Rate
(E = B/(A+B) )
F - Unrest Level
(F = D x E )
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NICE CHART
Unemployment 0 1 2 3 4 5 6 7 8 9 Output = 0
Bases 0 1 2 3 4 5 6 7 8 9
1 2 3 4 5
Fission $2 = +3
1 2 3
Fusion $4 = +3
1 2
Solar $5 = +3
2 3
More Solar
0 1 2 3 4 5 6 7 8 9 10 11 12 13
Industry 0
00
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This sheet presented when a nation approaches the necessary technology for
stardrive.
Congrats! You now know how to build a star drive. There is one unusual
requrement for construction of them, however -- Tantalum. This is a very rare
element currently mined in only a few locations. World reserves (currently
known) are:
Chile: 1
French Guyana: 1
Brazil: 6
Spain: 9
Portugal: 6
Nigeria: 4
South Africa: 9
Zambia: 5
Namibia: 1
Mozambique: 17
Malaguay Rep: 2
Australia: 5
Turkestan (USSR): 3
China: 2
Kenya: 4
Zaire: 5
Probe: 1 unit
Frigate/Survey: 2 units
Cruiser/Carrier: 3 units
Transport: 5 units
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I have put together two charts to help run this thing. One is a permanent chart
that you put counters on while the other is a disposable form you make notes on
each turn. The form is set up to make record keeping a little easier and follow
the economic sequence. The main effect of the new system is to do the
following:
1. Simplify maintenance.
2. Impose a means of determining the “Quality of Life” of your population. I
intend to impose free benefits to the countries with the highest quality of life
and problems for those with a low quality of life.
SEQUENCE:
Start with the Turn Form. The first thing you note is your surplus in each
commodity category (food, minerals, non-renewable energy, renewable energy,
and money) from the previous turn. This is a simple carry-over from last turn’s
form.
Next, adjust your utilization rates in each category. Divide your surplus by 2
(drop fractions) and reduce your utilization rate by that much. In the case of
money, divide by 2 (drop fractions and either reduce your industry utilization by
that amount or your labor utilization by ten times that amount, or a combination
of the two).
In any sector that you have a zero surplus, increase your utilization level by 1 (for
free!). You can’t do this if it means exceeding your capacity (note that industry
and renewable energy do not have capacities, but the others do). If you have a
zero energy surplus, you must increase utilization in non-renewable energy if that
is possible. If it is not possible (due to already being at top capacity) then you
may increase renewable energy utilization instead. If you have a zero cash
surplus you may either increase your industry utilization by 1 or your labor
utilization by 10, your choice. If your labor level is already at capacity, increase
your industry. Labor Capacity is the number of regions in your country times ten.
Any reduced utilization that frees up labor (farm sector, industry sector, or labor
sector) is transferred to unemployment. Any increased utilization that requires
labor is subtracted from unemployment.
Now figure your production. The chart itself tells you how to figure that out.
Enter the totals on the turn form.
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Next, figure maintenance. You pay maintenance for mineral utilization, energy
utilization, bases, and R&D. The nice chart tells you the maintenance cost for
each. All maintenance is in dollars with a few exceptions:
1. Bases also require energy, as listed on the base maintenance table (on nice
chart).
2. Industry requires 1 energy per utilization level.
3. Industry, labor, unemployment, R&D, and bases require 1 food each.
Next, add your previous surplus and production and subtract your maintenance.
The result is your surplus (or deficit) available for trade and builds. Builds can
now be done before and after trade. Thus, you can trade for stuff you need in
order to build.
After trade and builds, you spend money to increase utilization in different areas,
as noted on the chart.
Then, you note your end-turn balance. This can be a positive surplus or zero.
After all trade, builds, movement, combat, politics, etc. is resolved, you are ready
to fill out the End Turn Report part of the form.
Line D - Q Value: This is your quality of life. You derive it by dividing your
consumption by your employed population. This will usually be a decimal
fraction less than one. Eventually, however, it will go up if you know what’s good
for you.
Line F - Unrest Level: Derive this by multiplying your Q Value times your
unemployment rate. Note that this does two things. First, the higher your
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unemployment rate, the surlier your people get. Second, the higher your quality
of life, the less people like being unemployed.
GENERAL:
On the first turn under the new system I am not going to screw you for existing
surples. They will not reduce your utilization levels. On the other hand, first turn
zero balances will not increase them either.
I will let you have, for free, enough bases to start with to support all of your
existing stuff. Note that each base now requires one labor point. Take this out
of your free labor pool.
When figuring initial capacity and utilization levels for energy, count all coal, oil,
and uranium deposits as non-renewable and all fusion and solar facilities as
renewable. Coal increases your capacity by 1, oil by 2, and uranium by 3.
You no longer have to pay multiple maintenance to run a war. Instead, you
expend supply points to attack. Supply points are builds, and you can build them
and stockpile them to your heart’s content. In the event of war, you can build
some more if you have the necessary stockpiles of strategic stuff to put them
together, or if you can persuade people to give you the necessary stuff. You pay
one supply point per air or naval unit which attacks and one supply point per
ground attack or space attack in a region (regardless of the number of units
which conduct the attack).
SPACE COLONIZATION
Each transport can carry 10 loads per turn. Things weigh the following:
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Colony 2
Mineral 1
Base 4
Base Maint. 1
Military Unit 1
A colony is now a build. Each one take 1/10 of a population plus $5, 1 food, and
2 energy. For the benefit of those countries with teeny tiny populations, the first
4 colonies are free (that is, the labor requirement for colonies is the number of
colonies you have divided by 10 and rounding to the nearest whole number).
Colonies can occupy land, survey hexes and mine tantalum. Colonies are self-
sustaining to a degree. One colony in an agricultural region can sustain four
other colonies.
The following chart tells what colonies can do, based upon how many are in a
particular region.
# in region Activity
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