Supre Macyrules
Supre Macyrules
Rules of Play
Version 3.0
to the Basic Game
You are the Commander-in-Chief of a Superpower. You’ll have to make hard economic
decisions. Should you sell your surplus oil to the Market for cold cash, or use it to build more
armies and navies.
Threats and opportunities abound. Be careful when and where you make a move, for
suddenly and without warning, the world can explode into total war.
All theaters of war are under your command, from the bloody, battlefield trenches, to the cold
expanse of space. Your toughest decisions will be “to nuke or not to nuke.”
Surprise your enemy by using airborne and amphibious assaults to attack him in some far
corner of the globe. Launch laser stars to defend your country from a nuclear attack. The high
cost, high-tech defense system will give you the strategic edge when flexing your political and
military power.
On the political front, you’ll need to rely on your street smarts. Can you trust your allies? Will
they join in the fight when the battle begins, betray you, or disappear behind a cloud of
excuses.
You, and you alone, must make the decision that will guide your nation on the road to victory.
May the winds of fortune be favorable.
“In planning, never a useless move;
in strategy, no step taken in vain.”
Ch’en Hao
8th Century A.D.
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TABLE OF CONTENTS
Setting Up 5
Stage 4 – Attack 10
Phase A – Blind Bid 10
Phase B – Determine Player Sequence 10
Phase C – Attack with Forces and Weapons 10
Tactics 15
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TABLE OF CONTENTS
Stage 6 – Build Forces and Weapons (armies, navies, nukes and L-stars) 20
Phase A – Blind Bid 20
Phase B – Determine Player Sequence 20
Phase C – Build and Deploy Conventional Forces 20
Phase D – Build and Deploy Strategic Weapons 21
Phase E – Research and Development 21
Phase F – Arms Bazaar 22
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OBJECT OF THE GAME
The object of the game is to conquer the world by bankrupting, capturing or destroying your
opponents. Each player is the leader of a superpower. Players buy and sell resources, build
weapons, deploy their forces and wage war to win global economic and military supremacy.
League of European Nations: British Isles, Eastern Europe, Western Europe, Iberia
and Scandinavia
United States of America: Alaska, Eastern U.S.A., Midwest U.S.A. and Western
U.S.A.
Union of Soviet Sovereign Republics: Buryatsk, Kazakh, Kola, Russia, Siberia and Yakutsk
The land is divided into territories and the water into seas. Light blue seas are territorial
waters and the dark blue seas are international waters. White dots are ports. The Market is
the colored scale at the top of the board. This is where players sell or buy grain, oil and
minerals. Beneath the Market is the Price index. It shows the current selling or buying price
for each resource.
When a player sells a resource, the price can fall as low as $1 million. This leads to the Bull
Pen which, is the lowest market price. When a player buys a resource, the price can rise as
high as $1 billion. This leads to the Bear Pit, which is the highest market price. Thus the bull
pen and bear pit indicate the potential for new trends, i.e. a rising (bull) market or a falling
(bear) market.
Playing Equipment
Money comes in the following dollar denominations: 1, 5, 25, 50, 100 and 500 million, and 1
billion.
Meters are black disks which measure the supply of resources in the Market or supply
centers.
Supply Centers show five different colored rows of spots: L-star, nukes, minerals, oil and
grain. Below these are two lines: bank loans, and interest payment per turn.
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Resource Cards: This deck of 65 cards is comprised of 20 grain, 20 oil, 20 mineral, three
nuke and two L-star.
Each grain, oil and mineral card shows the name of a company, its location, and the number
of units it produces. The cards are color coded by the type of resource and by the superpower
or neutral country that owns it. Nuke and L-star cards show that a weapon has been built.
Armies and Navies come in six different sets of cubes and oblongs, color matched to a
superpower. Each cube represents one army and each oblong represents one navy.
Mushroom Clouds are black and are shaped like mushrooms. A cloud is used to mark
where a nuclear bomb has exploded.
SETTING UP
- Appoint Marshall
Appoint one player “Marshall”. He ensures all players quickly follow the Order of Play found
on the board
- Appoint Banker
Appoint another player “Banker”. He ensures all payments are made to the bank, and that
players move their market and supply meters correctly.
- Choose a Superpower
Each player rolls a die, and the player with the highest number is the first one to choose a pile
of cards belonging to one of the superpowers. The other players do the same, taking their
turn according to the roll of their die. Any remaining cards are returned to the resource deck.
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THE ORDER OF PLAY – OVERVIEW
The following is a summary of the seven stages to the order of play.
Each player may play up to three of the remaining five stages or pass.
Stage 4 – Attack
Phase A – Blind Bid
Phase B – Determine Player Sequence
Phase C – Attack with Forces and Weapons
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STARTING THE GAME
All players must play Stages 1 and 2 together. Then each player may choose to play up to
three of the remaining five stages in sequence.
The players must follow the phases listed for each stage, in the sequence in which they
appear.
Each player must set three of his cubes aside, to use during the Phases, Blind Bid and DPS.
Blind Bid
The Blind Bid rule applies to Stages 3 through 7 only.
At the beginning of Stage 3, the Marshall asks the players to make a secret bid if they wish to
sell.
When a player wants to play a stage, he secretly puts one of his colored cubes in his hand.
When all of the players are ready, the Marshall asks the players to open their hands. Only the
players who have a cube in their hand may play that stage.
If a player bids to play a stage, then changes his mind about playing that stage, it still counts
as one of his three choices.
Roll Die
If two or more players want to sell, then each player must roll a die to determine which player
goes first, second etc.
Place Cubes
The players place their cubes on the board next to Stage 3. The cubes should be put in
sequence, according to who is playing first, second, etc. When a player hasn’t any cubes left
with which to bid, he can not play any more stages on that cycle. On the next cycle, players
get their cubes back, and can bid again.
When the players have finished selling, the Marshall repeats the above procedures (Blind Bid
and DPS) for each of the remaining stages. This continues throughout the game.
Double Seven
If at stage 7 a player has two cubes left, then he is allowed to buy and prospect. The buying is
done before the prospecting.
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STAGE 1 – PAY SALARIES AND LOANS TO BANK
Phase A – Pay Salaries
Phase B – Pay Bank Loans
If a player does not pay the salaries of his military forces, he must remove them from the
board. If he does not pay the salaries of his companies, he cannot transfer their production
units to his supply center during Stage 2.
Production units are stored by moving the supply center meters the same number of spots to
the right. For example, a player who has a resource card with three units on it would move the
meter at his supply center three spots to the right.
When a player’s supply center is full. Any surplus units are regarded as lost and thus out of
play.
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STAGE 3 – SELL RESOURCES
Sell if you need money or wish to drive the market prices down.
After the players have completed phases A and B, they follow the rules to phases C and D.
- Rotating Sales
The player who is the first to play this stage may choose to sell any number of one type of
resource in his supply center to the Market. One supply center unit is equal to one unit on the
Market.
For example, suppose a player decides to sell two of the six units of oil he has in his supply
center. He must move his oil supply center meter two spots to the left. The oil market meter
would also be moved two spots to the left. If the oil market was trading at the $500 million
point of the price index, the seller would receive $1 billion from the bank.
After player one makes his first sale, then the next player takes his turn, according to player
sequence. When all of the players have had one turn to sell, the player who made the first
sale gets a second turn to sell. The selling to the market continues according to the player
sequence, until all of the players no longer wish to sell. Then, the players proceed to Phase
D.
When players trade resources amongst themselves, the market price is not affected.
Cicero
106-43 BC
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STAGE 4 – ATTACK
When you want to capture or destroy an opponent’s country.
After the players have completed phases A and B, they follow the rules to phase C.
Note: On the first turn, no one may attack. Please proceed to Stage 5 – Move.
Rotating Attacks
The player who is the first to play this stage may choose to attack anyone, anywhere, with his
conventional or strategic weapons. After player one has made his first attack, the defender
gets one counterattack.
Each player that is attacked gets one counterattack. After the counterattacks have been
resolved, player two gets to make an attack. The attacks continue according to player
sequence, until all of the players no longer wish to attack. Then, the players proceed to the
Stage 5 – Move.
There are two battle drills. One for conventional forces and another for strategic forces.
Army units in a territory may attack other army units in an adjacent territory. They may also
attack navy units in an adjacent light blue sea.
Navy units in a light blue sea may attack navy units in adjacent light blue sea. They may
also attack armies in an adjacent territory. However, they may not attack a navy in an
adjacent dark blue sea.
Navy units in a dark blue sea may attack navy units in the same dark blue sea or in an
adjacent light blue sea.
Strategy Tip
How to Choose a Target: When choosing a target you should carefully consider the
economic and military value of the territory to your opponent.
In theory, the best territory to attack is one in your opponent’s home country, where he has
a mineral company. If you capture that territory, you will get the resource cards located in it.
If you capture a mineral company from your opponent, you will limit his ability to attack, to
defend and to build both conventional and strategic weapons. Also, if it is located in his
home country, you are one step closer to capturing his supply center. Please see the rule
“Spoils of War on page 26.
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Battle Drill for Conventional Forces
The players must follow the steps listed below in the sequence in which they appear.
When a player is attacked, he has some tactical options. Please refer to the rules for
“Defensive Tactics”.
A player may attack a territory or sea that is occupied by an opponent. He may also attack an
empty territory or sea, in this event, please refer to the “Militia Rule”.
- Identify Target
Now, the attacker must identify which territory or sea he is attacking
- The attacker must remove one set of supplies from his supply center. The attacking forces
are then pushed to the border of the territory or sea under attack.
One set of supplies consists of: one grain, one oil and one mineral unit.
- The defender must also remove one set of supplies from his supply center.
Note: If the defender does not have a set a supplies to remove, then he only gets one die at
Step C.
- Position Dice
The attacker gets one die and the defender gets two dice.
Note: If the defender did not remove a set of supplies during Step B, then he only gets one
die.
A navy convoying armies may not count the armies on board when determining fire power,
unless it is an amphibious assault. Please refer to the rule “Amphibious Assault”.
- L-star Die
The player with the most L-stars gets another die.
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Step D – Roll the Dice and Count the Losses
- Attacker Rolls
The attacker rolls his dice and totals his points. For every three points, he may remove one of
the defender’s armies or navies in the territory or sea under attack.
For example, if the attacker rolls a five and a three, he has a total of eight points. This means
he may remove two of the defender’s armies or navies.
- Defender Rolls
Now, the defender rolls his dice and totals his points. For every three points, he may remove
one army or navy from the attacking forces.
The defender may still roll his dice, even if all of his forces have been destroyed in the attack.
If a navy is sunk while convoying armies, the armies are lost as well.
Mutual Destruction
If both the defender and attacker lose all of their forces in the territories or seas where the
battle took place, then the attacker may now occupy the zone he attacked, with any number
of his forces from one or more zones. He takes any of the defender’s resource cards
belonging to the captured territory or sea. He may also move forces into the zone from which
he originally attacked.
Note: If the attacker does not occupy the zone where he destroyed the defender’s forces,
then the defender may reinforce that zone during Step E.
If a player captures the last home territory of an opponent, then he may use the rule “Spoils of
War – The Capture”, but only after the defender has an opportunity to counterattack.
Pyrrhus of Epirus
297 BC
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Step E – Move Reinforcements
The defender moves his reinforcements before the attacker. They must pay the standard
moving costs and may move as many forces as they have the supplies to do so, subject to
the following rules.
Light Blue Seas: A player may reinforce any light blue sea that he occupies or is vacant.
Dark Blue Seas: A player may reinforce any dark blue sea.
The defender may now counterattack (once) anywhere, against anyone. He goes to Step A of
the battle drill for either conventional or strategic forces.
Note: If the attacker has captured the defender’s last home territory, the defender is still
entitled to one counterattack with his conventional or strategic weapons. If the defender
liberates (captures) one of his home territories, then he remains in the game. If the defender
decides to nuke the last home territory that has just been captured, and succeeds in
destroying it, then the attacker does not get to use the rule Spoils of War.
When a nuke explodes on a territory, place a mushroom cloud on that territory to show that it
is out of play. Armies may not travel through or occupy a nuked territory.
Mushroom clouds are not placed on light blue seas, thus the seas remain in play after a
nuclear strike.
L-stars may be used to defend against a nuclear attack, and also for attacking other L-stars.
Note: When a player wants to destroy an opponents L-star, he must refer to the rules Space
Blast and L-star Clash.
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Step A – Identify Target of Nuclear Attack
The attacker must now declare how he plans to attack, e.g. solo or cluster shot.
Solo
A player fires one nuke at a time, at one target.
Cluster
A player fires two or more nukes at the same time, at one or more targets.
The attacker launches his nukes by moving his nuke supply meter one spot to the left for
each nuke he fires.
Champions Commit
When a player attacks another player(s) and/or an unoccupied territory with nukes, then any
or all of the other players may come to their defense. Those players are called Champions.
The Champions must decide now if they are going to use their L-stars to destroy the nukes
during Step D. They place a colored marker (cube) on the board at step D of the strategic
battle drill to indicate their decision to defend. Once champions have decided to defend, they
can not change their minds later.
The defender may use his L-stars (if he has any) to defend against a nuclear attack.
- Defender Rolls
The defender rolls one die, once, for each of his L-stars. A 1, 2, 3, 4 or 5 will destroy a nuke,
but a 6 is a miss and the nuke proceeds to its target.
When a nuke strikes a territory, turn the mushroom cloud right side up, on the target.
Everything within that territory is destroyed including armies and/or companies. Destroyed
companies are returned to the resource deck. Destroyed armies are returned to the player
who owns them. Armies may not travel through or occupy a nuked territory.
When a nuke strikes a light blue sea, the mushroom clouds are removed from that sea and
thus it remains in play after a nuclear strike. Everything within that sea is destroyed, but
navies and armies (being convoyed) may sail through or occupy that sea.
For example, suppose the defender has two L-stars and he is attacked by three nukes. He
may roll only twice, therefore one nuke will get through for certain. The defender must decide
which nukes he will attempt to destroy. If he rolls a 4 and a 6, he destroys one nuke, but the
other nuke will also hit its target. In this situation, the attacker destroyed two targets.
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- Champions Roll
The champions may now use their L-stars to shoot down the nukes. A 1, 2, or 3 destroys one
nuke, but a 4, 5 or 6 is a miss.
L-stars remain in play after they are used to shoot down nukes.
If a player destroys the last home territory of an opponent, then the rule “Spoils of War – The
Destruction” must be followed, but only after the defender has an opportunity to
counterattack.
The defender may now counterattack (once) anywhere, against anyone. He goes to step A of
the battle drill for either conventional or strategic forces.
Note: If the attacker has destroyed the defender’s last home territory, the defender is still
entitled to one counterattack with his conventional or strategic weapons.
Tactics
The following are tactics that the attacker or defender can use during Stage 4.
Offensive Tactics
The following tactics may be used by the attacker during Stage 4.
Amphibious Assault
During Step A of the conventional battle drill, the attacker may attempt an amphibious assault
by convoying his armies to the territory, which is the target of the attack. He must pay the
standard moving costs. Amphibious assaults may only be made from a light blue sea.
During Step C, the attacker may add together the army(s) and navy(s) involved in the battle,
when determining his fire power.
During Step D, when the defender removes the attacker’s forces, he may choose to remove
the attacker’s navy(s) used in the battle.
If the attacker does not capture the territory, then he must continue to attack with those
forces, but only after the defender has had an opportunity to counterattack.
During Step E, if the attacker does not wish to continue the battle in that territory, then he
must surrender his forces in the territory he attacked, or, withdraw his armies from that
territory to a navy in an adjacent light blue sea.
However, if the attacker wants to continue the battle, then he may reinforce his armies in the
territory he attacked, even though he did not capture it during Step D.
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Airborne Assault
During Step A of the conventional battle drill, the attacker may attempt an airborne assault by
flying his armies to the territory, which is the target of the attack. He must pay the standard
moving costs.
If the attacker does not capture the territory, then he must continue to attack with those
forces, but only after the defender has had an opportunity to counterattack.
During Step E, if the attacker does not wish to continue the battle in that territory, then he
must surrender his forces in the territory he attacked. He may not withdraw his forces from
that territory.
However, if the attacker wants to continue the battle, then he may reinforce his armies in the
territory he attacked, even though he did not capture it during Step D.
The Militia
During Stage 4, a player may attack an unoccupied territory or sea, but he must overcome the
resistance of the local militia forces. The attacker must follow the conventional battle drill.
When an unoccupied territory or sea is under attack, the Marshall rolls one die once for the
defenders, and removes one army or navy unit from the attacking forces for every three
points on the die. If it is an amphibious assault, the Marshall always removes the armies.
If another player has any resource card in the territory that has been captured, then he must
give them to the attacker. The player who lost the card(s) is entitled to one counterattack.
Space Blast
During Step A of the strategic battle drill, the attacker may fire his nuke(s) at L-stars in space.
He must follow the rules of the strategic battle drill. The only difference is that during Step D,
all of the players may co-defend if they have L-stars.
The reason all may defend is that if only one nuke gets through, it destroys all L-stars
including those of the attacker. Any or all of the players who were attacked may
counterattack, in any order they wish, with their conventional or strategic forces.
L-star Clash
During Stage 4, a player may use his L-star to attack an opponent’s L-star. Each player rolls
one die and the high number wins. The losing player removes his L-star. If it is a tie, then both
players must remove one L-star each. The defender has the option to counterattack with his
conventional or strategic forces.
The following tactics, blockade and siege, can be used during the attack and/or move stages.
Blockade
When one or more players use their navies to block all the ports of an opponent’s foreign
territory, then that territory is under blockade. All production units from that territory cease
until a port is freed. Also, new armies may not be built there until the blockade is lifted.
Siege
When one or more players use their navies to block all the ports of an opponent’s home
country, then that opponent is under siege. All production units (if any) from his foreign
territories cease. He may not build new forces in any of his foreign territories or seas. Also, he
may not sell or buy resources from the market or the other players. His rights to build armies
and navies and to trade on the Market are restored when one of his home ports is freed.
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Defensive Tactics
At Step A during a conventional battle, the defender may use one or more of the following
options.
Resist
During a conventional attack, the defender may choose to resist. In this case he is not
required to remove a set of supplies. He proceeds with the battle drill as is, except that he
begins with one die like the attacker. He gets another die if he has the most forces at the
target of the attack and another if he has the most L-stars.
Withdraw
The defender may now move some, none or all of his forces, which are at the target of the
attack. He must withdraw to an adjacent territory or sea which is vacant or occupied by him.
He pays the standard moving costs. The attacker may occupy if the area is left vacant. If he
captures a territory, he takes all of the defender’s resource cards located there. The attacker
does not follow the battle drill, he simply occupies the territory or sea, by paying the standard
moving costs.
Surrender
The defender may surrender any of his forces located in foreign territories or seas, however,
he may not surrender any forces located in his home territories.
If the defender surrenders a territory or sea, then all of his forces and resource cards located
there become the property of the attacker. The forces remain on the board, but are
exchanged for ones in the color of the victor
First Strike
During Step A of the conventional battle drill and immediately after the attacker has identified
where he intends to attack with his conventional forces, the defender has the option of a
nuclear first strike. However, if the defender has not chosen to play the attack stage, then he
may not launch a first strike, as his forces were not on the alert.
The defender may nuke the attacker anywhere, including the zone where the attack is
originating. They follow the rules to the strategic battle drill. If the defender is the first to fire
one or more missiles, then the attacker has the right to retaliate immediately with one or more
of his missiles. After the missiles have been fired, the attacker may proceed with the
conventional battle.
The following tactic can be used during the strategic battle drill.
L-star champion
When a player attacks another player(s) and/or an unoccupied territory(s) with nukes, then
any or all of the other players may come to their defense. Those players are called
Champions.
The Champions must decide during Step C if they are going to use their L-stars to destroy the
nukes during Step D. They place a colored marker (cube) on the board at Step D of the
strategic battle drill to indicate their decision to defend. Once champions have decided to
defend, they can not change their minds later.
The champions may now use their L-stars to shoot down the nukes. A 1, 2 or 3 destroys one
nuke, but a 4, 5 or 6 is a miss.
L-stars remain in play after they are used to shoot down nukes.
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STAGE 5 – MOVE ARMIES AND/OR NAVIES
When you want to occupy a territory or sea, or to position yourself next to an opponent in
readiness for attack.
After the players have completed phases A and B, they follow the rules to phase C.
Rotating Moves
The player who is the first to play this stage may move any number of his forces to one
territory or sea. After player one has made his first move, the second player takes his turn.
This continues according to player sequence until all of the players no longer wish to move.
Armies may move in three different ways: march, airlift or convoy. They may pass through (if
given permission) but may not share a territory with another player’s army.
March
Each army may march to other territories. The cost is one grain unit per territory, each army
passes through or enters.
Airlift
Each army may fly to any territory on the board. The cost is two oil units per army. Armies
may not fly to or from a navy.
Convoy
Each navy can carry (convoy) up to four basic armies at a time. The cost is one oil unit per
sea the armies cross or enter.
Armies must board a navy at a port. Delete one oil unit when four or fewer armies board
(enter) the same navy, in the same sea, at the same time. The armies may board the navy
from two or more territories, if they border the same sea. Armies may board the navy from two
or more territories, if they border the same sea. Armies may land on any territory, from any
light blue sea, during this stage or any subsequent Stage 4 or 5. There is no cost when a
navy unloads its armies.
Multi-Port Pickup
A player may use his navy to pickup forces from two or more territories, on different seas,
during the same move.
Multi-Beach Landing
A player may use his navy to land his forces on two or more territories.
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How to Move Navies
Each navy may sail to other seas for the cost of one unit per sea the navy crosses or enters.
Navies may pass through (if given permission) but may not share, a light blue sea with an
opponent’s navy. Opposing navies may share the same dark blue seas.
The following table shows the cost to move one army or navy, from one territory or sea to
another.
Winston Churchill
1949
Strategy Tips
Principles of War
The basic principles of war are as follows:
- Flexibility
Remain flexible on how and when you take your objective
- Security
Conceal your real plans, while trying to find out what your opponents are planning to do.
- Economy of Force
Parcel out your forces for each phase of the battle, and while doing so keep a reserve of
men and supplies available.
- Entropy
This means that after the initial battle the war will settle down to a steady and costly grind.
Therefore finish what you start, as quickly as you can.
Supremacy is a nuclear-age war game. When you build your armies, don’t build a large
army in one territory.
Some players overbuild to protect a territory where they have many resources. However,
your opponent will find your large army defending a major resource territory an irresistible
target for a nuclear attack. With one nuke he could destroy your armies and your
companies.
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STAGE 6 – BUILD FORCES AND WEAPONS
When you need more weapons for defending or attacking.
After the players have completed phases A and B, they follow the rules to phases C, D, E and
F.
A player builds armies and navies by deleting one set of supplies from his supply center. He
may build up to three armies or three navies, or any combination thereof, for each set of
resources that he deletes. The player must also pay $100 million to the bank for each army or
navy that he builds.
A set of supplies is comprised of: one unit of grain, one unit of oil and one unit of minerals.
For example, if a player decides to build four armies and two navies, he must delete two
grain, two oil and two mineral units from his supply center, and pay $600 million to the bank.
A player may build any number of forces on his turn, as long as he has the supplies and
money to do so.
A player may build armies in his home territories. He may also build them in any foreign
territory where he already has an army.
A player may build navies in a light blue sea next to one of his home territories with a port. He
may also build navies in a light blue sea next to a foreign territory with a port, if he already has
an army in that territory.
There is no limit to the number of armies or navies that may be placed in each territory or
sea.
Restrictions
Players may not build armies and navies in a territory or sea that is already occupied by an
opponent.
A player may not build navies in a sea next to any territory that is occupied by an opponent.
However, he may build in that sea if his opponent’s territory doesn’t have a port on that sea.
He may also build there if he has occupied the sea by moving one of his own navies there, or
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if his opponent has given him permission to build.
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For example, the USSR can not build navies in the Baltic Sea because Europe has three
ports on that sea. However, the USSR can build navies in the Barents Sea, because
Scandinavia does not have a port on that sea.
Players may not build strategic weapons until they have researched and developed the
technology to build such weapons. Please refer to Phase E – Research and Development.
After a player has completed the research and development for his first nuke, he may build
more nukes by following the procedures below.
A player builds nukes by deleting mineral units from his supply center and paying money to
the bank. He may build any number of nukes, on each turn, as long as he has the minerals
and money to do so.
The cost to build one nuke is one mineral unit and $500 million.
Nukes are stored in the supply center by moving the supply center meter one spot to the right
for each nuke built. The maximum number of nukes a player may store in his supply center is
12.
After a player has completed the research and development for his first L-star, he may build
more L-stars by following the procedures below.
A player builds L-stars by deleting mineral units from his supply center and paying money to
the bank. He may build any number of L-stars, on each turn, as long as he has the minerals
and money to do so.
The cost to build one L-star is two mineral units and $1 billion.
L-stars are stored in the supply center by moving the supply center meter one spot to the right
for each L-star built. The maximum number of L-stars a player may store in his supply center
is 12.
No one may research and develop strategic weapons on his/her first turn.
The player who is the first to play this stage, may now research and develop nukes and/or L-
stars.
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Nuclear Technology
Each player must build his first nuke by researching and developing it. A player completes his
R & D by shuffling the resource deck, then announcing that he is looking for a nuke card. He
turns cards over one by one, paying $200 million to the bank for each card turned over. If he
finds a nuke card, he has successfully completed his research and development for nukes.
When a player finds a nuke card, he must remove one mineral unit from his supply center and
pay $500 million to the bank. Now he places one of his black meters on his supply center
showing he has one nuke.
The nuke card is returned to the deck. The player may not build any more nukes this turn.
Should a player decide to stop turning cards before he finds a nuke card, he must still pay the
money to the bank for each card turned over.
L-star Technology
Each player must build his first L-star by researching and developing it. A player completes
his R & D by shuffling the resource deck, then announcing that he is looking for an L-star
card. He turns cards over one by one, paying $200 million to the bank for each card turned
over. If he finds an L-star card, he has successfully completed his research and development
for L-stars.
Armies
When a player sells an army, he must move it to one of the buyer’s home territories or to a
foreign territory he occupies. The seller or the buyer must pay the standard moving costs. The
buyer exchanges the army unit for one in his own color and returns the seller’s unit which is
now out of play.
Navies
If a navy unit is sold, the seller must move it to a light blue sea, which is next to a territory
occupied by the buyer. That territory must have a port on the sea. The seller or the buyer
must pay the standard moving costs. The buyer exchanges the navy unit for one in his own
color and returns the seller’s navy, which is now out of play.
John F. Kennedy
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STAGE 7 – BUY OR PROSPECT FOR RESOURCES
When you need more resources or want to drive market prices up.
After the players have completed phases A and B, they follow the rules to phases C, D and E.
Note: A player may buy or prospect for resources on his turn. He may not do both. However,
if he has chosen to play one stage on this cycle, then he may buy resources and prospect.
Rotating Buys
The player who is first to play this stage may choose to buy any number of one type of
resource from the Market. One Market unit is equal to one unit on the supply center.
For example, suppose a player decides to buy three units of grain from the Market. The
Marshall moves the grain market meter three spots to the right. The buyer moves his grain
supply meter three spots to the right. If the grain market was trading at the $500 million point
of the price index, the buyer must pay $1,500 million to the bank.
After player one makes his purchase, the next player takes his turn, according to player
sequence. When all players have had one turn to buy, the player who made the first purchase
gets a second turn to buy. The buying from the market continues according to player
sequence, until all of the players no longer wish to sell. Then, the players proceed to Phase
D.
When players trade resources amongst themselves, the market price is not affected.
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Drop Ship Surplus Resources
If a player knows he will have more resources than he needs on the next Stage 2, the other
players may buy them at this time.
The buyer makes a note of the type and number of resource units he bought. During the next
Stage 2, those resources are shipped directly to the buyer. If the buyer does not give his
order now, then the seller can not deliver it on Stage 2. The price and quantity must be
agreed to during Stage 7. This information should be written down. If the seller does not pay
the salaries for all of his companies on the next Stage 1, then the buyer does not receive the
resources.
For example, if the seller decides to sell three units of oil, the buyer makes a note, and on the
next Stage 2, the buyer can add those three oil units to his supply center.
The player who is the first to play this phase may prospect for new resources. After he
attempts his first prospect, the next player takes his turn, according to player sequence. When
all players have had one turn to prospect, the player who made the first prospect gets a
second turn. This procedure continues according to player sequence, until all of the players
have had three turns to prospect for resources.
How to prospect
A player may prospect for new resources from the resource deck. The cards are shuffled and
he announces to the other players which type of resource he is seeking e.g. oil. The cards are
turned over one by one, until an oil resource card is found.
The player reveals only the resource type. With his hand, he conceals the location from the
other players, so they are unable to occupy the territory or the sea. He must now pay to the
bank $200 million for each card he turned over, including the one he kept. He may not occupy
the territory or sea until his next turn. The other cards are returned to the deck. Reshuffle the
resource deck each time a player prospects.
A player who keeps his new card face down may not receive the production units until it is
turned over. When he turns the card face up, this means he has opened the company, and
will have to pay salaries when they are due. A player may open his company now or later.
If the new card is located in a territory occupied by an opponent, or one that has been nuked,
then the card is returned to the deck. The player pays the bank and the next player takes his
turn. This attempt still counts as one of his three turns to prospect.
Cut Losses
A player may stop turning over cards at any time during his attempt to prospect for resources.
He pays the bank for the cards he turned over and the next player takes his turn.
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OTHER RULES OF PLAY
Borrowing Money
A player may borrow money from the bank at any time, in billion dollar amounts. He keeps
track of his debts by placing a meter on his supply center where it says bank loans. The
amount of the loan (principal) is in billions and the interest is in millions. Interest is paid to the
bank during every stage 1, as long as the loan is outstanding.
Default on Loans
A player who defaults on his bank loan payment may not borrow again from the bank or trade
on the Market while the loan payments are outstanding. If he pays back all interest in arrears
later in the game, then his rights to borrow and trade are restored.
Deficit Turnaround
When a player has defaulted on his bank loan, he may still sell his resources to the market.
However, all money must go to the bank until all interest payments in arrears have been
restored.
A player may also borrow from one of the other players at any time for whatever terms they
agree to.
Closing
A player may close any of his companies at any time, by turning the resource card face down.
He no longer pays its salaries or receives its production units. He may reopen it at any time,
except during Stage 2, by turning the card face up. At any time, any of the players may
request to see a resource card (company) which has been closed.
Re-opening Costs
If a player closes a company, it will cost $200 million to reopen it later in the game.
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Squatter’s Rights
If a player moves an army or navy into a territory, where another player(s) has a resource
card(s), then the squatter takes the resource card(s) located in that territory. The squatter is
not permitted to look through the resource deck, to find the card for that territory. He may only
find resources by prospecting for them during Stage 7.
Diplomacy
At any time players may offer advice, negotiate with each other, form treaties, seek alliances
or make deals, as long as they do not delay the game or break established rules.
Public Record
At any time during the game, a player may request to see another player’s resource cards, if
those cards have been in play (face up) earlier in the game.
Danielle Vare
1880-1936
Spoils of War
After the defender has had an opportunity to counterattack, the following rules apply.
The Capture
When a player captures the last territory of an opponent’s home country, he takes all of his
opponent’s cash, resource cards, army and navy game pieces. He also transfers all grain, oil
and mineral supplies to his own supply center, as well as the nukes and L-stars. He may now
use his opponent’s supply center to store his resources and weapons and to borrow money.
The debts of the vanquished player are forgotten. His armies and navies remain on the board
and become the property of the victor.
The Destruction
If the last territory of a player’s home territory is nuked, then all of his money goes to the bank
and all resource cards are returned to the deck. All armies, navies, nukes and L-stars are
removed. He is no longer in the game.
Stonewall Jackson
1863
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WINNING THE GAME
The game may end in three ways: Supremacy, Detente and Coup Final.
Supremacy
This occurs when one player has bankrupted, captured or destroyed all of his opponents.
Detente
This occurs when the game ends at a predetermined point in time, after a certain number of
turns or by mutual agreement. In that event, the winner is the player who has accumulated
the most wealth. For valuation purposes, the following rules apply:
Supply Center Resources: The number of resource units in a player’s supply center,
times the current market value for each respective resource.
Bank Loans: All bank loans must be deducted from the above.
When the 13th territory is destroyed, the player who fired the nuke must roll one die. If he rolls
a six, the game is over, otherwise it continues. When the 14th territory is destroyed, the player
who fired the nuke must roll one die. If he rolls a five or six, the game is over, otherwise it
continues.
The following table shows how this rule continues until “Coup Final” is finally reached and
nuclear winter sets in. If Coup Final occurs, all the players lose and the game is over.
13 6
14 5 or 6
15 4, 5 or 6
16 3, 4, 5 or 6
17 2, 3, 4, 5 or 6
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Joining the Top Brass
A player who wins the game by Supremacy or Detente has his ability as a leader ranked
according to the schedule below:
5-Star General
The Winner captures his opponent’s territories, never fires a nuke and never loses a territory
as a result of a nuclear attack.
4-Star General
The Winner captures his opponent’s territories, never fires a nuke but loses one or more
territories as a result of a nuclear attack.
3-Star General
The winner captures most of his opponent’s territories and destroys some with nukes.
2-Star General
The winner destroys most of his opponent’s territories with nukes and captures some.
1-Star General
The winner destroys his opponent’s territories with nukes and captures none.
Handicap – Optional
The above schedule may be used as a handicap system. In this event the players would be
obliged to play under the condition that, if they win the game, they must do so at a previously
agreed rank of leadership, e.g., 4-Star General.
RANDOM OPEN
After the appointments have been made, the players follow the steps listed below.
- Choose a Superpower
Everyone except the dealer rolls a die, and the player with the highest number chooses a pile
of cards. The player keeps only the top three cards. The remaining three cards are returned
to the resource deck. The other players do the same, taking their turn according to the roll of
their die.
- Dealer’s Choice
Now it is the dealer’s turn to choose a superpower. The remaining miles of cards are
reshuffled and rearranged by one of the other players out of the dealer’s sight. He chooses a
pile of cards and takes the top three cards only. The other three cards are returned to the
resource deck. Any remaining piles of cards are also returned to the deck.
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- Dealer Deals Three More Cards
The dealer now shuffles the resource deck and deals one more card face up to each player. If
a player receives a card located in an opponent’s home territory, he must return it to the
resource deck and draw another card.
If two or more players receive a card in the same foreign territory, then they must return their
cards and draw another. The dealer must re-shuffle the resource deck each time cards are
returned to the deck.
The dealer repeats the above procedure two more times, until each player has six cards.
If a player receives a resource card in the neutral territory where another player already has a
card, he must return his card to the deck and draw another card. Nuke and L-star cards must
also be exchanged for new cards.
A player may also place one navy in a light blue sea next to each of his home territories with a
port. However, a player may not place a navy in a sea next to any territory that is occupied by
an opponent, unless that territory does not have a port in the same sea. An example of this is
the Barents Sea; Kola has a port on that sea but Scandinavia does not.
For example, the Commander-in-Chief of China might choose to place four armies in
Manchuria, three armies in Nanling and two navies in the South China Sea.
For example, a player might choose to store two grain units, three oil units and four mineral
units in his supply center.
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The Supremacy Game Box contains:
1. Game Board
4. Plastic Markers
a) Superpowers: 12 navies and 42 armies each
b) Black: 18 nukes and 40 round markers
7. Rule Book
Disclaimer:
The Game of Supremacy is copyright of Supremacy Games Inc. 1984, 1988 and 1992.
It is not an intention of this publication to challenge this copyright in any manner.
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