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G Grenadier Models Inc. P.0. Box 305, Springfield, PA 19064DT Tat L =}
Nov/Dec 1983
Publisher: Steve Jackson COMPLETE GAMES RT
Editor: Christopher Frink Orbit War * Wallace Wang
‘Amtane Gahors: Werren Spector The USA and the USSR battle for control of outer space ...... 16
Plchard Stenbery Shuttlewars * Henry Biancardi
‘Art Director: Pat Muster Shuttlefsatellite combat in outer space 28
‘Advertsing Manager: Gerald Swiek
FICTION
Contributing Editors: W.6, Armintrout
Wiliam A. Barton ‘The Finagle Fiasco * Don Sakers
Fonaa Poty ‘A planet of mathematicians takes on the Monarch of
Businoss Manager: Pet Conteen Humanity — and it's no contest ..... 10
Fee ase eo ARTICLES TT!
Production Menaper: Moniea Stephens
Production: Liana Jehston Aberrations in Cosmic Encounter * Jeffrey Field
C. ara Lee Alternate scenarios, races, and rules for Cosmic Encounter... 4
StarWeb: Secrets of the Web * W.G. Armintrout
Tips for winning (and having fun) in the PBM StarWeb 12
AMES a
Star Trek: The Correspondence Game * W.G. Armintrout
Featured review of ECI’s Star Trek PBM game. Es 3
Interstellar Wars * Tony Watson
Featured review of Aftactix/Emithil's SF strategy game
Capsule Reviews ...... 34
‘GAMES: Ant Was, Star Fleet Baits Commanders Rulebook. SUPPLEMENTS:
‘Autoduel Champions. PLAY AIDS: Forms and Chars, Car Wars Reference Screen.
COMPUTER GAMES: Galactic Adventures, PC Arcade, Reign of the Red Dragon,
MINIATURES: Destroyers I, Starline 2000, Star Trek — The Wrath of Khan.
PERIODICALS: Adventurers Club,
COLUMNS Rr
ART IN THIS ISSUE Murphy’s Rules * Ben Sargent ...... wae oe oe
Cover: Ross Carnes. Counter Intelligence * Aaron Allston & Chistopher Frink . 31
Line Art: Ross Carnes: 16, 18, 19, 25. Where We're Going * Steve Jackson . . teens +732
in Paul gueys 6 Tower rg, Mon | Letters... sons
(Ger 36 Re lr alr, Mish on
nat 4 8, Rogar iis: 10. ban a eel
Sans fre our ato cen hiesne piss J NOWS Bris... at
‘gies to the artist.) J.D. Webster: 12, 13, Convention Calendar ee Br
Pretoaohs and Game Act: tacts) | New & Upcoming Releases .....-.-.-..-. iene ced
Emini vie Gones'30-cnoreny ee | BBM Uptate : “
amount Pictures Corp." 2. SSI: 38. Steve
“sckson Gamer: 35, Achesttisere INd8x nics vs sone eS oxen or nvenaet v eae tl
Most game names are trademarks of the companies publishing those games. In particular: Dungeans & Dragons isa trademark of TSR Hobbies,
Ine.z Cosmic Encounter, of Eon Products, Inc. StarWieb, of Fiving Bulala, Inc. Stor Trek: The Correspondence Game, of Parsinount Pletores
Corp, ured under license by Entertainment Concepts Ine.;and /nteralar War, of Attoctx/Emithil
Use of a tedamark to entity product commantod on in this magezine should not be construed s implying the eponsoreip of the trademark
holder
{All name of games published by Stove Jackson Games re trademarks of Steve Jackson Games, or used unde ienge by Stave Jackson Gare
Us ofthe name for any produet without mention of trademark status should not be construe aya challenge to such status.
SPACE GAMER (ISSN 0194-0977, USPS 434-250) is published bi-monthly by Steve Jackson Games, P.O. Box 18957, Aus
tin, TX 78760-8967. Second clos postage paid at Austin, TX. POSTMASTER: Send asidres changes to SJ Games, P10. Box
18957, Austin, TX 787608967,
‘All materi is eopyright © 1983 by Steve Jackson Gamer, Allright reserved
Printed in USA by Futura Pres, Austin,
‘Subscription rate, effective 6/18/83: In tho United States ~ 6 months (9 isues) $8; one year (6 issues) $13; 2 years (12
Issues] $23. itetime subscription le $200. In Canada, add 608 per ist Yor Noetage and nandling: for sdesets outside te US,
‘add $1 per issue for surface mal. International rates subject to change as postal rater change. Nore: All payments MUST Bein
U.S. dollars, made by Intemational Money Order, or checks drawn on U.S, or Canadian bank“Captain's Log, Stardate 4501.1150,
Kirk reporting. The Enterprise continues
her routine watchdog’ patrol of Klingon
Border Quadrant 16, Our patrol of
KBGIS was completed early in the ship's
day, and the Astrogator om duty has en«
tered into the log our course for KBGI6,
We are now in the thirty-second day of
this. patrol, Commander Scott reports
that the problem eausing power losses
from the warp engines has been repaired
‘again, but he urges a complete reworking
Of the system at our first opportunity 10
power down both engine units. Lt. Come
‘mander Uhura reports that the USS
Faragut {sie} made readings of three Kling
on battle cruisers on the Klingon side of
the border at KBG78, but feels that they
are only maintaining their routine border
patrols, Kirk out.”
So begins one of the adventures in
Star Trek ~ The Correspondence Game,
fone of the most interesting new games on
the play-by-mall scene
With their new science fiction PBM,
Entertainment Concepts Inc. (BCI) pre:
sents players with the opportunity to
captain ter own starship — either the
Enterprise herself or another comparable
Federation heavy cruiser. The game is
role-playing in format, based on ECI's
eatlier Siberdawn game system,
‘A player begins by signing up for
either the Enterprise or another ship
(isch e may name), ECI responds with
the player kit, which contains:
‘the Ciptain’s Guide, an easy-to-ead
2&page, 84” x 11” booklet explaining
the Heavy Cruiser, potenti Starfleet
missions, and the mules for submitting
orders to ECL
a Crew Roster, an 84" x 44” print
cout of the 400 crew members on your
starship, organized by ship sections. Bach
crewman has @ code number, ratings on
a scale of 1-10 for is Skill (profession),
Strength, Quickness, Endurance and
Intuition, and may or may not include
similar ratings for Combai, Diplomacy,
and General Knowledge. (lames T. Kitk
is code 1, Skill 1], Strength 7, Quickness
10, Endurance 8, Intuition 10, Combat 8,
Diplomacy 9 and General Knowledge 9 —
con my printout, at lees.)
* tho Ship's Technical Description, lst
ing twenty ship systems (Bridge, Photon
Tubes, Life Support) and rating them
from '50 to 100 (and_ sometimes over
100... 100s a “model” ship). The num-
ber reflects the chances of the system
‘operating under stress situations
‘and your frst tum, « two-page com
puter printout consisting of a Captain's
Tog, current Starfleet orders, and a Nar-
rative presenting the current adventure
‘The staring thing is that Star Trek is
a solitaire game! Although there may be
scores of other starship eapiains on dozens
of Enterprises or other starships, perhaps
In the exact same adventure, staships
do not have any interaction, Entertain
ment Concepts Inc. has taken an old
play-by-mail tradition — that PBM games
a
can easily hold dozens or imndreds of
players in the same game ~ and success-
fully stood it on its head.
AAs for the Narratives themselves, since
the same adventure may be played by
hundreds of players now and in the
future, saying much about what 1 have
seen would muin thelr play. Players may
be presented with rescue missions, explo
ation, investigation, military raids and
adventures, planetary defense missions,
iplomatic’ and telief expeditions. The
printout presents the facts which lead up
to the situation (you were on patrol when
a signal came in . . . ), lists the known
facts, and breaks off when the player has
enough to make his decision,
“ty fist slammed down on the inter-
com button on the arm of the com:
‘mand chair. Scotty! That hunk of debris
‘coming across our bow — get a Reverse.
‘field tractor beam on that thing now!
Repel it!" 1 stepped down and placed
hand on Pay Chekow’s shoulder, trying to
steady my voice as 1 Instructed, ‘Mr.
Ghekov, lock phasers again on that
chunk and, f the tractor beam doesn't
repel it, fire and maintain fire until it is
vaporized.’ Then to Sulu I said, ‘Mr. Sulu,
put every ounce of impulse power to
work and come about ~ try 10 get out
of the path of that thing, or at least
present the smallest possible target for
it’... 1 tumed back to face LCDR
Uhura, whose eyes were fixed on the
vlewsereen watching that debris heading
for our path, “Mr. Uhura, pipe 10 all
decks: This is Captain Kirk — damage
control, siand by all sections, All decks
stand by for possible tmpact. Kirk out.”
Kirk out, I thought bitterly. Out of
solutions, out of answers, out of time,
out of luck.”
Karen Rhodes, player orders
(as published in Priority One)
Players’ orders need not be as clever
as those Written by Miss Rhodes, though
the games do become more fun as you
throw yourself into it, Orders are limited
to three toxt pages or 800 words, and are
supposed to be divided into four parts
Recommended Promotions and Decors
tions, Ship Repairs and Maintenance
Instrictions, After the Pact Precautions,
and Narrative Ordets. (In practice,
you will sidom need most parts on the
average turn.)
Precautions “after the fact” deserve @
few words. Oscasionally, the Gamemaster
will take action for you — for instance,
sending a landing patty to rescue plague
vietims from a. strange world. Players
ray give the full orders thet they would
have given if they had the chance — in thecase cited, perinaps stating thatthe plague
victims were immediately placed in
quarantine and that the landing. party
wore sealed environment suits.
On the frst tum, player must also
name any aliens (Vulcans, Andorians,
Tellarites and Avians) and, if he does
not command the Enteraise, name his
Command Officers.
Technical Equipment Sheets are pro-
vided in case a player desires a piece
of equipment not covered in the Captain's
Guide — he may submit an outline and
hope for Gamemastr approval
CI will respond within two to three
woeks with anew two-page computer
printed. Narrative plus a Siatus Report
sheet covering crew injuries and casual
ties, ship section efficiency (1-100%)
and condition (Green/Yellow/Red), and
‘leet Status. The new material will begin
with the same adventure tide, followed
by a chapier number indicating how
many tums you've spent on this edven
ture so ar.
This, in a nutshell, is Star Trek — The
Correspondence Game. Players. go from
adventure to adventure, submitting orders
and receiving tums. There are no dead
lines, so playess can take as long as they
like to decide on their actions. Tho turns
alvays cost the same amount, regardless
of special actions or predicaments. A
simple newssheet, Priority One, provides
players with a monthly page of new
technical equipment, excerpts from actual
player orders, answers to question,
contests, and Background information on
alien races and cultures
“Then the Enterprise made a tight
turn and flashed aerass the enemy ship’
course. Precisely timed, the phasers
shot out their beams of destructions [sie].
‘The other ship shuddered from the
force of the blow, and the second burst
of, phaser fire Broke thea’ The ship
lurched off its course and went dark for
tr moment before the emergency batteries
took over and shone a dim red glow thre
fis ports
“Kink again went into action. “Trans
porter room, get busy om those assault
teams?"
—Star Trek printout
The Star Trek game system cannot be
faulted in its performance — the Game-
masterwith-computer system seems to
cover all problems, and there were no
alitehes that T could find. Rules glitches,
that is.
The only complaint I have is in the
way player orders are implemented, Four
examples from my experience:
‘Encountering two unknown vessels,
ordered two landing parties to bosrd the
fone vessel. The other vessel I left alone.
‘The Gamemaster, however, placed a third
landing party on the vessel I wanted to
leave alone. That landing party later
became trapped by hostile aliens.
#1 ordered Captain Kirk to beam
down with a landing party. He instead
remained on the bridge.
‘Going into battle, I gave orders 10
fight at long range with photon torpedoes
(oy best-rated weapon), Instead, the
Enterprise closed to short range and used
phaser fire. The portion of the enemy
ship I ordered targeted for special de-
stcuction was instead left untouched.
AC the end of one adventure, Kirk
was given the opportunity to obtain a
secret weapon in return for violating Star-
fleet orders. Rather than presenting me
with the decision, the printout merely
informed me that my Kirk had agreed to
the violation,
Some of the problems ean perhaps be
explained, The extra landing party led
to further developments in the adventure
which I might otherwise have missed.
The altered fighting orders allowed me
fo capture an enemy vessel virtually
intact. Kirk’s decision which was made
for me was the decision I would probably
hhave made, if I had been given the oppor-
tunity. As for Captain Kitk remaining
con the bridge, I imagine that the come
puter program did not have my option
programmed into it
Nevertheless, the gamemastering prob-
lems in Star Trek mar an otherwise excel
Tent game. I felt boxed in st times, and
at olher times wondered if my orders
really counted. It was stil fun, but less of
real game.
Yet Star Trek — The Correspondence
Game is also a pioneering effort that may
lead to an entirely new type of play-by-
mail game — the solitsire role-playing
adventure. Such @ game is easier to run
than a multiplayer geme, more efficient
since the same adventore can be used
repeatedly, and has the potential to be a
fiction-quality experience. When play-by
rail games finally break into the play
by-computer (play-by-telephone) market,
such games 2s Star Trek may be leading
the way
Unfortunately, Star Trek needs tinker-
{ng with in ordes to reach is full potential
Stor Trek ~ The Correspondence Game
is by Batertainent Concepts Ine, 6923
Pleasant Drive, Charlotte, NC 28211, wn
der exclusive leense from Paramount.
Player ht, $6. Tums, 4 each.
Adiionatstastips, sa cach, — SG
GALAC-TAC
a galactic scale space
conquest PBM game
© Design all ships that make up your star fleet
© Move some, none, or all of your units in a single turn
© Full color maps
© Reports are color enhanced
© Form alliances, negotiate deals (and break them!)
@ Moderated by computer AND humans!
BASIC GAME
Set-up and pre-move. . .7.00
Pulebook............10.00
First move
Each move thereafter
8.00
3.00
TO GET STARTED, SEND $20 TO:
i CAPPS & CAPPS
PO. Box 280237 ¢ Dallas, TX 75228aberration (abera-shen), m2 deviation
from a standerd or ordinary type; abnormal
stmture or development,
Coumie Encounter is a game_of chance,
strategy, diplomaey, and, most of ll, contu:
sion. Yet amid expansion setsand backstabbing
furmol, the game retains its playablity, This
‘he mark of a ame that will ever di.
‘Hoth of the following variants work best
with these or more players, though they are
playable with two opponents. These variants
‘wll refer to game components such as moons,
Tucte, or Kickers from the Expansion Sets. This
does not necessarily imply that a given st is
rege for play oF the variant system.
Galactic Expansion
‘This variant represents the spread of the
tien raoes hen cach was sill young and unde
‘eloped, These ate expanding faces, and every=
fone betins the game es an expanding player.
Eventually, each race wil dovslop to ts full
potential and become established. The pace of
this growth varies, and the necesary site
to becoming established are detaled below,
Game Preparation: Each player begins the
game as an expanding player, He gets system
hex and var die, which should be placed in
ee
Se
the system shite se up; it wil be fipped
‘when the player becomes established. Moons
fre sor up bat not locked ai, even by the
player who owns thems they will be revealed
normally wher accupied. Fach player stars the
{nme with sx fire, but no income, Once those
{5x luce are gone, the player is broke until he
‘becomes established, Eight tokens of cach
player are placed amongst any four planets in
the player's eystem. Finally, allen powers are
etormined In the usual mannes, but each is
set aside, not used while the player is sill ex
panding. We found the Hidden Power variation
Seserbed In the rues to be expecially fn with
thisvariant
‘The Play: Each player Is dealt a gevencard
hand and play occurs almost normally. Expand
ing players do not get hucre income and may
rot wre their allen powers. The major exseption
{0 standard play 13 the Expansion Rule, which
‘symbolizes the young and poor races’ suscep=
Ubiity to high warfaze costs and the accessibility
fof planets to inferior Warp drives. The Expa%
Son Rule deers tat asan offensive challenger,
the expanding phyer must attack @ planet on
which the defensive ployer, a indicated by the
Gostiny ple, has a base, unless his own color
fame up in the destiny pl, and uniess the
“offensive expanding player plays an attack card
fof 15 or greater, in which ease he may attack
4.
Aberrations
in
COSMIC
ENCOUNTER
any planet or moon in the system. As play
proceeds, each time a player wins a challenge as
tain player, whether offensive o: defensive, he
‘may bring one of {wo of his offboard tokens
{nto play. These tokens are placed anywhere
the player has a base,
‘An expanding player cannot win the game.
‘The winnar isthe player to hovomeesielished
snd thon full game victory conditions. An
fvtablished player ins player who has all eight
‘ffboard tokens in play and has bases on all
five of hi systems planeit ~ Le, to become
cevtblised, a player must win at least four
tallenges ‘and have bases on all of his home
planets, Once established, «player fips his star
‘ine over. At this point Be may (1) 100K atthe
‘moons in his system, (2) gain a standard acre
Income, (3) reveal and Use is allen power
(abject to standard ries), and (6) ignore the
Expansion Rule, ance he is now a fully deve
‘oped power and thveat to the Cosmos. Onee a
player is established, he temains $0, even ff he
loses his home planets
Bigotry
“This Cosme Encounter variant is a direct
reveral of the standard sume. Rather than at-
Tempting to gain five bases outside of hs
system and thus spread across the universe,
tach player 4 trying fo 1d his beloved system
fof entvoaching races. Phyers set up by dstib-
‘tng ton of thet tokens among aay of their
‘oppostion’s planets, with at least two tokens
per sysiom, After ail players have distibuted
Their ten tokens, ach places his remaining ten
‘on ay planets he wishes in his home system,
‘The game is then carted out normally, with
4 simple enange of the vletory condition. The
‘winner Is the player who Bes sis his system,
including moons, of all other players tokens.
‘This ie regardless of the number of external
‘asus player may have.
‘Do ot use this variant with the Dictator,
the Will, oF other powers that lgnore the
destiny pileOther Alterations
‘A simple variation whieh changes the same
deamateally i to require the winner to have
inot only five external bases, but bases on all
five of his home planets as wel, This role is
sre than just an application of the Scizoid's
power, for It alters play greatly. Defense be-
Comes more important and the Rebisth edict a
‘ery useful commodity. This variation tends to
lengthen gime time and, consequently, makes
the game mare bloodthirsty
Tho vasiants desezibed above can be com:
bined with each other and the standard roles to
cyeato a large varity” of unique games, For
Instance, one could ad tho fvehome-plnots
Win conditon to the Galactic Expansion
Variant. Or combine Galactic Expansion and
Bigotry, requzing players to win as per Bigotry
‘once they have become established,
‘A sventh-player variant i possible wth the
advent of the Cosme Encoumer Expansion
Set 7. Instead of using the Zilch or Shark, as
Geserbed in Expansion Set 4, a seventh player
ould be the Warpish, x ra6e whieh sets up
round the Warp rather than on a planet hex.
‘This, however, calls for an atonal token st
‘Token and dice ets are avaiable from Eon for
1.50, bue will have to be spray-painted 1 dit
{erent color (goss black looks nice) before the
tokens aze punched ont, Other eames have sete
similar to. the Commie Encounter tokens:
‘Avalon Hil's Dune has nearly Henical eoanters.
Or, one ean make the tokens by hand; washers
make good templates for cuting
New Powers,
Fisher — You have the power tomer. At the
start of your challenge, you may ask a player
fora type of card (edit, Tae, kicker, Zedict,
attack, oF compromise). He must then show
Yyou all such cards ne asin his hand. Yeu then
‘hoos one of thes cards for your own. When
asking for attack cards, you must specify a
numeri range with a spread of no greater than
five (ie, "Attack cards from 11 20 16"). Do
not use a rworplayer game.
Ghoul — "You have the power to plunder.
\When you are involved in s challenge asa main
player ot ally and your sido wins, you gain a
bonis for each token (player or aly, fiend oF
Toe) that went to the warp (or void) during the
challenge for whatever reason, The bonus takes
the form of sear from the deck, a ten rom
the warp, ora lure from the box,
‘Spore — You have the power of comeyance
At the start of each players tun if you have
tokens in the warp, you may attempt 0 make
that player your carer host. You declare the
attempt and ply is suspended while challenge
js cared out between you and the posable
‘cures. You cach play a challenge card; your
tokens in the warp are totaled into your stack,
‘but your oppenott doesnot got this bonus, NO
alles ae allowed, IP you win, the host must
release one of your tokens (rether than hisoxn)
at the start of his challenge, Your taken thon
‘aeompanies: him imo the challenge. If your
Carrier hae no tokens in the warp, he stl z-
Teaser on of your,
Tn addition to those new powers, I have
listed some notes concerning Steve Jackson's
article "New Characters fr Cosme Encounter
in Space Gamer 87, 1982.
Diplomat — Diplomat stould te renamed
Turneoat 10 avoid confusion with the Eon
power of that name from Expansion Set 2. Do
ot use ina two-player game
Teleport ~ Do not usa in s game with the
Dietaior or the Wil,
lade — Do not use in e gsme with efter
the Magnet or the Crystal.
Card Addendum
Galactic. Zap: The Cosmic Pneounter
rules. sty that Cosmic Zap stops the se of
powers, and powers clone. Revenily, Expansion
Set 8 was released; it included the Plarecap,
fan edict used to stop the use of flares. This
Ives moons and other edicts uncovered (ah
though there Is 8 Moonzap moon). Thus, we
present the Galactic Zap. This edict s played
fo prevent the use of moon or the pny of
nother edict, If used on 2 moon all tokens on
that moon mast be transferred to other bass.
used on an edit, both cards are discarded
‘An alternate method to the Galactic Zap is
to create a Moonzap edict which, when played,
prevents a moon power from being used and
Catees all tokens to be relocated off of that
‘con, To provent the use of edits, a new tine
of edicts It created, the Zadicts, Fach new
‘ead is played on an edie, both cards are dis
carded.
All 2ap cards are covered by the Unzap, sn
on edict ftom Expansion Set 8. The Unzap
should be classed as a Z-edict and itis sug-
fested that you make another Unzap fo bal
nce the pow 2aps, “And what stops the use of
1 Zeedix?™ you as, Wey, an Unzip, of cours.
TheZedins:
“Antidote — A serum which combats The
Plague afore the evil diseate spreads 100 at,
Certificate of Merit ~ What promised 10 be
al ear ie revealed as hollow and empty
‘Victory Boon i worthles
‘Conviction ~ Stzong bliss overside any
jttempt at Emotion Control,
Famine — The invaders rape of he land
causes the new Rebirth settlements to stave
snd fal.
‘lusion — ‘The soughtfor card Is Just a
‘figment in the imagination of the Finder.
‘Macroscope — The intimidating confusion
of the Cosmos destroys Sanity,
Overload — Weak fuses cause the Force
Fed to collapse,
Paradox ~ Some say time is 2 cycle and
events cannot be changed; thus, Timegash is
eels,
Rush Hour ~ The mad dash of panicky
tokens from the warp jams the Mobius Tubes
and Warp Break while they are open.
Siove — Cupoed hands make a poor vese;
the cards of the Keeper dribble through is
Finger.
‘The Brownian Card: This isa wild ead and
loos not ft under any category ~ itis not sus
ceptible 10 the Plage or Fisher power, With Its
Fandom ways, the Brownian Card can serve os
any of the following cards: Cosmic Zap/Unzap,
Emotion ContralConvition, Force Fielé(Orer:
load, Mobius. Tubes/Rush Hour, The Plague)
Antidote, Stellar Gas/Halogens, Rebirtn/Fur
in, imezash/Paradox, Victory Boon Certiieats
‘of esi, Finder/llusion, Keeper/Sive, Sanity)Macroscope, Warp Break, Flarezap, Moonzap,
Galactic Za9, a Kicks? 2, an Attack 30, a9
‘Attack 3, 02a Compromise car,
New Moons
In Expansion Set S, The Moons, Eon has
left five out of thelr 100 moons Blank and
called” them New Moons, What docs a. game
fovmer do with those moons! Here are some
{dea Hin the Banks.
96. Entropy (I): The players) with the
yeatest number of external bass fose(s) one
Of thom (his choice). Tokens are transferred
to other bases.
97. Moon Dance (C): Treat this moon like
the Moon Wraith (#87), except tokens on the
itimized planet are placed on the moon and
thismoon ean be attacked while on a planet.
98. Snare (S): You may not voluntsrily
remove your base fiom this moon. You must
ontaue to occupy it until you lose it to an
Ssttacker orate removed by some pover.
99. Axis (C): While this moon fs occupied,
challenges wil be “tated.” When the cards
are sevealed, the numbers on the attack card(s)
axe added, Ifthe reat is cron, the challenge is
played normally, However, ifthe total Is odd,
the attack cone rotates 180 desees and any
Tokens inthe offensive end are spewed into the
warp. To il thie vacaum, all tokens on the
sttacked planet aro sieked into the offensive
‘nd and they besina change widh the orginal
‘efensive player as main player. Defensive aly
fokens remain on the rotating cone, Dead
this moon after the is rotation overs.
4100, Peatly Gates (C): While this moon is
‘ceupied any tokens normally sent to the warp
(6r void) are insted sipped to reveal the white
fide and placed on the cenval hex outside the
Warp. At the start of his tur, eaeh player may
Toad the attack cone with one or {WO ensel
tokens in addition to his vsul Fores. Losing
angel tokens go 10 the warp (or void) and-enter
normal play. Those on a planet tid the current
efensve player. Angel tokens do not assume
fen powers such as Macron oc Vitus and are
‘neutral towards gare victory conditions
Flare Interpolation
‘The following Mares axe for alien powers
from various sources that sere not published
with fate posers, The fist two are from the
seventh and eighth player powers from Expan-
slon Set 4, most ar from Stove Jackson (asain,
Space Gamer $7), and the last tres are from
this arti
“ich — Power to Kibite. Wild: you are
not involved in a challenge as main player oF
aly, you may look at the hands of the main
players and suugst 2 play to one of then.
Super: Nove
‘Shark — Power of Hunger. Wilt: Before
your fist chullenge of a tur, you may exchange
‘one pune factor (tokens, power, hand, moons,
Ite) with another player. Super: None.
‘Apostle — Power to Convert. Wild: You
‘may fake one token of another player into the
attace cone with you. This token must come
from a planet on witch you both share a base
and isnot considered an ally. Taking it may not
Strip him of a base. Super: At the start of your
tur, you may eonvert all tokens on a planet
at once, subject fo normal estretions
“Tumcoat ~ Power to Shift Wil: Ifyou ate
an ally on the losing side of a challenge, you
‘ay save tokens from the warp by alow the
‘winning main player to draw a catd from your
Jhand for each token fo be saved. Super: When
you join an alliance and your side loses, you
‘may ‘convert all tokens on a planet at once,
fubjet € normal restric tons,
‘Swarm — Power of Synergy. Wild: Yous
tokens are each worth 1% mes their number
(round down), Thus, one token fs worth 1,
and four ae worth 6. Super: You may use any
fr all of your ally’ powers during 2 challenge
NOW! ~ REALISTIC SPACES
THE ONLY PLAN SYSTEM FOR THE DISCRIMINATING FAP GAMER
TWITH WATURAL CAVES & CAVERNS AS WELL AS DUNGEONS
ENDLESS PLAN
(DUNGEONS
AND CAVES)
‘Twit — Power to Annoy, Wild: You may
vetbally fame payers is the game by mimick>
‘ng thor, brageing about your playing, et, Ina
high, nasl voi. If any player responds new
tively he lees a foken tothe warp (his choice).
Super You may enter any challenge asa ally,
‘aninited, and nothing except Flarezap can
prevent you.
‘Angel ~ Power of Love. Wild: Whenever
you play a compromise caid ina challenge, the
{est isa compromise and you must make 3
eal, regardless of your opponent's play. Super:
If both you and your opponent play compro-
smjp cards (you must veal yours) iti counted
484 winning attack for you, no deals are made,
Fog. Power to Conceal. Wild: You nocd
not abide revealing powers, such as the Mind,
the Finder edict, othe Moonburst moon (#62).
Super: Your power to conceal applies when
you are attacking as well as defending.
Berserker ~ Power of Fear. Wild: Ase main
player ine challenge, you may frighten one
token of your opponent’ alles away. Super
Tn their berserk nage, cach of your tokens
counts as two in offensive challenges
‘Wizard ~ Power of Musion. Will: You may
increase oe decrease the value of your oppor
rents attack eard by 5, Super: You may create
Hlusory frees. For each token you have aa
ofensWe player ina challenge, you may add
fnother from other bases or the warp. Though
‘counted in the challenge, these iusary tokens
are not affected by the outcome; they are
afterward roturnod te thelr oni.
Teleport — Power to Evade. Wild: If you are
challenged on planet which has exhee play:
crs bases, you may make your challenger
attack one of the eters his chole) by diseard-
Inga card. Super: When you evade, rather than
token going to the warp it goes tothe system
to which your opponent was sent you do
not have a base i tis system, then the token is
Tost to the warp,
‘Stone — Power {0 Endure. Wild: As losing
defensive player ina ehalienge, if you had more
‘han one foKen on the fost base You may leave
‘one token on that bate. Super: Your endurance
power applies to offensive challenges asp, and
When sending half your tokens to dhe warp,
round dav instead afup,
‘Blade — Power to Divide, Wild: The value
of your opponent's attack card is divided by 2
Super: After cards are played but before they
are revealed, you may, asa main player, declare“one on one.” This divides Doth sides Foros
‘The attack total foreach side is divided by the
rnumber of tokens. (acluding alot) on that
sido (round up). This spit tack i then used
{o determine the challenge outsome,
vit ~ Power to Confuse, Wild: IC you are
not involved ina challenge you may, just befare
fads are played, ‘ena the attack cone to
‘other systom ai determined by the destiny
pile, but the same player is attacked there, IT
the defending player dacs not have a base inthe
new system, another die is turned, You lose
‘one coken for each destiny dise med Beyond
the first. Super: Whon you ate offerive player,
you may, after alle are chosen but before
ards ate played, atack a different base on the
same planet
Fishor ~ Powor to Net. Wid: At the start of
your challenge, you may draw a card from the
hhand of any one player, Super: At the stact of
your turn, you may reveal the top card of the
feck. Each player mist then gre you ome card
from his hund of the same type, It you reveal
an attack card, pool a rang of $ in which
{at card fits, The reveded card & then die
‘eared unused
Ghoul ~ Power to Plunder. Wild: If you are
involved on the winning side of a chullenge vou
say draw one eatd from the losing player's
dhand for every token you had in the challenge.
‘Super: If You are the winning main paver, take
fn additonal bonus from any players on
Tosing side for each token you had in the chal
lenge (folsns can be taken from the warp of
fiom a tokersicaling power Uke the Voi
‘Spore ~ Power of Conveyance, Wik: It you
sive one or more attack cards to the offensive
ployer in a challenge, he must accept one of
your tokens foreach card given as alle. Super:
I you gain a earier host, you may ad up to
‘ho okons from basok into the actack cone.
Aljsstopping powers or Force Field eannot
stop yo.
AL hog Mares and new Z-odiots wil egulre
you to make cards before play. Blank cards
‘hich ean be typed on (yes, the Hare descripe
tions wil it typo singlespace with an elite
typewriter) are available from Eon for 20 cents
each, Cards and tokan and de wis (pec
alot) can be ordered from Eon Product, ln,
RFD 2, Sheldon Ra. Barre, Ma 01005, neice
52,00 for sipping; Massachusetts residents add
5K)
A cheaper but more complicated process
am be used forthe flare cards. Bevin by assign
ing a specific card from the regular deck to a
catdless flare power ("Attack 12 isthe Ghoul
Fez"). Shuffle these cards into the flare
‘and deal out flares normally. to. determine
player powers. Then, using flares thae were
fealt ott, replace the regular cards tha Were
(Now the Zombie Mare ix the Ghow! fare
‘A Tit of iow conversions should be clearly
posted where eveevone can clerly we it ~ we
fan't hive Tob trying to use the Plant wid
‘ato witen sts relly the Trt fare These flares
and the regular eards used before are shutTled
into the playing deck and the same proceeds
normally (OF 38 notmal a a Cosmic Encounter
‘umecan be),
aberration (abe-reshen), n. 3. temporary
mental disorder
hans fo the Hand Payrectes: Adan
icons Ken Dar tne
Prenton re canbe" Creer, SOB
Feudal Lords
The frst pom game of.
ccoriomie development,
itary conquest, and
‘medieval inirtque
FEUDAL LORDS is a computer-
moderated correspondence game in
which up to 15 players vie to become
King of Arthurian England
You, as head of a flefitom, have 30
types of military, economic, and
diplomatic orders available.
= You provide for your knights,
townspeople and peasats
= You may make an assortment of
investments to build your economic
and milvary base,
= You con acquire vassals and
influence through force or diplomacy
You can sey on other flefdoms.
CAN YOU BECOME THE NEXT KING?
GRAAF SIMULATIONS
27530 Harper
St. Clair Shores, MI
48081
ENTRY: $10200 forthe rulebook, stp,
and fst duce turns, §2.50 per turn,
RULEBOOK only: $2.50
Bre 7
‘Star Trok is trademark of Paramount Pietures Corporation and is used under exclusive license. Copyright ©1982 Paramount Pictures Corporation.
All sights reserved, FASA Corporation P.O, Box 6930 Chicago IL 60680.Featured
Review
Interstellar Wars is the first science
fletion offering from @ new adventure
game publisher: Attactix/Emithill, a Brit.
ish company, The game's high physical
quality and relatively good distribution
reflect how far the British game industry
has come: the $20 prive tag indicates how
expensive imports can be
Interstellar Wars is a two-player
strategic game of galactic empires in
conflict. The map depicts the Akiri
Empire, divided into soven provinces, and
portions of four provinces of the Sende
Empire, The two empires are clashing
cover the control of forty star systems
connected by a web of transit routes,
Exch player folds a fleet of starships,
including scouts, fighters, stellar cruisers
and galactic cruisers. A main feature of
the game is the relatively detailed set of
rules for handling fleet battles.
While I found the game's components
to not quite justify the substantial asking
price, they are frstaate. The mapboards
fare mounted and backed (like Avalon Fill
boards used 10 be) and measure 16” by
2314" when butted together. Each of the
Star systems bears name and factors for
defense and refueling capacity. The
game's one hundred counters are equally
attractive, They are largesized (5/8”
square) and bear attack and defense
factors, a stylized ship symbol denoting
INTERSTELLAR
NARS
‘one of the four classes of ships in the
game, an identification number, and (in
the case of command ships)’ stacking
value and stacking/combat bonus, The
counters are back-printed to denote an
uunfueled status when using the more
advanced rules. A single counter serves as,
‘a marker to indicate in which star system
a battle is taking place
‘The components are rounded out with
fan cight-page rules booklet, which is
divided into basic, intermediate, and
advanced rules, illustrated with examples
of play, and contains the orders of battle
for the various scenarios. The game also
includes a six-sided die. All of the above
materials come in a game box, flashily
‘lustrated with a montage of starships in
combat and the rather stern visage of a
space-suited figure.
From its transit routes (ump lines) to
its fleet lines of battle, Interstellar Wars
in many ways wems modeled after
Imperium, the classic science fiction game
from GDW, What remains to be sen is
whether this game can also bring together
the elements of strategic movement,
tactical fleet combat, stellar economics,
and contextual considerations in a grand
strategic game,
The spacecraft represented in the game
are divided into four classes: scouts,
fighters, stellar cruisers and galactie
a
cruisers, The frst two types are referred
to as “light” units and may move farther
‘than heavy units (the two cruiser classes)
and engage in skirmish fighting. during
fleet battles. As one may expect, light
units generally have both lower attack
and defense factors than cruisers
Tn the movement phase, starships
move along transit routes from star to
star; light units may move two star,
heavy units only one, In the basic rules,
movement is as simple as that, but under
the lntermediste rules the complication
of refueling is added, After movement,
Ships must refuel in the system to which
they have moved, using that system’s
refueling capacity’ (which is. ineasured
in dhe number of ships that may refuel
per turn in that system), However, a
system must be controlled 10 use its
refueling capacity, necessitating that the
attacker be vietorious in order to refuel
The interconnecting web of star systems
ives some systoms key strategic impor-
{ance, acting as choke points and/or hubs
for movement purposes, while the fuel
rules force the players to plan their
offensives carefully
In the basic game, ships may only
stack three per aystem (for some inad-
equately justified reason) making for
rather stall engagements. Ths is rectified
fn the later rules by the use of eommand
ships — ships within each class that, in
addition to their normal combat and
‘movement capabilities, can increase the
stacking capacity of a system consider
ably, up to eight or nine ships. Fleets are
formed around these command ships,
which, in addition to their increased
stacking ability, have a bonus that can be
used to further increase stacking of adjust
die rolls in the combat phase. The inop:
portune loss of & command ship during «
battle can tip the scalos decisively and
often blunt any offensive.
It is clear, however, that the most
interesting, feature of Interstellar Wars,
and that section to which the uncredited
designe(s) have devoted the greater part
of their energies, is the body of rules
dealing with fleet combat. It seems that
the intent was to create a combat pro-
cedure fora strategic game that retained a
tactical flavor and gave the players the
impression of grest lines of starships
coming together and exchanging salvos of
missles and energy weapons fire
‘When ships of the opposing players ere
in the same system, the combat procedure
is initiated. This begins with a process of
skirmish combat, Light and heavy units
ae differentiated in the game not only by
their combat values, but by the roles they
play dusing combat. Only light units
participate in skirmish combat, formingskirmish lines and exchanging fire. The
player with the fewest units places them
in a line, and then the opposing player
pairs his units with ths line, placing any
extra ships in a second line, Combat then
takes place with each of the ships in a
pair fring at one another. A die roll is
‘made for each ship, adding its combat
factor 10 the result; if the total exceeds
the defense factor ‘of the target, it is
destroyed. Both vessels may fire before
any losses are taken. Ships in the second
line fire and are fired upon with a favor
able die modifier. Skirmish combat
rounds continue until one side or the
other disengiges, by either retiring on
its battlefleet (any heavy units in the
system) or withdrawing from the system
entirely. If light uits fall back on their
fleet cruisers, then battlelines are formed
‘once again, this time with the big ships
participating in the combat.
In ‘the “intermediate and advanced
games, this combat provess is modified
by requiting ships to line up in the order
of their identification number, ensuring
that like units fire at one another. The
fleet engagements are considerably more
interesting in these later sets of rules due
to the fact that command ships allow
larger stacks of ships, and thus bigger bat-
tles, and their combat bonus adds a useful
option to the combet process. The
advanced rules offer a truly innovative set
of guidelines on combat tactics. Using
this optional mule, each participant in
4 battle chooses fiom a list of combat
tactics, either conventional attack and
rapid advance (For the attacker) oF con:
ventional defense, counterattack, end
delay (for the defender). The interscetion
of the two options determines the nature
of the battle, such as die modifiers
for combat, retreats, when and if battle-
fleet lines are formed.
Conversely, economic aspects of str
tegic space warfare are glossed over
There is no production per se, but instead
a rather simple system of replacement. In
the basic game, the players may replace &
destroyed unit for every provincial capital
they control. While 2 bit simplistic, this
method at least tis the replacement of
ships to the control of star systems,
‘ostensibly the prizes to be won in the
conflict. The intermediate game substi-
tutes a die roll to determine the number
of units that may be replaced per tum;
capitals serve only as staging areas forthe
‘incoming units, The replacement system
works out all right in play, but it’s unfor-
tunate that economics couldn't be worked
{nto the game in a more meaningful way.
Victory conditions in interstellar Wars
depend on the scenario being played.
Since all of the scenarios postulate an
attack by the Sonde Empire on the
‘Akiri Empire, territory and the destrue-
‘tion of enemy units figure prominently
in determining victory. Most of the ter-
ritory on the board is Akin, the few
Sende systems serving mainly as the
jumping off points for the attack, and the
battle is usually for control of the Akiri
Empite’s systems. Provincial capitals are
the usual determinants of victory, though
4 sudden-death loss ean occur if a player
nas 100 many eliminated units.
Interstellar Wars isnt without chrome,
In the intermediate and advanced games,
star systems have intrinsic defense and
attack factors and must be assaulied by
the attacker to gain control. Other rules
include the Pirates of Hamcinon, who
serve as either impediments to movement
through their system or, optionally, as
contributors to the controlling player's
forces. Inthe intermediate game, the
beleaguered kisi player can call in the
reserves, in the form of a Strategic Patrol
Fotee, should the situation be dire enough.
On the whole, however, Jaterstllar
Wars seems t0 lack something. One pos-
sible answer isthe absence of background
to the situation. We are told that the
Sende Empire is invading the Akiri
Empire, but that’s about all we know. We
can assume that greed and territory are
the motives, but a little more background
on the origins of the war would have been
appreciated. This lack of contextual
information made it dificult for me ta
get very interested in the situation or the
sides involved:
Perhaps a more important problem is
the fact thet most of the rules serve as
rather insubstantial supports to the fleet
combat system. This aspect ofthe game is
certsinly the most interesting and repre-
sents significant development in this area
of game mechanics. The skirmish and
baitleline combats give the feal ofa tac-
tical engagement, but this is not enough.
Interstellar Wars isa strategic game, in the
final analysis, and in this capacity itis
professional but colorless, playable but
less than exciting, Considering the cost,
‘there are more intriguing and interesting
ssames to spend 20 bucks on.
‘As a first SF game from a new com-
pany, Interstellar Wars is adequate, but
not outstanding. It certainly avoids the
appellation of “turkey” — but t hits wide
of the “classic” mark as wel
Interstelar Wars (Artactix): $20.00.
No designer sted. Components include
aan eight-page rules book, a 16” x 2316”
full-color, mounted mapboard In two
sections, 100 die-cut counters, ome die,
boxed. Two players; two 10 three
hou, Pubihed 198 SG
9
‘SO YA THINK YOU'RE FAST,
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‘Nobody beste KID LIGHTNING!”
List oun
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“Tan ‘om
KID LIGHTNING
Seve ya”
[Dept.S_P.0. Box 59701 Das TX 7522Yes, [remember the Murphy episode
OF course, T was not Grand Master of
Euler at the time — 1 was only Assistant
Christensen Professor of Topology. Stil,
T don't suppose anyone will ever forget
that time, when the Math Institute here
fon Euler’ was ll that stood between
the Galaxy and total domination by @
sadistic megalomaniac.
What's that? Oh, yes, I know the
Psychology Institute has “done penance
for allowing Khar-Devii to take over. And
T understand that they say it ean never
happen agnin, Well, wonder — psychology
Js not of cousse an exact discipline, like
math
Eh? Yes, the Murphy episode. As 1
recal, it was shortly aftr the spring term
had began, T had trouble with some of
my displays; the Twenty-Dimension Sin
lator had developed a singularity, and
simply would not accept fields with more
than elghty operations. Maintenance told
me that the entire system would have to
te shut down for reprogramming, and 1
went to the Grand Master for approval
She was conversing on the hyperwave,
1 waited until she was done. In due time
she opened the privacy hood and smiled
fat me, “Ab, Professor Yagwn. How are
“Fine, Madam, And yourself”
She sighed, “T could be better, Yagwn
You've heard of this KharDavii, who
calls himself the Conqueror? Well, it
appears that he has taken over the Galac-
tie Council and killed the Co-ordinator.
He has proclaimed himself Monarch of
Humanity, and the inhabited works are
falling all over their own foct to surrender
to him.”
{recalled hearing something about the
matter on tho news. “Are his weapons
that formidable?”
“Apparently so. Euler is the only
planet that has not yielded. Twas just
talking with the outlying Galactic Traffic
station — Khar-Davii's fleet is even now
heading toward this world.” She glanced
at a data soreen on her desk. “Ah, excuse
tne. The fleet has arrived. We are sur-
rounded.”
I had_no opportunity to voice an
opinion, There was a bright flash of light,
and suddenly the image of a corpulent
human man appeared in the center of the
Grand Master’s office. Behind him were
‘banks of machinery tended by warriors
in full battle dress
“I am Khat-Davil, the Conqueror,
Your miserable planet has refused 10
accept my rule, You will surtender to me
now or [will destroy yous world.”
I suppressed a grin; the Grand Master
id not bother to hide her amusement. “1
hardly think it is a miserable world. 1
rather Uke it. Conqueror, your plan of
conquest would interfere with our spring
term, and I'm sure that the commotion
would upset many of our scholars.”
Khae-Davii narrowed his brows, “As
| was told — you are totaly out of touch
with the real universe. Mathematicians
and philosophers — not a practical being
in the bunch.”
The Grand Master lost her smile. One
thing that always bothered her wes the
accusation that Euler was out of touch
with reality. To her, math was the highest
form of reality. She stood and faced Khar-
Davi
“My dear Conqueror, I will not allow
you to bother Euler. If you wish to
attack, then do so — but let me show you
-10-
fiction a Don Sakers
something of our defenses first.” She
touched a button, and a sereen behind
her showed the image of a great cannon,
I drow in my breath sharply atthe sight.
“And what is that machine, Grand
Master?” Khar-Davii asked with a smile
“Will i¢ shoot strings of mumbers at us?”
‘The Grand Master answered with
another smile, “No doubt, Conqueror,
a man with your military background has
heard of the Murphy Jaws? That which
ean go wrong, will go wrong. Here we
hhave them formulated as a theorem, and
‘implemented as a weapon.”
“And this is your defense?”
She spread her hands and regarded him
as though he were @ simpleton — which
seemed readily apparent. “Long ago we
investigated the Murphy Laws complete:
ly, This Machine amplifies their effects.
If you attack us, your guns will fail 10
fire, your ships ‘will suffer instrament
breakdowns, your most trusted officers
will trip and accidentally sound recall
orders. You could never beat us.”
Khar-Davii dissolved in 2 fit of langh-
ter. "My fleet has been listening to this
‘conversation — now they know what
‘terrible weapon’ Euler will use against
them.” He stopped chuckling, “Grand
Master, prepare for your death. Fleet —
Attack!”‘The attack did not last long.
Since I had a little time to spare, I
watched it on the viewscreens from the
Grand Master's office. After twenty
minutes or s0, only the Conqueror’s
flagship was left in fighting condition.
It was not too long afterward that
KharDavii's image reappeared in the
office. The Conqueror was harried and
bedraggled, and there was fear in his
eyes
‘Can 1 help you, Conqueror?” the
Grand Master asked,
“Enough, Enough, Tum off that
machine. We will sue for peace, I will
not attack your planet any more.
“Fine.” She pressed another button
“Your treaty has been logged. We have
other weapons that we can use against
you, should you try to break your ward
| will thank you now to take the rem
nants of your fleet away without bother
ingus .. . we have important work to do.”
“You will not try to prevent me from
ruling the Galaxy? Your Murphy Machine
is a more formidable weapon than any 1
possess,”
She smiled. “Poor, poor Conqueror,
You should have taken’ more mathematies
classes, Deductive reasoning would have
helped you, The Murphy Machine worked
perfectly — as soon as it was turned on,
things started to go wrong. The first
problem that developed was the failure
of the Machine itself.”
“Failure 2”
“Yes.” She laughed. “It was the super-
stition of your crews that defeated you,
Khar Davii, They believed that they could
not win, and so they did not.”
KharDavii snarled, and his image
vanished. Viewscreens showed his ships
limping away from Euler.
We shall have no more trouble from
him. The memory of his defeat and his
fear of 2 recumence will prevent him
from retuming. He will attempt to rule
the Galaxy and will forget about Euler.”
She shook her head, “What can I do for
you, Yagwn?”
reed permission to shut down the
Twenty-Dimension Simulator for repro
ramming.
"Very well, I will make the neces
sary notifications.”
“Thank you.” I turned to
paused at the door. “About the
Machine, Grand Master. Do you think it
was kind to lie to him so?”
"Kinder than letting him know what a
terrible power he is really up against, He
thinks the Machine unworkable.” She
shrugged. “Let him figure out why his
ennpiedislves 0 quicky.”
5G
Dismissing me, she bent her
hhead back to her work,
HOW LONG CAN YOU
TREAD HISTORY?
4 year,
a decade,
a lifetime... at
The Court
of Kings
‘A PBM game of Medieval Intrigue
in which,
* Players steer a family, church or
tribe through years of history
* Bach game yeer is a one time
event in our chronicles
* The only victory condition is
SURVIVAL,
Fot FREE INFORMATION
write to:
‘THE ROUND
Box 263
Cornish, Maine 04020
Or send $10.00 for rules, set-up.
Please specify Royal, Noble, Church
or Tribal
BLE
ical aSTARWEB
Ive heard a disturbing rumor.
Some time ago, in Space Gamer 45
(November, 1981) I presented six tricks
for improving your Starweb play. As
some of you may recall, those six glorious
nuggets were
‘Expand Fest!
Get the Homeworld Producing!
‘sind a Partner!
‘Watch the Point Scores!
‘= Backstab When Called For!
‘eMake a Game-Plan!
Well, concrete results are coming in
now, Those of you who zead that article
and took its advice to heart have now
finished your first games. I've litle doubt
that you've been successful, and T'm
proud of you!
What? No, don’t say that! You can't
‘mean it ~ did you say... boring?
Boring! How dare you say that about
a game like Starweb, a venerable old war-
horse of PEM, a miracle and my passion!
Why, if I had anything to say about it,
Rick Loomis would be inducted into the
Hall of Fame! How can you...
‘Actually, you might have @ point. In
Starweb, Winning and Having A Good
‘Time are not necessarily the same thing!
‘The things which bring points — like haul-
ing raw materials, converting population,
of dropping Planet Buster Bombs on
fiiendly worlds — are not necessarily
fun. (Fun, as we all know secretly in our
hearts, lics in tromping on enemy star
fleets and actually destroying some other
player!)
‘Therefore T've gone back into my Star
web archives to gather together another
set of tips — five in all, this time, master-
ful tips designed to let you win and still
have fun in spite of it, So here they are:
SECRET #1
Grab It When You Can
(Or, always take advantage of the
rookies.)
Let's face it. Once you know what
‘you're doing in the game, half the fun lies
in ripping off all the people who don’t
know what they're doing
Example: I was in a game once as
tan empire builder, neighboring @ second
‘empire builder named BAKUFU. BAKU.
FU and I had been squabbling over our
border and ownership of the worlds
where we both showed up at the same
time, Then, out of the blue, I received a
Diplomatic’ Message from him: He was
declaring me an “ally” asa friendly gesture.
T suppose that, if Thad been truly
civilized, T would have sent him a DM
gently rebuffing him. (I didn't want him
for an ally!)
Instead, like the heathen I am, 1 took
the opportunity to slip a scout fleet
across his border and locate his home-
world. Later, my real ally used that in-
formation 10 talk another player into
attacking BAKUPU for us! (Fortunately,
the invasion of BAKUFU forestalled
BAKUFU's own long-planned attack on
me.)
1 suppose that the moral of this story
fs that it's a lot of fun (o exploit other
people's mistakes.
Another example: In that same game,
that scout fleot escaped BAKUFU’s wrath,
but found itself stranded with no way to
-12-
Secrets of the Web
by W.G. @rmintroat
get home. A poor “lost fleet.” Therefore
T got in contact with BAKUFU's neigh
bor, another empire builder named ZERD,
Could I, I esked, save my fleet by bringing
ithome by way of her empire?
Being kind-hearted, she said “yes.”
She too was a first-time player.
So my scout fleet, on its way home,
managed to make one or two “probes”
of her empire before it returned to my
bosom, Located her homeworld, too.
Which was useful, later, when my allies
and I decided to conquer it.
With a Web so full of kinéhearted
people, I've considered deliberately “los
ing” 2 few fleets in my next games
SECRET #2
‘The Sins of Omission
(Or, Don't Say It If You Don’t Have
To)
If the truth be known, I don't tike to
tie. Pm not sure what the ethics are of
lying in a game as opposed to lying in real
life. I know that having a few, good-
hearted tricksters in a game always makes
it more fun, but it’s not something I can
easily bring myself to do. Character flaw,
T suppose
Fortunately, [ can get almost as much
mileage out of merely “forgetting” 10
‘mention certain important facts to the
other players .
Example: Kindness fs a weapon.
Referring back again to one of my
favorito games, there was a merchant
named GREGOR who was under attack
from an empire builder named SPARTA.
We made GREGOR a deal ~ we'd protect
him from SPARTA, if he'd haul RMs
for our four homeworlds and gift his
homeworld over tous.
He did so, and we conquered SPARTA.
GREGOR was very pleased on the
phone one time, and he happened to
mention to me just how pleased he was
‘with his fastrising score. He gave me all
the details,
‘Therefore I reported to my allies, and
we rubbed the merchant out!We had two things going for us — we
didn't make any promises we didn't
have to (we had no deal with GREGOR —
we had protected him from SPARTA),
and by being friendly to him we provided
the opportunity for GREGOR to make
a fatal assumption
‘Another example: Back to ZERD,
previously mentioned, who came undet
attack ftom a pirate called DENARK.
Because | liked ZERD — she used to call
up and we'd talk about the rigors of her
chemistry courses in college — I prevent-
ed my colleagues from devouring her
empire. (Thats the flip side of being
friendly — sometimes you get caught
‘in your own snare.)
Well, T got hold of ZERD and pro-
posed an interesting plan. It seemed
that I owned, at the time, a corridor of
worlds eading from ZERD's realm
straight to DENARK’s stars. I gave her
the route, declared her “ally,” and
provided her with a gift fleet to sweeten
the deal
Therefore, ZERD sent the majority
of her force on a sweep deep into
DENARK’s home territory
‘And, when her forces were t00 deeply
committed to pull back, my allies end I
hit her with our gathered fleets nd seized
every world she had... . except that she
PRB'd her homeworld first.
Reactions of misled players vary.
GREGOR stopped spesking to me. On
the other hand, ZERD took it all in stride
= we went onto collaborate agoinst
DENARK with her remaining fleets.
SECRET #3
Never Submit Gracefully
Sometimes, in Starweb, you end up
being fore into something you. don't
want to do,
‘Toke DENARK, The reason he was
able to attack ZERD was because [let
him through a few of my worlds, The
reason [let him through was due, a8 they
fay, to “an offer 1 couldn't refuse.”
DENARK ‘was hemmed in by allies. He
wanted to attack ZERD. I stood in his
path, IF dida’t get out of his way «
well, then it would be me instead of
ZERD in the frying pan,
So I found myst in what might be
called a “forced™ alliance, 1's not an
uncommon occurence in Starweb
People hate it.
“The secret, of course, i to find some
safe way 10 take it out on the player
that’s got you by the short hairs
In DENARK’s case, I was the perfect
servant — I mapped out the route, gave
him clearance, advised him exactly as to
her forees and their Iocations, Except
that I inflated my estimates of her fleot
strength.
‘And then I tipped ZERD to run,
And then I helped ZERD.counter-
attack just as I had helped DENARK
attack in the first place.
‘And then T attacked DENARK, (Just
as I was attacking ZERD, in fact.)
They say that reputation means @ lot
in Starweb. Well, my reputation as a
trustworthy ally fs second to none
bat my “unwilling cooperation” leaves
1 great deal to be desired,
SECRET #4
Without Warning
(Or, if you're going to do something
rotten there's no sense in letting everyone
somewhere useful... but that'll take
several tums and only be marginally
helpful, or (b) Have some fun and give a
rough time to the guy who let you go.
Hacking back to GREGOR, the mer-
chant whose demise I've already deserib-
ed, I suppose that in some ways our
assault, without warning, was really the
‘merciful thing. Our combined ambush/
capture/shoot-out lasted two turns, and
there was nothing GREGOR could do,
Wasn't thet far better than officially
notifying him that we were after him,
and then spending who-knowshow-many-
‘tums, chasing his fleets about the Web?
A waste of his time, and ours,
‘That's why I perfer to strike, when 1
have to
Without Warning,
know about it beforehand.)
T used to be just as stupid as most
people. In my very frst game, playing an
‘empire builder position, I found myself
teking on the RMhauling services of a
‘merchant called GED. GED was like most
merchants I've met — friendly, talkative,
areal nice fellow.
Unfortunately, he began to make 740
points per tum, And it was only tum 14!
‘And it was still ising!
Being naive, I politely informed him
that Ino longer needed his services.
‘Whereupon he got sore and stole two
of my worlds. (Which he had given tome
in the first place, however.) He stl won
the game, although my defection cost
him four extra tums of play.
‘Therefore T have precious litte sym-
pathy for people who say things like,
“confront your rotten ally and officially
dissolve the alliance.” Bosh!
T mean, just look at the case from a
merchant's point of view. If the alliance
is dissolved, he'll have a few fleets stuck
in the middle of someone else's empire.
What are his options? (a) Take them
=e
(Or, the PreEmptive Backstab. A
subject of some controversy.)
If an alliance is breaking up, don’t
be left holding the bag. I leamed that by
experience. Once upon a time, I was the
empire builder in an alliance — with a
berserker and a pirate — that was wine
ning a game, Our scores were rising in
‘The pirate became greedy. I had been
gifting worlds to him. Now, he began to
{ake them. Hisscore climbed dramatically,
To keep even, the berserker PBB'G
‘more worlds and rushed his attack on an
apostle. I speeded my conquest of an
empire builder. We both wrote flery
letters to the picate
But, since I had no fleets in my home
zealm I couldn't stop him,
‘The pirate won the game. I took third,
‘but my rating wasn’t what I fad beon
looking for.
Therefore, I am now a bit more pre-
pared in case an ally goes rotten.Example: I, the aposile BRIGAM,
bordered three players — the pirate BAL”
ROG, the pirate RAIDER, and the m
chant’ VANRIN. Because of the cylin-
deal shape of the WEB pattem, I had a
‘ery long frontier with BALROG ~ there
fore, we allied, As for RAIDER, his small
enipre was a buffer zone between myseif
and the berserker ARKITE — therefore,
we, too, allied.
TRAIDER stacked VANRIN the mer
chant, In retumn for converts, 1 was
providing the pirate with RMs from my
largor empire. RAIDER took half of
VANRIN’s werlds
VANRIN gifted his homeworld to
BALROG, RAIDER, fecling he had
eared it, demanded the HW from BAL-
ROG. BALROG refused. RAIDER at-
tacked BALROG.
Thad never before had two alles fight
ing cach other. Besides that, I thought
the whole thing was ridiculous — RAIDER
deserved the homeworld, and BALROG
was too paranoid about the other pirate.
Figuring that the best way to stop the
fighting would be to fore it into. deed-
lock, I escalated my RM shipments to
RAIDER until his forces were even with
BALROG's. (Of course, 1 didn't tell
BALROG this. Meanwhile, RAIDER was
gifting me all of his worlds except his
hhomeworld to pay for the RMs)
It didn’t work, BALROG was too
stubbom to back down, and RAIDER
‘was too devoted to teaching his enemy a
lesson. BALROG diverted fleets from
his other conquests in order to block the
invasion. RAIDER built more.
In desperation, BALROG gave me an
ultimatum — attack RAIDER myself,
for he would attack me, That was 2 real
threat, since there was no way I could
protect my entire border.
T seized RAIDER’s last world, his
homeworld,
Just at that moment, I noticed somes
thing. BALROG had revoked my “ally”
status — he was ambushing my fleets at
‘8 world I had given him! Then came the
news from PEGLEG, another pirate
Out of the blue, he came to me with the
tale at BALROG had contacted him
about a joint attack against my empire!
‘Therefore, having already betrayed
one ally, I betrayed the other. T gave
BALROG’s map to PEGLEG, and PEG.
LEG attacked, Fortunately, RAIDER
‘wasn't sore about losing his homeworld ~
he had planned on giving it to me anyway
— s0 we patched things up and he com
tinued his attack on BALROG,
And I, although bereft of allies, was
within tums of winning the game!
‘Until PEGLEG tumed on me, taking
the fleets and worlds I had given him and
using them against me, It tured out that
he had homswogsled me . . . BALROG
had never talked invasion with him, and
T sold my aly out for nothing
1 still might have won, but ARKITE
the Berserker dropped # wiole squadron
of PBB's at once and broke the victory
level by almost two thousand excess
points. Which left me, although in second
place, with a rather miserable rating for
that game.
(But whet realy hurt was knowing
that ARKITE, in real life a designer for
Milton Bradley Eleetronies, actually read
this magazine, He told me so. He men
tioned how helpful he'd feund my article
‘on Starweb strategy ...)
Summing up, I'd have to say this:
Winning is a finetion of the six strat-
‘ey tips mentioned back in my last aticle
Having Fun, on the other hand, is @
function of style — a contest of wits, of
wheeling and dealing, of friendships made
and alliances cemented.
There’s only one thing that bothers
‘me, If what J. Eric Holmes said in Pay
chology Today about Dungeons and
Dragons is also true about Starweb —
namely, that it's “sort of a giant Ror
schach test.” — well... I wonder what
ry passion for wheeling and
deang sys about me? SG
The
First
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TRAVELER
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P.O, Box 1646, Bloomington, Illinois 61701
Free catalog on request.
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CONTEST RESULTS
In SG 61, we announced a “Write a
table for generating something useless”
contest. We got quite a few responses and
printed the best of them in Fantasy Gamer
‘Areturan Lasagna Ingredient Table
Bubbling sauce
Contains small, green squishy thines
Subtable B: Color of Noodles
1) Red 6) Pumle
2) Orange 1) Black
3) Yellow 8) White
4) Gren 9) Brown
5) Blue 10) Gray,
Darell Byford of Allen, Texas, con-
tributed the following miscellany:
Sack Lunch Generation Table
1) Sandwich only
2) Vegetable only
3) Enut only
4) Groen eggs and ham
5) Sandwich, apple and cupcake
6) Two allbeet patties, special sauce, lettuce,
pind he tet often lay Gener Coe Poole aineeten
we decided to let ‘em loose, These secon- 4). Bouncing noodles on
dary winners will each get two issues add- __$)Alfborme noodles
Sp mien uh een babi of Mele NPC A
ea 7) 1-4 noodles teleport about each turn Runs Past Adventurers Generation Table
Jim Simons of Littleton, Colorado, y of gravity ee aan »« nna die! You're gonna die!”
couldn't stand the thought of not know- 9) ‘The material coheres in an amorphous blob 2) “You're all doomed! Doomed I say!”
Ce er er eae 3 eyenasreat cara eae
fame yey ue Rll IDI we or Re ae
te ines youre a), denise sate a Shape of Nodes ees
cae gad shane of nc, ol ange ly
Pe ee oe ee ee
sa yeaa aaa cee a Ce a, ie sea aiamims
epee tee i 2 ae a
ma Seecomiety, Bea 5) ea
Sj
te
(MEARE S 2S aaa
Quest of the Great Jewels
‘The third War of the Great Jewels is over, having ended with the intervention of
the Powers-That-Be, but not before most of Zorplia was laid waste and the greater
part of its inhabitants destroyed. The Powers-That-Be have sealed the Great Jewels
(talismans of immense power) and many of the lesser talismans in the Forbidden
Cities and set enchanted armies to guard them. Only scattered remnants of the four
peoples remain. Dragons and other terrors roam the land. Can you marshall your
forces and come forth to be the sole ruler of Zorplia?
Quest of the Great Jewels is our newest computer moderated play-by-mail fantasy (|.
wargame. You assume the role of one of 4 types of being: the Azoni — builders of
great citadels; the Rilris — hoarders of wealth and magical talismans; the Quntag —
former emperors of Zorplia’s vast provinces; and the Slenth — destroyers and
ravagers of the land.
Turn fees are $2.50 initially and increase to a maximum of $3.50 in later turns
(after turn 20). Please send for our rules book ($2.50) before entering.
Zorph, Enterprises
3646 Gibsonia Rd.
Gibsonia, PA 15044
LET
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KTntroduetion
Map
Countess
Game-Tumn Sequence
‘Movement
Stacking
Combat
Missiles
Mines
Earth-Launched Rockets
Orbit-Launched Rockets
Supplies
Special Forces Infantry
Shuttles
Early Warning Reconnais-
sance Satellites
0. Communications Jamming
Satelites
Orbital Weapons Platforms
Suicide Satellites
Nuclear Warheads
Earth
Reinforcements
Preparation for Play
Victory Conditions
Scenarios
1,0 INTRODUCTION
Orbit War is a simulation of satelite
warfare in outer space. Players control
the forces of the United States and the
Soviet Union, Each player attempts to
destroy the enemy player’s satellites in
‘onder to control space
2.0 MAP
‘The map represents a region of tov
dimensional space surrounding the Earth.
AA rogular series of lines, called Orbit Lines,
fare overlaid across the hexes,
2.1 Orbit Lines, Orbit Lines regulate
Orbital Movement, Each Orbit Line
has a number from 1/3 to 4, The num
ber of am Orbit Line determines how
many hexes a satellite must move dur-
{ing Orbital Movement, In the case of
fractions, the frst number determines
the umber of hexes a satellite will
move and the second number indicates
how many tums must elapse before
Orbitel Movement takes place for that
particular Orbit Line, Example: 1/2
means the satellite moves every other
turn,
2.2 Combat Results Table, The Combat
Results Table (CRT) is printed on the
map for the convenience of the players.
To determine the combat differential
for any given combat, subtract the
defense strength from the attack
strength, Example: A strength of 5
attacking a defense of 2 is a differen-
tial of 3
23 Game-Turn Track, The Game-Turn
‘Track is printed on the map. The
Game-Turn Track is used to keep track
‘of game tums and to remind players
when specifie actions take place, su
as Earth rotation and Orbital Move-
ment for the outer Orbit Lines
2 Force Boxes, These boxes hold rein
forcements, rockets launched from
Earth, and rockets striking Earth for
each player.
3.0 COUNTERS
The counters in Orbit War are divided
into two categories: satellites and pay.
Joads, All satellite counters have five prin
ed values: Unit Type, Identification Num
ber, Attack Strength, Defense Strength,
and Movement Allowances, Counters repre:
enting payloeds do not have all five val
ues; some (ie, Nukes) have no printed
values at all
1 Satelite rypes include:
3.11 Barly Warning Reconnaissance
satellite (EWR), This counter represents
4 typical “spy” satelite equipped with
‘cameras and infrared sensors.
3.12 Communteations Jamming satel-
lize (CIS). This counter represents
satelite equipped with a variety
of electronic countermeasure equip-
ment.
3.13 Orbital Weapons Platform satel
lite (OWB). This counter representsf satelite armed with long-range
missiles, mines, and 2 short-range
laser,
3,14 Hunter-Killer satelite (HK), This
counter represents a heavily armed
and armored satellite equipped with
high intensity lasers, designed to
destroy other satellites,
3.5 Speclal Forces Infantry (SF),
‘This counter represents a squad of
elite commandos specially trained
to fightin space.
3.16 Shuttle (S). This counter sepre-
sents a reusable space vehicle able
to launch and return to Earth,
3.17 Earth-Launched Rocket (ELR),
‘This counter represents a typical
large payload-cartying rocket
3.18 Orbit-Launched Rocker (OLR),
This counter representsasmallrock-
ct launched from orbit.
3.2. Payload counters include:
3.21 Mine, This counter represents an
explosive charge with small thrust-
er rockets and a simple computer
“brain.”
3.22 Supply. This counter represents
‘2 packaged load of mines and mis-
siles to resupply OWP satellites and
Space Shuttles
3.23 Nuke. This counter represents @
single nuclear warhead.
3.24 3-MIRV. This counter represents
three nuclear watheads,
3.25. 7-MIRV. This counter represents
seven nuclear warheads,
3.26 Blank, Blank counters can be
Used as decoys or as replacements for
lost pieces.
4.0 GAME-TURN SEQUENCE
Players alternate who moves fist every
other turn (.e,, on all odd numbered
tums player A moves frst, then player B;
fon all even numbered tums player B
‘moves first, then player A).
‘The game sequence proceeds as follows:
L. Cheek for Earth rotation, The Earth
rotates at the beginning of every fourth
tum (see Section 4.4).
ML The first player for this Game-Turn
may launch rockets and shuttles from
the Earth, He may also launch rockets
from orbiting Shuttles and OWPs, The
second player for this Game-Turn re-
peats the above procedure,
MIL, Move all counters by Orbital Move
‘ment,
IV, The first player for this Game-Turn
ay take Optional Movement, moving
satellites in any direction up to their
maximum movement allowances, Shut-
tes and OWPs may lay mines,
V. The second player may now take
Optional Movement and lay mines with
his Shuttles and OWPs,
VI. Resolve all mine combat, Announce
‘all missile attacks, Check for possible
missile jamming due to enemy CISs,
‘Resolve all missle combat (see Section
72),
VIL,” Resolve all combat between oppos-
ing foroes occupying the same hex.
Combat is simultaneous,
VIII. Award victory points (VP) for re
‘connaissance and for destroyed satel-
lites. Deep space reinforcements enter
duting this step in Tum 4 or later
OWP satellites and Space Shuttles are
resupplied at this time
TX, Move the Game-Turn marker one
box.
Counter Diagram
Defense
Strength
Movement
Allowance
Attack
Strength
2-1-2
Unit
Silhouette
‘4.1 Game-Turn Track. The Game-Turn
marker is placed in the first box of the
Game-Turn Track, Fach box has @
number in the upper right-hand cor
ner, representing the game turn being
played, When the marker reaches the
fend of the track, retum the marker to
the first box. Each tum represents ap-
proximately one hour,
4.2 First Player of Fach Came-Turn, Fach
| ““bex on the Game-Turn Track has two
Ietters, A and B, representing players
A and B respectively. On all odd num-
bered tums player A is the first player
and on all even numbered turns player
Bis the first player
| 43 Orbie Line Reminders. The numbers
1/2 and 1/3 appear in the lower left
comer of certain boxes on the Game-
‘Turn Track, This is to remind players
that units on the 1/2 and 1/3 Orbit
Lines take Orbital Movement, moving
fone nex, during those turns only.
Units onthe 1/2 lines take Orbital
Movement every other turn; units on
the 1/3 line take Orbital Movement
every third turn, Note that on Tums 6
and 12, units on both the 1/2 and the
1/3 lines move.
4.4 Barth Rotation, In certain boxes on
the Game-Turn Track an R appears
in the lower rightshand comer. This is
a reminder that the Farth counter
should be rotated, at the beginning of
‘that particular turn, one hexside coun-
ter-clockwise,
5.0 MOVEMENT
‘A satellite can move in two ways: Or
bital Movement and Optional Movement,
‘A payload without azocket can only move
by Orbital Movement,
5.1. Orbital Movement. Orbital Movement
{s inherent movement due to a coun-
ter’s position on an Orbit Line. All
units must move counter-clock wise the
‘number of hexes corresponding to the
Orbit Line number printed on the
map. (In the case of fractional Orbit
Line’ numbers, Orbital Movement oc-
‘curs every second or third tur.)
5.2 Optional Movement, Bach satelite
‘has its Movement Allowance printed in
the upper right-hand comer of the
counter, The Movement Allowance 1ep-
resents the maximum number of hexes
a satellite may move in one tum after
Orbital Movement, Movement Allow:
ance may not be exceeded, saved from
fone turn to another, or transferred be-
‘ween satellites,
5.21 Gravitational Acceleration. AU
satellites may move one hex to-
wards the Earth at no extra cost.
‘This bonus movement is known as
‘gravitational acesleration, Satelites
may gravitationally accelerate at
any time during optional movement
only. (A satellite may gravitational-
ly accelerate before movement, after
‘movement, or not at all,) Gravita-
tional acceleration is optional. Non
satellites may not take gravitational
acceleration,
5.3 Movement Restrictions, No satellite
‘may move onto the Earth counter,
Any satellite which does is considered
to have bummed up in the atmosphere
and removed from play, awarding
the opposing player victory’ points for
the satellite's destruction, Exceptions:
Special Forces Infantry, Space Shut=
ties, suicide setelites, and rockets with
nuclear warheads may move onto the
Earth counter,
5,31 Zones of Control, There are no
“cones of control” in Orbit War.
Satelites are free to move in or out
of, but not through, enemy-oceupied
exes,
6.0 STACKING
‘Any number of units of any type may
be stacked together in the same hex.
7.0. COMBAT
‘There are three forms of combat: Mine
Combat, Missile Combat, and Normal
Combat,
“SEee
2
7.1 Mine Combat, Mine Combatis always
resolved before Missile Combat. Each
rine counter hasan attack strength of
6, Mines may attack all, some, or none
bbut may not attack units outside thei
hex, When multiple targets are attack-
(ed, each attack is rolled separately
TA1 Mine Attack Strength, The at-
tacking strength of the mine (6) is
divided by the number of defending
satellites in the same hex, rounding
fractions up. This number is the at-
tack strength of the mine against
each satellite, The minimum attack
strength of each mine counter is 2
Mines aze removed from play im=
mediately after an attack,
7.2 Missile Combat. Missile Combat is al
ways resolved after all Mine Combat
but bafore Normal Combat. There are
no missle counters in the game. Fach
missile may attack any one unit (at-
tacking player’s choice) up to two
hhoxes away from the launching OWP,
Shuttle, or country. Missiles have an
attack Strength of S. Each missile at-
tacks separately; missile attacks may
not be combined,
7.3 Normal Combat, Normal Combat ov-
curs when opposing units occupy the
same hex, Units do not have to attack.
‘The values for the attack stsensth and
the defense strength, printed on the
counters, are used ‘to calculate the
‘odds differential for combat resolution.
14 Combat Rerolution. Combat is 7
solved by comparing the attack
strength of the attacking unit(s) with
the defense strength of the defending
unit. The defense strengihissubtracted
from the attack strength to determine
1 combet differential, as shown on the
Combat Results Table (CRT), No sat=
ellite may attack more than once per
tum, Exceptions: Missile and mine
combat are considered separate from
Normal Combat, Suicide satellites may
self-destruct for a second attack (see
Section 18.1).
78 Mudtiple Attacks, Any number of sat-
ellites may combine into one attack,
‘but only one satelite may be the tax:
get of each attack (in other words, de-
fense strengths may not be combined),
‘A player may make several attacks in
series, against the same or different tar-
gets, observing the result of each before
making the next, (Missle attacks are
an exception to this. The target of
each missle attack in a hex must be
announced before any attack isrolled.)
7.6 Combat Results. Roll two dice for
ach attack. The target is destroyed if
the attacker rolls the number indicated
fon the CRT, ot higher.
5,0 MISSILES
‘There are no missle counters in the
game, Missiles detonate the turn they are
launched, Missiles may only be launched
from OWD satellites, Space Shuttles, or
Earth, Missiles have @ maximum range of
two exes and an attack strength of 5.
BLL Missiles and Mines. If @ missile’s path
must take it through an enemy mine
hhex, the enemy player may attack it
with e mine, Both mine and missile are
lost, This also holds true if the target
hhex is mined; the mine(s) may inter
cept the incoming missiles), one mine
counter per missile.
9.0 MINES
Mines may only be cared by OWP
satellites, Shuttles, or rockets, Mines may
begin the game “laid” in orbit,
9.1 Mine Laying. Space Shuttles and OWP
satelites may lay mines anytime be-
fore, during, or after Optional Move-
ment, Mines are placed in the unit's
‘own hex or any adjacent ex. (It is
perfectly legal to lay a mine in an en-
emy-occupied hex.) Mines may also be
carried by rockets launched from OWP
satellites, Space Shuttles, or Earth. All
imines laid by rockets aro placed in the
hhex where the rocket discharges them
| Gee Section 10.4). Mines may not at-
| tack om the turn they are Iai.
| 9.2 Mine Attacks. A mine may attack
| “any enemy unit in the hex with it at
the end of both players’ Optional
Movement. A mine may also attack
during the enemy player's Optional
Movement if an enemy satellite moves
through a hex containing it. This may
‘occur either because the enemy wishes
to detonate the mine, or because the
enemy has no choice but to pass
through that hex. If more than one en-
‘emy unit pass through the same mined
hex, the mine's attack strength may
bbe divided between them (see Sec-
tion 7.1).
All mine attacks are at the option
‘of the owning player. A mine may at
tack any, all, or none of the enemy
counters in its hex.
9.3 Attacks Against Mines. Mines may be
attacked by missiles during the Missile
Combat phase. This may oceur if the
missiles entered a mined Rex but the
rine was newly Iaid (or the mine-ows-
ing player chose not to detonate it).
Each mine counter must be attecked
separately,
‘Mines may also be attacked-by en-
cemy satellites during the Normal Com
bat phase — but, again, this will not
happen unless the mine-owning player
chose not to detonate it, or it was just
Jaid and therefore was not able to det
onate.
10.0 EARTH-LAUNCHED ROCKETS
ELRs may only be launched fromEarth,
[An ELR may carry one mine, one type of.
nuclear warhead (a Nuke, a 3MIRY, or a
T-MIRV), one sitelite, of one Supply
counter as @ payload, Rockets may nor
‘carry other rockets or Space Shuttles.
10.1 Launck, To launch a rocket, place
jt face-up in the Jaunching players
“Launch” box. This box is used to pre-
vent @ pile of counters from appearing
fon Earth each tum, The rocket must
move away from Earth (up to three
hhexes) during Optional Movement.
10.2 Payload, Any unit (a satellite or
payload) carried by a rocket is placed
Upside down beneath the rocket coun-
ter and is moved with the rocket unt
it is discharged.10,3 Combat Status. Any unit being car-
ied by a rocket is considered to be in-
side the rocket, If attacked, only the
rocket’s defense strength is used. If the
rocket is destroyed, its payload is also
considered destroyed.
10.4 Discharging Contents, The owning
Player of a rocket may, at any time be-
fore, during, of after Optional Move-
ment, announce that it is discharging
its contents, The rocket counter is re
‘moved and its payload (the counter
beneath it) is Mipped right-side up.
Satellites may nor move or attack
the tum they are discharged from @
rocket or shuttle, Exception: Special
Forces (SF) may move and attack the
tum they are discharged,
10.5 Launch Limitation, Bach player may
jaunch a maximum of three ELRs from
Earth each turn,
10.6 Dummy Payloads. If a rocket is
Tounched with # blank (decoy) coun-
ter, that rocket is carrying a dummy
payload to distract the enemy and
make him waste missles, A dummy
payload may never be “dropped.”
When a rocket with a dummy payload.
is destroyed, the fact that it was 2
Gummy is revealed,
11.0 ORBIT-LAUNCHED ROCKETS
OLRs may be launched only from
space — cither from Orbital Weapons
Platforms or from a Space Shuttle. An
‘OLR consists of little more than a maneu-
voring engine and some tracking hardware
therefore, any OWP is assumed to have an
infinite number of OLRs available, at no
cost. OLRs may not be used to place any
unit in orbit from Earth — they are far
too weak!
1.1 Launch, To launch a rocket, place
it face-up on top of the Shuttle or OWP
that is launching it, It will move with
the launching satellite during Orbital
Movement, and may move away dur-
ing Optional Movement.
11.2 Payloads, An OLR may carry (a) @
‘warhead (any kind); (b) 2 mine coun-
ter;or (c) a dummy payload as per 10.6
above. It may not carry a satellite,
11.3 Combat Status. The cargo of an OLR
is carried inside the OLR, and only the
OLR’s defense strength is used (as for
Barth-Launched Rockets), If the rock-
ot is destroyed, its payload is lost
114 Discharging’ Payloads. A payload
may be discharged at any time before,
during, or after the OLR’s Optional
Movement, Mines may not attack on
the tum they are discharged
11.8 Launch Limitation. Back player may
launch a maximum ofthree OLRs from
each Orbital Weapons Platform per
tum, No OWP may launch more than
one warhead-carrying OLR per tum,
OLRs may not begin the game in orbit
12.0 SUPPLIES
‘The contents of a Supply counter con-
sist of any combination of mines, missiles,
fr nuclear warheads not exceeding ren. A
MIRY counts a a single unit. The con-
tents of a supply counter are taken from
the arsenal of mines, missiles, and nuclear
warheads designated in 223, step 4 as
starting the game on Earth, Supplies may
only be used to replenish a Space Shuttle
or an OWP's arsenal, Supplies may never
attack enemy units on their own. Supply
counters may only be carried by rockets
for Space Shuttles. Players must keep
tack, on a separaie piece of paper, of
exactly what is being carried by 2 Supply
counter
12.1. Resupplying. To resupply a Space
‘Shuttle or an OWP satelite, the rock-
et or Space Shuttle carrying the Sup-
ply counter is placed in the same hex
as the satellite to be resupplied,
If the resupplying rocket or Space
Shuttle is destroyed, the supplies are
considered destroyed. A satellite being
resupplied may not attack (engage in
either Missile or Normal Combat) the
turn it is being resupplied. A Space
Shuttle may not attack (engage in
either Missile or Normal Combat) the
tum itis resupplying an OWP satellite
cr another Space Shuttle, Resupplying
satellites and satelites being resupplied
defend against all attacks normally. A
resupplying rocket counter is removed
from play at the end of the tum it re-
supplies a satelite,
13.0 SPECIAL FORCES INFANTRY
(SF)
13.1 Endurance, Special Forces counters
‘may remain in space for 2 maximum of
twelve Game-Tums, after which they
must retum to Earth by moving the
Special Forces counter onto the owning.
player's country on the Earth counter.
Any Special Forees counters which fal
to return in time are removed from play
and the opposing player gains victory
points for the Special Fotees’ destruc-
tion. After spending three tums on
Earth, the Special Forces counter may
retum to play via a rocket or a Space
Shuttle,
13.2. Discharging from Rocketsand Space
‘Shuttles, Special Forces may move and
attack the tum they are discharged
from either a rocket or Space Shuttle,
14.0 SHUTTLES (S)
‘The USA player has five Space Shuttles
available, The USSR player has two Space
Shuttles available, Shuttles launch in the
same way rockets do (see Section 10.1)
14,1 Movement, A Space Shuttle can
launch from Earth without a rocket,
‘Thus, in one turn a Space Shuttle can
launch from Earth and attack in the
same tum, (Remember: Satellites dis
charged from rockets may not attack
the tur they are discharged.)
14.2 Cargo Hold. A Space Shuttle may
hhold sny combination of missles and
‘mines not exceeding six, Alternative-
ly, it may carry one OLR and one nu-
clear warhead (a Nuke, a }MIRV, of a
7MIRV), one Supply counter, or one
satellite of any type, in addition to a
combination of missiles and mines not
exceeding two, Exceptions: A Space
Shuttle may not carry an ELR or an-
‘other Space Shuttle.
143 Discharging Cargo. Space Shuttle
‘may discharge its cargo (a rocket with
a nuclear warhead, a Supply counter,
or a satellite) in ts ownhex atany time
before, during, or after Optional Move-
ment. Satellites may nor move or at-
tack the turn they are discharged. £x-
ception: Special Forces may move and
attack the tum they are discharged,14.4 Retwming to Earth. & Space Shute
tle which returns to Earth is removed
from play. A Space Shuttle may return
to Earth by moving the Shuttle coun
ter onto the owning player’s country
con the Earth counter, The opposing
Player does not gain victory points for
the Shuttles retura to Earth, A Shut-
tle which returns to Barth may not re-
tum to play and is effectively out of
the game.
14.5. Transferring Weapons. Space Shut-
‘les may Greely give mines, missiles, or
nuclear warheads to other Space Shut
tles or OWPs occupying the same hex.
‘Treat a weapons transfer according 10
the rules for resupplying (see Section
12.)
15.0 EARLY WARNING RECONNAIS-
SANCE SATELLITES (EWR)
An EWR satelite may detect enemy
rocket launchings if it is in the enemy
country's spotting cone. Therefore, an
EWR satellite gains 1 victory point (1'VP)
each turn it is in the enemy country’s
spotting con
15 Spotting Cone, Printed on the Earth
‘courtter are the two countries: USA
and USSR. The shaded regions repre-
sent the spotting cone which must be
extended outward to the edge of the
map to fully define the complete spot-
ting cone.
2 Reconnaissance, Each turn an EWR
satelite isin the enemy country’s spot-
ting cone, the owning player is award-
ed 1 victory point (1 VP), Each EWR
satellite in the enemy country’s spot:
ting cone exins 1 VP, 20 if there are
five EWR satellites in the spotting
cone, $ VPs are awarded at the end of
the tum,
16.0 COMMUNICATIONS JAMMING
‘SATELLITES (CJS)
ACIS contains a vast array ofelectron-
{ic jamming equipment,
16.1. Radius of Effectiveness, A CIS's 1
‘ius of effectiveness extends two hexes,
Overlapping radii of effectiveness from
friendly CJSs each take effect separ
ately! A radius of effectiveness may ex-
tend info the Earth hex, but never
through it. Overlapping radii of effec
tiveness between opposing CISs do not
affect one another,
16.2. Missile Jamming. Missiles fired from
‘or at a unit within an enemy CJS's a
dius of effectiveness may be jammed,
Roll one die, A missle which passes
through the fadius of effectiveness is
jammed on a roll of 1-3, Jammed mis
siles are considered destroyed and do
not attack, Friondly missiles are never
jammed by friendly CISs.
16.3 Increased Defense. The defense
‘Strength of any unit within a friendly
CIS" sphere of effectiveness, including.
the CIS itself, is increased by one.
16.4 Jamming. An enemy EWR satellite
is automatically jammed if it ends the
tum in a CJS's radius of effectiveness,
Jammed EWRs do not gain VPs.
165 Destruction, It a CTS is destroyed,
its effects continue until the end of
that tum’s combat.
17.0 ORBITAL WEAPONS PLATFORM
SATELLITES (OWP)
COWP satellites may be launched with,
and carry, any combination of mines, mis-
siles, and nuclear warheads not exceeding
ten (10), OW? satellites contain an untim
ited number of orbital launch rockets for
‘the purpose of the game. OWP satellites
may no# hold other satellites.
17,1. Combat, OWP satellites may launch
‘any umber or combination of mines
and missles in one tum (see Tum Se-
quence), An OWP may not lay mines
for fire missles on a tum it launches
rockets (whatever their contents). Only
fone nuclear warhead may be launched
per turn, An OWP may use rockets to
lay mines, OWPS must use rockets to
launch nuclear warheads,
18,0 SUICIDE SATELLITES
‘Normal satellites may be designated as
nuclear suicide satelites by expending an
additional point (Je., a HunterKiller sat-
clit in orbit may be converted into a sui-
cide satelite at a total cost of four points)
Special Forces and Space Shutties may
znot be converted into suicide satellites
Suicide satellites need not be revealed
until detonation
18.1 Combat. Suicide satellites may det-
‘onate at any time, at the owning pla
ers diseretion, Thus, a suicide satelite
may attack with its regular weapons
and then self-destruct for a second at-
tack, of it may elect to self-destruct
before being attacked. Any suicide at-
tack, regardless of satelite type, has an
attack strength of 5 against all units,
friendly or enemy, in the hex. A sui
cide satellite which detonates & re-
moved from pley and the opposing
player is awarded victory points for its
destruction,
18.2. Rocket-Borne Nuke, A warhead (any
kind) carried by a rocket (either kind)
may attack as a suicide satelite. How-
ever, no warhead may begin the game
in space, except aboard a Shuttle, an
OWP, ora suicide satelite
18.3 Barth Attack. A suicide satelite has
‘he option, during the owning player's
Optional Movement step, to move om-
to the enemy country. Place it in the
enemy “rocket strike” box and proceed
as in 19.3, below. The opposing player
gains victory points for the satellite's
destruction,
19.0 NUCLEAR WARHEADS
Nuclear warheads come in three vari
ties: Nuke, $MIRV, and 7-MIRV. A
Nuke roprosenis a single nuclear warhead,
a 3-MIRV represents a cluster of three nu+
clear warheads, and a 7-MIRV reprownts
ister of seven nuclear warheads,
19.1 Launch, Nuclear warheads may only
ibe used when built into a suicide satel-
lite (Gee above) or when carried by an
ELR or OLR, Nuke counters never ap-
pear separately,
19.2 Combat, If @ rocket carrying a war
hhead is attacked, its defense strength is
1. A rocket or missile carrying a w:
hhead may attack as a suicide satellite
(Gee Section 18, above.
19.3. Striking Earth, When a rocket coun-
ter with a warhead is moved through
the enemy spotting cone onto the Earth
hex, this constitutes @ nuclear attack.
‘The rocket, with payload underneath,
is placed in ‘the enemy country’s “roc
et strike" box, The enemy player will
have a chanco to intercept Barthired
rockets during the missile phase. If he
does not try fo intercept, or if the in-
tercepting missile misses, the rocket
strikes Earth, Dummy payloads have
no effect; nuclear warheads score vie~
tory points.
19.4 Incerception. During the missile
launch phase, each player may attempt
to intereept the enemy rackets in his
“rocket strike” box. (The purpose of
this box and the launch boxes, of
course, is t0 avoid a huge pile of coun
ters on Earth.) These attacks are ci
ried out like any other missile attack;
the defense strength of a rocket is 1,
and the defense strength of a suicide
satellite is equal to that of the satelite
‘carrying it, The intercepting player
rust designate which (numbered) roc
ets are being attacked, since often most
rockets in an attacking wave will have
dummy payloads.
19.5. Set-up Limization, Nucleat warheads
‘cannot begin the game in space unless
carried by an OWP or Shuttle, or as
part of a suicide satellite.
continued on page 25UNIVERSE Ill
Pesca ace Rea ee
Pe Ses ae ey
Poe er natn ae ee
Coa een tsa cera aaa
with other players and unknown hazards! Each time
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ee Re Oe Rae ted
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