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Web ~€Starnhi Copyright® 1984, West End Games, Inc. Bp Design: Greg Costikyan Development: Doug Kaufman and Greg Costikyan Graphic Design: Larry Catalano ‘Art Production: Carolyn Edelstein, Melanie Gottlieb, Belinda Spence Cover & Map Art: James Holloway Rules Editing: Eric Goldberg Playtesters: Mark Lynch, Robert Palmer, Carl Skutsch, Jon Southard, Robert Tutte TABLE OF CONTENTS 1. INTRODUCTION 2. ae COMPONENTS Game-Map Counters Game Scale True Distance Measure True Distance Table Sample Distance Tables sLOSSARY Movement Points Lines of Communication Webs FTL (Faster Than Light) Jumps Economic Value Settlement Value Economic Points Ownership SEQUENCE OF PLAY Game-Turn Sequence War Sequence ~ MoeNonbBon=f onaune EQ eeveveeeg pepen - ECONOMIC RULES 5. EVENT CHITS 6. ECONOMIC DEVELOPMENT AND SETTLEMENT 6.1 Economic Tracks and Markers 62 — Settlement 6.3 Forcing Settlement 6.4 Terran Economic Expansion 6.5 __ Settlements and Event Chits 7. UNIT CONSTRUCTION AND MAINTENANCE 7.1 Maintenance 7.2 Unit Construction 73 Constructing Web Nexi 7.4 Economic Point Cost Chart 8. TERRAN TECHNOLOGICAL DEVELOPMENT 8.1 Web Distance 8.2 FTL Jump Range 9. PEREEN PROBES 9.1 Probe Notation 9.2 Probe Arrival 10. UNIT REASSIGNMENT WAR RULES 11, MOBILIZATION 12. INITIATIVE AND SEQUENCING 13. MOVEMENT 13.1 General Rules 13.2 Web Movement 13.3 SDB (System Defense Battery) Units 13.4 FTL Movement 13.5 Transports 14, SUPPLY 15. COMBAT 15.1. When and Where Combat Occurs 15.2 Naval Combat 15.3 Land Combat _ 15.4 Sol’s Intrinsic Strength 15.5 Capturing Systems 15.6 Naval Combat Results Table 15.7 Land Combat Results Table 16. ENGINEERING 16.1 Repair of Bases 16.2 Repair of Web Nexi 16.3 _Emplacing Stockpiled Nexi 17. RESERVES 18. THE END OF A WAR 18.1. War End Determinat 18.2 The Effects of the War's End 18.3 Elimination of a Player 18.4 _ War End Table 19. THE TERRAN UNDERGROUND 20. GAME SCENARIO: Introductory Game 20.1 General Rules 20.2 Set-Up 20.3 Victory 21. WAR SCENARIO: The Meelifahr Low War 21.1. Background 21.2 General Rules 21.3 Gwynhyfarr Set-Up 21.4 Pereen Set-Up 1.INTRODUCTION Terrans invented the radio in the early part of the 20th century. At first, it was a toy, suitable for very limited uses: spark-gap radio provided very litle band-width over which to transmit messages. But Itrapidly became one of Terra’s most important ios. By the 1930's, hundreds of radio stations were broadcasting news, stories, mus ‘and inaumerable other programs. became the primary medium for miltary messages, for local communication with mobile cabs and cars, for long distance broadcasts, for global communication, In the 1950's, television became important, and soon whole new sections of the broadcast spectrum were used to transmit messages. At the speed of light, Terra's earliest messages flew starward. At first they were ignored, for the universe is vast and radio noise com- ‘mon, and receivers are not always listening for odd phenomena. Te advanced civilizations use radio very ltle-planetary communi tions are carried via cable, or narrow-beamed to transmission satellites, while long-distance communications can be beamed via hyperwave or through the ‘But modulated radio noise is the first sign: of an emerging technological civilization, and sooner or later aradio astronomer was bound to tur his telescope to that obscure G-class star in the Carina arm. ‘Two great civilizations faced each other across the arm. The Gwyntyfarr, proud descendants of an aerial race, roamed the stars in mighty quanturvleap vessels. The Pereen, the children of bur- rowing animals, linked their worlds together with the Web. The two found each other incomprehensible. Their mathematics were incom- patible, their languages based on different principles, their Psychologies entirely at variance. They could not lve with each other, ‘and yet they must. Neither was sufficiently mighty to conquer its f But more than this: technologies have military implications. The ‘Gwynhyfarr ships could travel light-years in weeks, could dart from star to star and drive deep into enemy territory. They could also carry ‘only small numbers of troops. Transporting even an infantry division Tequired huge ships in large numbers. In a space battle, the ‘Gwynhytarr had no match. But the Pereen did not travel space. ‘The Pereen knew how to conquer intervening distance. Two points ‘could be “gated together, linked so that one object could pass from ‘one point to another without traveling through the intervening space. ‘Once a gate was constructed on a new word, it was linked via other {gates to every world in the Pereen hegemony. The Web permitted 21.5 Terran Set-Up 21.6 Victory 21.7 _ Extending the Scenario 22. GRAND SCENARIO 22.1 Terran Set-Up 22.2 Pereen Set-Up 22.3 Gwynhylarr Set-Up 22.4 — Two-Player Set-Up 23, GRAND SCENARIO VICTORY CONDITIONS 23.1 Victory 23.2 Victory Levels Chart 23.3 Victory Determination Chart 24. SPECIAL UNITS (Optional) 24.1 Selecting Special Units 24.2 Pereen Special Units 24.3 Gwynhyfarr Special Units 24.4 Terran Special Units 25. TWO-PLAYER GAME DESIGNER'S NOTE BACKGROUND NOTES PLAYERS’ NOTES instantaneous transmission of huge quantities of materiel from one world to another. The Gwynhyfarr might land a division on a Pereen Wworld—but the Web would immediately transmit an army to that world 10 deteat its enemies. Sut to open a gate, the Pereen must transport the necessary machinery to a new worid to make the link to the Web. Andthe Pereen co not understand Gwynhyfarr fgsterthanslght travel, and have no such system of thei own. Instead, sublight Pereen probes must drone their weary way across space-time toward their targets. When a target is reached, a new world can be added to the Web. ut sublight probes are small and defenseless; they cannot be otherwise, Because moving anything at sublight speeds from one star to another requires a tremendous investment in energy and time. Only small objects can affordably make the trip. i Pereen probe enters a Gwynhyfarr world, its fusion flare will almost certainly be enemy starships, and the probe destroyed. ‘And 80, for decades, the two races bided their time in armed hostil- ty, watching each other across the Carina arm. Limited by their technologies and systems of war, neither could defeat the other. Then came the radio signals from Terra, ‘othe Pereen, Terra meant only one thing: a possible forward base from which to launch probes at the enemy; a base, moreover, with a well-advanced technology. To the Gwynhytar, too, Terra meant only one thing: an industrial World where starship could be based and constructed and from which an attack on the enemy could be more easily launched. Terra would be a valuable ally-or, falling that, a valuable slave planet. ‘The war began in earnest. 2. GAME COMPONENTS: Important Note: Read rule 2.4. A complete set of Web and Starship includes the following components: + One 24 page rules booklet ‘ + 320 die-cut game counters ‘sone 34” x 22" game-map ‘one cardboard"True Distance Measure” ‘two B-sided dice * one countertray and lid assembly * one game box It any components are damaged or missing, pl address: West End Games, Inc. Suite 4FE 251 West 30th Street New York, NY 10001 Indicate which components are missing or damaged. Include = stamped, self-addressed envelope for speedy reply. Note that, as 2 result of the delicate registration requirements for game counters, Counters will sometimes be misprinted, with small porions not be- ing wholly contained within the counter area. West Enc cannot replace ‘such counters unless they are wholly legible or otherwise unuseable, Questions about the game will be answered: write to the adcress above. Enclose a stamped, sell addressed envelope or international reply coupon with your questions. Questions must be typed or egy printed. Format your questions so they can be answered “yes” or "no" of with short responses. Although we welcome comments any ‘suggestions about the game background anc the system tse. we ‘cannot promise to respond to such questions because of the press of work. (2.1) The Game-Map ‘The 34” x22" game-map portrays a volume of near-solar space which is 56 light years across. All stars (except for N-ciass carts white dwars, and multiple star systems composed entirely ofthese {wo classes o stars) within that area are porrayedon the game-map The map is an accurate depiction of this volume. Sol, our star, is printed atthe center of the map. ‘Space, needless to say, 'sthree-dimensional, while a sheet of paper has only two dimensions: the sheet of paper i considered to occupy the plane ofthe eciptic (the plane formed by Earth's orbit around the Sun). A positive or negative number is printed next to each star in acrce; this number isthe number isthe numberof "movement points" between the star and the plane of the ecliptic (negative Thumbers indicating stare below the plane, posve numbers inden ‘stars above the plane). Each "movement point represents adistance of two light-years The size ofeach star reflects its distance above or below the plane ‘ofthe ecliptic. Imagine that you are looking down upon this volume {rom above it he topmost” stars are larger, the ones farthest below the plane of the ecliptic are smaller. The sizeof each star, as printed, has no relaionshipto the actual physical size ofthe star nstead, it corresponds to its height above or below the central plane. Mary star systems within the volume are double stars, a few are triple stars. Mutiple star systoms are printed as two or three intersect ing citcles. These stars are considered tobe atthe same location for game purposes. The fact that a star system contains two or three stars has no effect the game, ths information is provided because the designer fins i interesting, Similarly the “case stare ‘stars in yellow; “F” stars in green; and “‘A"' stars in blue. (There are ‘no "0" or 'B" class main sequence star inthis volume.) Again, 2 star's spectral class (color) has no effect on play, But fs provided {or informational purposes ony. 50 write to this ts," “giants,” 1no stars of the first three classes in near solar space. All stars on the map are main sequence stars or white dwarts ‘A number is printed in a triangle next to each star system. These ‘numbers range from 0 (zer0) to 6 (six), except that Sol's number is 120. This number is the system's economic value (see 3.8). ‘Some stars have ownership boxes next to them. Such stars begin Under the control of one or another player. Stars with a green box are intially owned by the Gwynihyfarr player; those with a red box by the Pereen player; those with a blue box by the Terran player. Other stars are initially unowned. Several tracks which are usedin the course ofthe game are printed fon the game-map. The use of these tracks willbe explained in the rules that follow. These tracks include Economic Point Total Tracks, 3 Economic Points Remaining Tracks, and Maintenance Level Tracks for each of the three players. A Game-Turn Record Track, Terran ‘Technology Track, Victory Points Lost Track, and Terran Diplomacy Track are also provided; the game-map is also printed with Reserve Boxes for the Gwynhytarr and Pereen players. Certain symbols are printed next to some stars. Each Pereen star, and Sol, begins with a web nexus; a nexus symbol is printed next to each, Solhas an intrinsic defense strength of 3, which isindicated by a number printed next to it. LFT 1747 and Gamma Pavonis are ‘staging areas for the Gwynhyfar player, XiUrsae Majors, Chara and Wolf 489 are staging areas for the Pereon player; a staging area sym. bol is printed by each. See the Celestial Key. ‘iso included on the game-map are most of the charts and tables ‘required for play. these include the True Distance Table, the Economic Point Cost Chan, the Naval and Land Combat Results Tables, and the War End Table. (The rules book contains the Sample Distance Tables and the Event Chit Summary.) (2.2) Counters “Three-hundred twenty counters are provided with the game, Many of these counters represent military nits owned by one ofthe three Ses, others represent game markers used in the course of play, ‘itary unis are divided into two types: ang units and naval Units Each unttis printed with a combat strength and a maintenance cost, in-adtion, land units have transpor values and naval units have jump ranges, and, in some cases, carving capacties. ach units backprinied with a'"damaged” side. This sides used ‘when the unit suffers losses in combat, see 15.23 and 15.35. ‘A unit's color indicates which player owns the unit: green units are Gwynhylarr, red are Pereen, and bive are Terran, ‘Several types of game-markers are included. Some of these are placed on one ofthe various tracks to record a game value; others replaced on the game-map or on top of units to indieate a game status “An asterisk on a unit counter means the units subject oa special rule: see 13.3 and 24, (2.21) SAMPLE LAND UNIT ‘rot (undamaged) back (damaged) mabtonarce Ag (PE raraport : cost < vale Belk comet 7 ‘strength (2.22) SAMPLE TERRAN NAVAL UNIT front (undamaged) back (damaged) maintenance, eanying ow cost capecty % combat, movement >, Strong oose ari (2.29) SAMPLE GWYNHYFARR NAVAL UNIT front (undamaged) back (damaged) maintenance (>, canying ae cost > capacity = combat eg 942 ume 12 srenan range (2.24 SAMPLE SDB UNIT trot (undamaged) back (damaged) maintenance Ly (g-B-vansport cost vee combat 1 (6) special ue Srength inccator 4 (2.25) SUMMARY OF UNIT AND MARKER TYPES front he § 3 Pay 6 ‘Q” S3 or K 3 tote 4 H JES Py tet" 3 [ev] Ets A IE! REM e Tor infantry corps armor corps drop corps engineer unit am infentryfarmor cadre ‘SDB (Pereen only) base heavy tleet medium fleet light fleet transport fleet web ship ‘economic points remaining marker ‘economic point total marker a front MAINT. evel 0 ump Range (cost 4) gs (cost 3) Game Turn Le) Ea a wx cove 2 i = a. Spent 2" 0 PER 2 Settle Pei 1 7 a (3 10 Event nk Damage: HOBO SOL P Tor +00 th Value ‘maintenance level marker Terran jump range marker Terran web distance marker Game-Tum marker War Turn marker Victory Points ‘Spent marker Diplomacy marker settlement 1/2 marker ‘contro! marker web nexus marker event nexus damaged! destroyed marker Sol strength step loss marker economic value + 1/+2 marker back LOUUL Spent 282 Sette Ley DESTR, ras [35 f E00 Value 32 Special Units (Optional): front 2 aa io Terraerm Tech supply dump saboteur chemical war- fare bomb underground complex transport raider planetbuster bomb elite troops home defense mila commerce raiders fighters technicians = OF P LU cM LU (2.3) Game Scale On the game-map, 0.3625 inch represents one light year; each “movement point” represents two light years. The map scale is 1 to 1,207,000,000,000,000,000. Each Game-Tur represents four Ter- ran years. Each fleet represents a task force consisting of 20-100 vessels. Each land unit represents a ‘corps consisting of 30-100,000 Sapient beings, including support personnel. (2.4) True Distance Measure Since there are no hexes printed on the game-map, the players must use the True Distance Measure to measure distances between stars. The True Distance Measure is marked off in “movement Points; in the game, each movement point is equal totwo light years. ‘When determining the distance between two stars, the players use the True Distance Measure, Place the True Distance Measure across the game-map in such ‘a way that the point marked “0” on the measure touches the dot in the center of one star. Position the Measure so thatthe line itforms intersects the dot in the center of the second star. Look atthe Measure todetermine the distance between the two stars. Ifthe distance seems to fall exactly on a dot, round up to the next number on the Measure, The Web and Starship map is three-dimensional, however, and the True Distance Measure only measures the lateral distance be- ‘ween two stars. Refer to the game-map, and find the number in a Circle printed next to each star; ths sits height above or below th ecliptic, in movement points. Subtract the lesser number from the ‘greater to yield the total height diference between the wo stars. (Ex: ample: One star is at -3, the other at 5. 5-(-3) = 5+3 = 8,60 the height ditterence is 8.) Todetermine the actual distance in movement points between two stars, follow these steps: ‘= Determine the lateral distance between the two using the True tance Measure, = Determine the height difference between the two according to the procedure above. + Refer tothe True Distance Table (2.8). Find the lateral distance ‘along the top; and the height distance along the side; cross-reference to produce a single number. This number is the true distance be- tween the two, should be noted that distances listed on the True Distance Table were determined by the Pythagorean Theorem. Players with some {degree of mathematical sophistication may find it easier to determine true distances by squaring the lateral distance and height difference, ‘adding the squares, and taking the square root of the sum. Resulting fractions are rounded to the nearest whole number; halves are round- ed up. In addition, the Sample Distance Table lists the distances between some of the more important stars. (2.5) True Distance Table (see charts) (2.6) Sample Distance Tables (see back of rules) Dis 3. GLOSSARY ‘Some terms which are used in Web and Starship may be unfamiliar to the players. These are defined below. (3.1) Movement Points ‘The Web and Starship map has no hexes to regularize movernent. Instead, the players use the True Distance Measure and the True Distance Table to determine the distance in movement points be- {ween two star systems (see 2.4). Each movement point represents two light years, (3.2) Lines of Communication ‘A player may only settle a system if he cag trace a line of com- ‘munication to it. Each player traces such a line in a different way: ‘The Pereen player has a line of communication to a system if itis connected to a system he owns by a web link. ‘The Gwynhyfarr player has a line of communication toa system it itis within 10 movement points of a Gwynhytarr base. * The Terran player has a line of communication to a system it itis connected to a Terran-owned system by a web link, ofits within his jump range of a Terran base. (3.3) Webs ‘The Pereen player may not move via FTL (faster than light) jumps: hhe moves via his web. The Terran player can use both webs and FTL movement, Each Pereen system begins connected to every other Pereen system via web. Each such system is considered to contain a web ‘nexus. (Sol also contains a web nexus; see 10.03). During the course: of the game, a player may place adcitional wee nexi on initially Unsettled systems; such nexi are represented by nexus markers. A player's units may move from one system to another if both contain friendly web nexi, and there is a chain of systems containing nexi between the two, each system being no farther from the next than the player's web distance is initially 2, but can be increased during the game.) I web movements possible between two systems, those systems are said to be “web-linked.” (3.4) FTL (Faster Than Light) Jumps ‘The Gwrynhyfare player may only move via FTL jumps; the Terran player may use both FTL and webs. ‘Annaval unit may move between two systems if the distance be- tween the two is less than or equal t0 the unit's jump range. ‘Gwynhyfarr jump ranges run from 12 (for light fleets) to 8 (for heavy fleets). The jump range of Terran units is determined by the current position of the Terran jump range marker on the Terran Technology Track; atthe beginning of the game, this marker ocoupies the bbox, but it can be advanced during the game. (3.5) Economic Value {system's economic value is printed next toi in yellow on the cgamermap, Ths value s the numberof economic points the syetom an contrbute toa player's economy i fuly seed. (3.6) Settlement Value ‘The settlement value ofa system i ether equa othe system's ‘economicvave (uly sete), or some number loss than that velue Winen a payer begins seting a previously unsettled system, Is se tloment value becomes 1, andthe players total economic valve is inereased by one. During each subsequent Sotiement Phase, the settlement value increates by one uni K equals the system's feconom value, which 's then “fully setled (3.7) Economic Points Players spend economic points to build and maintain units, to in- itiate settlement, and so on. Each turn, a player receives as many ‘economic points as his “economic point total. This total is equal to the settlement values of the systems he controls plus — in the ‘case of the Gwynhyfarr and Pereen players — some number of points contributed from the player's central government, or — in the ‘case of the Terran player — some number of points resulting from ‘Terran economic expansion. A player's “economic point total” (his income forthe turn) is recorded on his Economic Point Total Track; his “‘economic points remaining” (the number of economic points he has available to spend) is recorded on his Economic Points Re- maining Track. (3.8) Ownership * Atthe beginning ofthe game, a player owns all ofthe systems nex to which a square containing the frst letter of his side's name isprinted, G for the Gwynhytar, Pfor Pergen, and T for he * A layer owns any system he settles inthe course ofthe ga unless its conquered by ancther player In the course of a war. * Aplayer conquers an enemy system, atthe end of any Combat Phase during a war, he has land units there and the enemy player ‘does not. A conquered system remains owned by the conquering player until al of his land units at the system are eliminated, + Ita system is owned by one player but was originally settled by another, the owning player must garrison the system witha land ur inorder to retain control ofthe system. If, at any time, he falls to ga rison it, the system reverts to the control of its original setter. ‘© A special rule applies to zero-economic value systems, since these cannot be settied. A player gains ownership of such a system by building a base or web nexus there, and retains ownership until his base or web nexus is destroyed, Please don’t confuse “owner” and '‘setler.” Its perfectly possi- ble for a system to be settled by, e.9., the Pereen but owned by the Gwynhyfarr, although the Gwynhyfarr would have to garrison the system. This means that the people who live in the system are of the Pereen species, but the system is controlled by and pays taxes to the Gwynhyfarr When a player owns a system settled by another player, the set- ting player's 'settiement" or "control" marker remains in the system to indicate who was the original settler. Ownership of the system is indicated by the presence of a garrisoning unit, 4. SEQUENCE OF PLAY ‘A game of Web and Starship consists of fourteen Game-Tumns. Each Game-Tumn is divided into a series of phases, described inthe ""Game-Tum Sequence" below. During each phase ofa Game-Tun, the players take the actions pormited by the rules during that phase any player may announce that he '; when mobilization occurs, a war has begun, and the players halt the normal Game-Turn sequence to fight out tna war. In Web and Starship, unlike most other games, wars are generally ‘ought for limited objectives and, once the war is over, the normal Game-Turn sequence resumes. During a wer ly, as described in he “War Sequence” below. Atthe end of fourtgen Game-Turns, the players determine which of them wins the game, * Note: an abbreviated sequence of play appears in the back of the rules booklet. (4.1) Game-Turn Sequence A. EVENT CHIT PHASE: Each player draws one event chit from the event chit cup. Any player ‘who now has more than one unplayed chit must play o dscard ach. B. ECONOMIC DEVELOPMENT PHASE. 1. Income. Determination Segment: Each player moves his ceconomie points remaining markars to reflect this tum's income, 2.Terran Economic Expansion Segment: The Terran player In- creases his total economic value by 5%. C.PEREEN PROBE ARRIVAL PHASE ‘The Pereen player refers to his probe record sheet. I any probes arrive at destination systems this turn, the Pereen player must say 50, and must place web nexus markers onthe map to indicate newly established web nexi. If probes arrive. at systems containing ‘Guynhyfarr or Terran naval units, those units may attempt to destroy the arriving probes D. SETTLEMENT PHASE 1. Pereen Setloment Segment: The Pereen pla values of settiements and places settlement mar systems where his probes have arrived. 2. Terran Settement Segment: The Tertan player increases the values of settlements and may inate new settlements. 3. GwynhyfarrSettement Segment: As pet 2 above but applying to the Gwynhytarr player. E. UNIT CONSTRUCTION AND MAINTENANCE PHASE The players eer tothe positions oftheir maintenance level markers ‘and deduct the indicated total rom their economic points remaining, “Any remaining economic points may be spent to construct new Units When a playerbuiids aunt he removes the appropriate counter from the game-box and places it on the game-map. He then moves the ‘maintenance evel markers o reflect the mainlonance cost ofthe new. Iy constructed unit F. TERRAN TECHNOLOGICAL DEVELOPMENT PHASE ‘The Terran player may spend economic points to mave his jump increases the rs on unsettled range and web distance markers on the Terran Technology Track. G. PEREEN PROBE NOTATION PHASE. ‘The Pereen player notes the origin, destination, etc.,of new probes: ‘on his Probe Record Sheet, H. UNIT REASSIGNMENT PHASE 1. Gwynhyfarr Segment: The Gwynhyfarr player may move his units ‘among star systems he controls as long as all units remain within 10 movement points of a friendly base. 2. Pereen Segment: The Pereen player may move his units among his star systems as long as all units wind up on systems linked 10 their origin system by the Pereen web, 33. Terran Segment: The Terran player may move his units among his star systems by any combination of web and FTL movement. |, (2-Player Games Only) DIPLOMATIC PHASE ‘The Gwynhytarr and Pereen players may spend economic points to affect the position of the Terran diplomacy marker. J. MOBILIZATION PHASE ‘Any player may announce that he is mobilizing for war. lfany player does 50, the players immediately initiate a War Sequence. K. GAME-TURN RECORD PHASE ‘The Game-Turn record marker is advanced one box on the Game- ‘Tur Record Track to signal the end of one turn and the beginning of the next NOTE: In two-player games, there is no Terran player. Instead, tone player always makes decisions for the Terrans. The position of the marker on the Terran Diplomacy Track determines which player does s0 on any particular Game-Turn (see 25.08). (4.2) War Sequence At the beginning of a war, the players must determine the alliance structure, The Mobilization rules (11) describe how this is done, A INITIATIVE PHASE: (One player from each side in the war rolls adie to determine which side has the initiative. The highest roiing player may choose to take either the first or second Player-Turn during the War Turn. Note: This pphase is skipped on the first tum of a war (see 12.04), B. FIRST PLAYER-TURN 1. Movement Phase: The first player (as determined above) may move his units. 2. Supply Phase: The first player determines which of his units are ‘out of supply. Each out-of-supply unit loses one step. 3. Combat Phase ‘a, Combat Segment: The first player resolves naval and then land ‘combat at each system where both players have units. ' Withdrawal Segment: Withdrawals ordered during the combat ‘segment take place 4. Engineering Phase: ‘a, Web Destruction Segment: If any ofthe first player's web nexi in systems containing enemy land units, those nexi are dam- ‘aged or destroyed. A nexus in a system which contains enemy lang units but does not contain any friendly land unitsis destroyed: a nexus in an enemy-occupied system which does contain friendly land units is only damaged. Nexus markers are removed or flipped to indicate these changes. ». Repair Segment: The first player may use engineers to repair ‘damaged web nexi (including those damaged in the immediately receding segment), and to repair damaged bases and emplace stockpiled nex 5. Emergency Reinforcement Phase: If he wishes, the frst player ‘may ask his government for emergency reinforcements from th Perial core. Ithe does so, he rolls a die to determine how many units are received. (Calling for emergency reinforcements costs victory Points.) The Terran Federal Union is entiely on the game-map, so the Terran player may never call for emergency reinforcements, C. SECOND PLAYER-TURN The second player takes actions as described in the sequence above. D. NEUTRAL PLAYER-TURN 1. Movement Phase: The neutral player (i any) may move his units 2. Supply Phase: The neutral player determines which of his units are out of supply. Each out-of-supply unit loses one step. 8. Engineering Phase: The neutral player may empla stock: piled nexi E_WAR END DETERMINATION ‘The players may end the war by mutual agreement at any time. In addition, the players must roll Gn the War End Table each War ‘Tum to determine whether their governments force an endo the war. When a war ends the players must determine which systems change hhands, and must move the economic point total and maintenance level markers to reflect those changes anc the estruction of units in the course of the war. If the war does not enc, the players begin ‘another War Turn. ECONOMIC RULES 5. EVENT CHITS (8.01) Atthe beginning of the game, the players place the event chits ina cup or other opaque container. During each Event Chit Phase, ‘each player draws one chit from the event chit cup. (It doesn't matter which player draws his chit frst.) The player may keep this chit for later use, or play it immediately. ‘= Note’that some event chits are blank. (6.02) A player may keep the nature of his unplayed chit secret from the others, if he wishes. * It his only chit is blank, he may keep it face-down in front of him in order to fool the others into believing he has a chit of valve. (5.03) A player may never have more than one unplayed chit. If, after Ccupied Pereen system, they capture it during the following Combat Phase. During your Player-Turn, you can respond, but the system ‘emains under enemy control until you eliminate the capturing units. Ifthe war ends in the meantime — which, given the war end rules, is a real possibilty — you've lost the system. On the other hand, i you leave a unit in the system, an enemy player who invades there ‘must eliminate your land unit in one Combat Phase ithe isto capture the system before you can respond. Analternative strategy is a mid-game alliance with the Gwynhyfar. ‘This should be considered only i the Gwynhytarr are relatively weak (85 points or less) and the Terrans strong, or ifthe Terrans are sure they will gain more than the Gwynhytar from the adventure. The main advantage ofthis alliance is that, except on the last few turns, the Pereen are much less ofa threat tothe Terrans than the Gwynhyfar ‘so diverting Gwynhytarr ambitions elsewhere — while picking up & few attractive systems for Terra — can be useful ‘Gwynhytarr: The Guynhyfarr have to move aggressively o colonize as many systems as possible. They start from a smaller base than the Pereen and do not have the Terran advantage of ding ‘economic base. The main constraints on Gwynhyfarr expansion are 4) the limited number of settlement markers and b) the location of bases. Ifthe Gwynhyfarr do not build new bases, on turn Sor 4 tHey will find they've settiedallthe systems they can reach. Itis advisable to.disband one of their two initial bases, and build one at Epsilon Indi ‘on tum 2. This will give new routes for expansion, and can also serve {as a staging area for an attack on Sol. On subsequent turns, the ‘Gwynhyfarr should "spiral upward,” gradually building bases at higher levels in order to settle systems at positive levels. A primary goal should always be to preempt Terran expansion by getting to new systems first ‘One of the systems the Gwynhyfarr should settle off the bat is 41 ‘rae. If they can get to it before the Pereen, 36 Ophiuchiis also very attractive. Abase should be buit at one ofthese systems (or possibly at Altai): it can supply an attack on Pereen systems in the area dur- ing the midgame. ‘One Gwynhyfarr strategy isto knock out Soleearly. With good plan- fing, an attack can be delivered on turn 3 or 4. Uniess the Terrans are incompetent, such an attack can only be successful if the ‘Gwynhryfar enter units from their reserve (a medium fleets necessary, and the transport withits units may also be required). Even then, an Unlucky war end roll can scotch the attack. Even ifthe attack is suc- cessful, Terran resistance will continue throughout the game, prov- ing a continuous thorn in the side. An alternative strategy is to oc- cupy and hold. e.g...Epsiion Esidani and Tau Ceti to limit Terran es pansion. The major drawback to either strategy is that, aside from its costiness, it is ikely to confirm Terra in a Pereen alliance for the duration of the game. In the midgame, if the Gwynhyfarr player has done his job, his economic point total will be considerably greater than either other player. As aresult, ne may be the target of a Terran/Pereen alliance. At this stage, his job is to persuade the other players that his advan: tage is atleast partially illusory — which itis. Terra wil grow through economic expansion throughout the game, gradually catching up to and possibly overtaking the Gwynhyfarr. When the Pereen can get 8 probe onto another player's system, that system is virtually certain to fall. Both other players have major advantages in the end game; the Gwynhyfarr have to do their best to hold onto their early gains, (One important tactic forthe Gwyninyfar in the endgame isdo spread their fleets around at valuable ‘systems. Allowing the Pereen to establish a nexus at an important system is extremely dangerous; better by far to shoot probes down as they enter the system, 24 (4.1) Game-Turn Sequence ‘A. Event Chit Phase B, Economic Development Phase 1 Income Determination Segment 2. Terran Economie Expansion Segment ©. Pereen Probe Arrival Phase D. Settlement Phase 1. Pereen Settiement Segment 2. Terran Settlement Segment 3. Gwynhyfar Settiement Segment Unit Construction & Maintenance Phase F. Terran Technological Development Phase G. Pereen Probe Notation Phase H. Unit Reassignment Phase 1. Gwynnyfarr Segment 2. Pereen Segment 3. Terran Segment |. Diplomacy Phase (2Player Only) 4. Mobilization Phase ik. Game-Turn Record Phase (4.2) War Sequence A. Initiative Phase B. First Player-Turn 1. Movement Phase 2. Supply Phase 3. Combat Phase a. Combat Segment b. Withdrawal Segment 4. Engineering Phase ‘a. Web Destruction Segment bb. Repair Segment 5, Emergency Reinforcement Phase ©. Second Player-Turn D. Neutral Player-Turn E. War End Determination Phase (5.07) Event Chit Summary blank: no effect ‘ACCELERATED MILITARY PROGRAM: Player rolls one die (treat a "1" or "2" as a roll of 3); he receives any one unit whose maintenance value does not exceed the die-oll, without any construc- tion cost. Takes effect during the Unit Construction and Maintenance Phase. BARREN SYSTEM: Chitis played on any unsetied system (instead of a player). Roll a die; on a roll of 1 or 2, the system's economic value is reduced by 1 point; on a 3 or 4, by 2 points: on a 5 oF 6, by 3 points. Place a "economic -1”, "-2” or "-3” marker on the system to reflect the change, GOVERNMENT WAR: See "War Party in Power. GRAFT AND CORRUPTION RIFE: A player's maintenance cost {or this Game-Tum s increased by 20% (round fractions tothe nearest whole number). Failure to maintain a unit does reduce the modified ‘maintenance cost by the unit's maintenance value plus 20%. INCREASED MILITARY SPENDING: This tur, the player receives 20% more economic points than his economic point total INCREASED SOCIAL SPENDING: This tur, the player receives 20% fewer economic points than his economic point total LODE SYSTEM: Chitis playedon any unsettled system or system in the process of being settied. Roll one die; on a roll of 1 of 2, the system's economic value is increased by 1 point ; on a roll of 3 or 4, by 2 points; on a roll of § or 6, by 3 points. Place a “economic +1”, 42", or" +3” marker on the system to reflect this. A system's ‘ecoriomic value cannot be increased above 7. NATIVES: May be played on any unsetied system. ta player begins ‘settling this system, he does not place a 'settiement 1” marker there; instead, the native level (1 02, as indicatedon the event chit is reduc: ‘ed by 1 when settlement is initiated. On each subsequent turn, the native level is reduced by an additional point, unt it reaches zero; Con the next tur, the player places a ‘settlement 1" marker, and con- tinues settling the system normally (OFF: MAP WAR: The player may not use units in his reserves dur- ing any war occuring this turn. He may stl call for emergency rein- forcements and bring such units onto the game-map. ORDER FROM THE HIGH COMMAND: After the Reassignment Phase is completed, the player who plays this chit may reassign any ‘one stack of unis ofthe player on whom the chit splayed, according to the normal rules for reassignment PEREEN PROBE DISASTER: Can only be played on the Pereen player. He loses one probe currently in transit. He must cross off any ‘one probe of his choice on his Record Sheet PEREEN FREE PROBE: Can only be playedon the Pereen player. During his next Probe Notation Phase, he receives a probe at no cost in economic points, for which he notes an origin and destination like any other probe, PROSPEROUS MIDDLE CLASS: At the gentle behest of the player's government, his middle class contributes income to the ‘military program. This tur, the player's maintenance costs are reduc- ed by 20%. Failing to maintain a unit reduces a player's maintenance by the value of the unit minus 20% RESERVES INCREASE: The player on whom the chit is played ‘must, during the Reassignment Phase, reassign any two units from the game-map to his reserves. (May nat be played on the Terran player.) SETTLEMENT ENTHUSIASM: Propaganda about the new fe to be found on frontier worlds leads to increased settlement, The set- tlement values of al systems the player is currently setting wil in- ‘crease by 2 points (instead of the normal 1 point) during the next Set- tlement Phase. This does not apply to systems the players begins settling during that phase. Settlement can still be forced (increasing settlement values by 3). ‘SETTLEMENT RELUCTANCE: Fears of war lead to a reluctance to emigrate to frontier worlds. The settlement values ofall systems. the player is currently setting will nt increase during the next Set tiement Phase. Settlement can still be forced (increasing settlement values by 1 instead of the normal 2 points). TERRAN BOOM: Can only be played on the Terran player. During the next Terran Economic Expansion Segment, Terra’s economic point total increases by 10% Instead of the normal 5%. ‘TERRAN BUST: Can only be played on the Terran player. During the next Terran Economic Expansion Segment, Terra’s economic, point total does not increase. TERRAN TECHNOLOGICAL BREAKTHROUGH: Can only be played on the Terran player. The Terran player may increase elth his web distance or jump range (but not both) by one during his next Technological Development Phase at no cost; he can still spend ‘economic points to increase his tech levels by one point each in ad- dition to the increase from the chit TERRAN TECHNOLOGICAL SETBACK: Can only be played on the Terran player. During his next Technological Development Phase, the Terran player may not spend economic points to increase his web