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Planetary Empires Rulebook:

Author Sam Hank

Setting up the Game: A game of planetary empires may must have at least 2 players but it is best played with 4 to 7 but you can have as many as 11 players but that will leave very few tiles per player and usually becomes too much to manage. You may set up the board however you like as long as each planet contains one spaceport and at least three other tiles and they can be as large as you like leaving enough for at least one other planet to represent a moon. You may want to leave some fortification tiles aside so that players can build them during the game if you don't you will not be able to build fortifications throughout the game. After you have set up the board you can choose to either establish teams in games of four or more or you can decide to allow players to form alliances in the process of the game described in a later section. Types of Games: There are two main ways in which to play a game relating to how the players play with each other. You may either assume everyone is enemies or you can choose to either begin with set teams or start with everyone as neutral and alliances can be made and war can be declared. Starting the Game: Each player rolls a dice and the player with the highest dice roll can choose his first tile first and the other players choose their first tile in descending order of their rolls. Then going in the same order the players choose their next tile as long as it is next to their original tile if this is not possible you may pick a tile anywhere. The original tile is the players capital and the player may choose any building to put on it. If you are playing with at least one planet per player you must control the entire planet before you can choose tiles on other planets. Then players roll dice and the player with the

highest dice may go first and the turn continues in descending order. Each player begins the game with 650 points. The Player Turn: The player begins his turn by purchasing units using points and raw materials, some units such as tanks require special resources like metal to produce. If a unit requires a special building to produce it may only be placed in a territory that has that building. If the player has an engineer unit such as a techpriest on a tile that has no other building he can choose to build the buildings below for the indicated points value if the race has no engineer unit a independent character can build buildings. Fortifications may be built on the tile as well for 100 points however they cannot be built on spaceport tiles. Once the player has chosen all of his units he may place them on any of his tiles. The next part of a players turn is his movement phase where he may move any of his units that are able to the specified number of moves specified in a later section. The third part of the players turn is the combat phase. During this phase the player may choose to initiate a battle with any tile adjacent to one of the tiles where they have units. However if you are playing on a single planet and you have units on a spaceport you can assault any tile within 4 tiles of the spaceport. Units can only assault one tile per turn. The defender always has the option to retreat and lose no units however even if there are fortifications when the defenders retreat the attackers need only roll a 3+. If you lose the battle all units killed are lost and any remaining units return to the tile which they attacked from. If the attack succeeds you must still roll to capture even if there are no defenders you must still roll. To capture a tile with no fortifications you roll 2D6 and you succeed on a 3+.If the tile has fortifications you must roll an 8+.

Ending the Game: Once your capital is captured all of your units must move towards it in an attempt to recapture it avoiding battles if possible. While you are not in control of your capital you do not gain points and you may not purchase new units. If all your units are destroyed and you are not in control of your capital you lose the game and your tiles that have not been captured become neutral. Once there is only one player remaining in control of his capital he is declared the winner and the game is over. Extra Rules: y Independent characters when attacked on their own must retreat if attacked. They are not allowed to assault tiles on their own. They are allowed to build fortifications and buildings on tiles. When killed they may only be rebought once if they die a second time they may not be brought back. y When an army captures an enemy tile with either fortifications or a building the fortification/building is destroyed y You may not have your first capital be on a fortification tile. However they always require a 9+ toll to capture. Building Chart: ARMY: POINTS PER POWER STATION: SPECIAL RULES PER COMMAND BASTION: 1 1 INVULNERAABLE SAVE CONFERRED SHIELD GENERATOR: 4+ 4+ POINTS PER TURN MANUFACTORUM:

IMPERIUM BOTH ELDAR

15 16

50 45

CHAOS ORKS TYRANIDS TAU/NECRONS FUNCTION

13 15 12 17 Each power station confers the point value displayed above the player with more points is allowed to deploy and go first during a battle.

2 1 1 2 Each command bastion confers any universal special rule to a unit of your choosing if that unit dies you may confer a different special rule to another unit. Costs: 150 points build limit of 3.

5+ 6+ 6+ 4+ If the battle is fought on a tile with a generator the defender is given the invulnerable save described above. Costs: 100 points.

50 60 50 40 Each manufactorum gives the number of points indicated above per turn. Costs: 250 points to build. Build limit 4.

Unit Chart: UNIT TYPES: HQ: MOVEMENT: 1 Tile Per Turn SPECIAL RULES: Adds 5 points to the power score per HQ

ELITES:

1 Tile Per Turn

unit. Only requires a 7+ to capture fortification tiles.

TROOPS: 1 Tile Per Turn DEDICATED TRANSPORTS: 2 Tiles Per Turn FAST ATTACK: 3 Tiles Per Turn

HEAVY SUPPORT:

2 Tiles Per Turn

The fast attack units that are attacking can deploy 3 more inches past the tables edge in battles. Only Require a 6+ to capture a tile with fortifications.

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