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Starfall (1979)

Starfall (1979) Rulebook

Table of Contents

Table of Contents

  • 000 Introduction to the Game
    • 001 General Introduction
    • 002 Game Scale
    • 003 Game Components
  • 100 Set-Up and Preparation for Play
    • 101 How to Read the Mapboard
    • 102 The Log Sheet
    • 103 The System Data/Map Sheet
    • 104 Log Sheet Notation
    • 105 System Data Sheet Notation
    • 106 Operations Sheet
    • 107 Scenarios
    • 108 Set Up and Preparation for Play
    • 109 Mapboard Set Up
    • 110 Unit Counter Placement
  • 200 Basic Game Rules
    • 201 Introduction to the Basic Game
    • 202 Sequence of Play
    • 203 Resource Points
    • 204 Ship Construction
    • 205 System Defense Construction
    • 206 Stacking
    • 207 Dummy Counters
    • 208 Movement
    • 209 Discovery
    • 210 Discovery Procedure and Determination
    • 211 Combat
    • 212 Colonization
  • 300 Optional Rules
    • 301 System Destruction
    • 302 Enemy Fleets
    • 303 Technological Improvement
    • 304 Avoiding Combat
    • 305 Life Form Destruction
    • 306 Conquered System Revolt
    • 307 Discovering Friendly Systems
  • 400 Scenarios
    • Scenario No. 1
    • Scenario No. 2
    • Scenario No. 3
    • Scenario No. 4
    • Scenario No. 5
    • Scenario No. 6
    • Scenario No. 7
  • 500 Game Tables
    • 501 Player Life Form/System Type
    • 502 Search Table
    • 503 Discovery Table (Discovery Type)
    • 504 Discovery Table (System Type/Compatability)
    • 505 Discovery Table (Resource Points)
    • 506 Discovery Table (Life Form Type)
    • 507 Discovery Table (Life Form Hostility)
    • 508 Discovery Table (Life Form Aggression)
    • 509 Discovery Table (Technology Level/System Defense)
    • 510 Ship Statistics Table
    • 511 Combat Results Table

000 Introduction to the Game

001 General Introduction

STARFALL is a simulation or 'wargame' that creates the conquest of a stellar nebula. Traditional wargames involve the re-creation of an historical event or series of events into a well documented fully researched game that is accurate for the events portrayed. STARFALL is not a Historical game. There is research that must be done to make a simulation such as this as realistic as possible (by our current understanding of 'realistic'), but this kind of game cannot have the authentic flare of a historical game. A game of this type is generated by imagination, and played with imagination.

STARFALL is a game designed for two to four players though it is also quite suitable for solitaire play. Players command the fleets of an interstellar empire that search for new worlds or Starfall Points (Black Holes) that will hopefully lead to new conquests. Decisions must be made whether to attack rival player's budding empires, or to concentrate the economic might of their own empire on discovery and development of new systems. It is a risky decision; for to allow rival players to gain too much strength will spell eventual doom, and yet a protracted war is costly, time consuming, and will divert much needed resources away from colonizing new systems, and expanding the influence and increasing the wealth of the empire.

New gamers may feel at first glance that these rules are rather long and consequently complicated. Do not be fooled by the length. Simple concepts (rules) often require a lengthy explanation to insure that they will be properly understood. The actual game, once these simple rules are understood, is a very easy game to play. The rules do not need to be memorized only read carefully. The most commonly needed information is printed on the Game Tables Card for quick and easy play. The rules should be used only as a reference if clarification is necessary.

If you have never played a wargame before, a few words of explanation may help you to understand what this game is all about. Simulations come in many different types. A scene filmed for T.V. is a 'visual' simulation. A scene described in a book is a 'written' simulation. Beethoven's 9th Symphony is an 'audio' simulation. The mapboard, counters, rules, etc., contained in this game represent a 'gaming' simulation. Total realism in any kind of simulation is impossible, but within the framework of this game, the most important problems confronting the empires in space can be duplicated. It will give a good feeling of what it might actually be like to discover those new worlds, to lead a fleet of powerful warships past the Event Horizon in their fall through that awsome cosmic singularity... the black hole. You are the commander. The decisions and responsibilities for those decisions are yours alone. This simulation does not allow you to merely sit and watch or listen or read. This simulation gives you the opportunity to do.

002 Game Scale

Each hex on the mapboard is three light years across. Each ship unit counter represents from 1-10 ships. Each system, black hole, star cloud, or Ion storm counter represents a single system and its planets, black hole, star cloud, or Ion storm. Each turn represents 10 years of actual time.

003 Game Components

The following items should be included in the box, and are used for the play of STARFALL.

A. Mapboard: The mapboard shows the area of space in which the players will make their discoveries and fight their combats. A hexagonal grid has been superimposed on the map to facilitate movement, and to allow for the precise positioning of the playing pieces. An individual hexagon is referred to as a 'hex'. The Mapboard is divided into Quadrants, areas, and zones. The mapboard forms the playing surface on which the unit counters are laid out and maneuvered.

B. Unit Counters: Contrasting color die-cut counters are provided for the play of STARFALL. There are two sheets of these extra-thick (for ease of play) counters, and they provide the playing pieces for the game. When punched out they give 500+ separate half-inch counters. It will be to your advantage to keep the units separated by color and type in the counter sorting tray once punched out as this greatly facilitates set up and play of the game.

The counters represent the various ship types available to the opposing forces for exploration, development and combat, as well as the different types of discoveries, and counters necessary for the play of the game. Each player will take a different color, and must use only that color with the exception of the 'neutral' (non-player colored) counters which may be used by all players. Printed on each counter is the counter type and the strength of the unit, or identification of the system or black hole.

Player Counters (as printed on the counter sheet):

  • Infinity Exploration: Single Ship (E, ∞, 1)
  • Infinity Military: Single Ship (M, ∞, 1); (3) Ship (M, ∞, 3); (5) Ship (M, ∞, 5)
  • Infinity Development: Single Ship (D, ∞, 1); (3) Ship (D, ∞, 3)
  • Pi Military: Single Ship (M, π, 1); (3) Ship (M, π, 3); (5) Ship (M, π, 5)
  • Pi Development: Single Ship (D, π, 1); (3) Ship (D, π, 3)
  • Fleet Markers (marked "A")
  • Player System Marker (number 1, in player color)
  • Neutral System (number 1, in blue)
  • Star Cloud
  • Starfall Point (marked "11")
  • Ion Storm
  • System Defense

C. Unit Counter Sorting Trays: A compartmented plastic tray is included for the separation and storage of the unit counters.

  1. Sorting and Labeling: There are four different colored counter selections, one for each player. There is also a neutral selection to be used by all players. Separate these units by type, number, and color. Label each pocket with a china pencil so that you can quickly find the exact counter you need. (The neutral counters are colored dark blue.)
  2. Box laid flat: If the game box is to be kept flat, simply lay out the tray in the bottom of the box. The mapboard and game components laid on top of the tray will hold the units in their proper pocket.
  3. Box laid on edge: If the game box is to be laid on its side, care must be taken to prevent the units from falling out of their pockets. Cardboard lids, cut to the proper size, should be made for the tray. These lids should be fastened on with cellophane tape.

D. Operations Sheet: Each player will have one Operations Sheet. The Operations Sheet is broken down into two major areas.

  1. Deep Space Fleet Organization: This is located on the top half of the sheet. It has twenty boxes. Each box represents a single fleet composed of all ship unit counters which are placed in that box.
  2. System Defense: This is located on the bottom half of the sheet and is used to note the defensive capability of each system controlled by the player.

E. Cardboard Screen: Each player will have a cardboard screen that is folded and placed around the Operations Sheet to hide the sheet from all other players there by keeping all information on the sheet secret.

F. Game Tables Card: There will be one Game Tables Card that will have all of the tables necessary for the play of the game printed on it for quick and easy reference.

G. Log Sheet Pad: One log sheet pad is included. All discoveries and information concerning each discovery will be placed on a log sheet by each player. Each player will use one sheet per game.

H. Rules Manual: One Rules Manual is included. This booklet contains all rules for the play of this game, and information for the various scenarios.

I. Game Dice: Two game dice, one colored Red the other White are included in the game. They are used in movement, combat, colonization and development.

100 Set-Up and Preparation for Play

101 How to Read the Mapboard

On the mapboard are Omicron and Lamda Vectors, Quadrants, Areas, Zones, and the Turn Record Track. These are used to determine exact locations and to note the passage of Game Turns.

A. Omicron and Lamda Vectors

  1. The Omicron and Lamda Vectors are represented by the rows and columns headed by the numbers 1-6 along the outside edges of the mapboard.
  2. The Omicron Vector is the columns running from the top of the map to the bottom of the map headed by the numbers 1-6.
  3. The Lamda Vector is the rows running from the left hand side of the map to the right hand side of the map headed by the numbers 1-6.
  4. The Omicron Vector is represented by the number rolled on the red die.
  5. The Lamda Vector is represented by the number rolled on the white die.

B. Quadrants

  1. A Quadrant is the intersection of the Omicron and Lamda Vectors.
  2. To determine a Quadrant, roll one red (omicron) die and one white (Lamda) die.
  3. Cross-reference the roll of the two dice to determine the exact Quadrant.

EXAMPLE: Red die roll = '4', White die roll = '2'. Come down the column at the top of the map headed by the number '4' until reaching the row moving across the map from left to right headed by the number '2'. Always read the Omicron result first. This result would be Quadrant 42.

C. Areas

  1. Each Quadrant is composed of six Areas.
  2. Each Area within a Quadrant is numbered on the map, numbers 1-6.
  3. To determine the exact Area within a Quadrant, roll one red die.
  4. The result of this die roll is the exact Area within the Quadrant.

EXAMPLE: A die roll of '5' is Area Five and corresponds to the number '5' on the mapboard in that Quadrant.

D. Zones

  1. Each Area within a Quadrant is composed of six Zones.
  2. A Zone is an individual hex on the mapboard.
  3. To determine the exact Zone within an Area roll one white die.
  4. The result of this die roll is the exact Zone.

EXAMPLE: A die roll of '3' is Zone Three.

NOTE: Area/Zone determination may be made with a single die roll, by casting both dice at one time, reading the Red as the Area and the White as the Zone.

NOTE: The complete notation for an exact Zone coordinate is as follows: 5246. This translates as Quadrant 52, Area 4, Zone 6. In this way, each individual hex on the mapboard can be located exactly.

E. The Turn Record Track

  1. Across the bottom of the mapboard is the Turn Record Track.
  2. This is used to note the passage of game turns, and the time remaining in the game.

102 The Log Sheet

The Log Sheet in Starfall is used to note all discoveries made by a player during the game. The Log is divided into four major sections. Each section is further divided into several categories to note all information about a discovery. Each player will use one Log Sheet during the game.

A. 'Discovery' Section

  1. Discovery: There are three types of discoveries that are noted on the Log Sheet under 'Discovery'. Each of them is a source of Resource Points. a. Systems b. Multiple Systems c. Star Clouds
  2. Discovery Identification (Primary): A Neutral System marker is used to mark a discovered System or Multiple System on the mapboard. Each Neutral System marker has a number printed on it. This number is the Discovery Identification (Primary).
  3. Discovery Identification (Player): A Player System marker is used to mark a Neutral System a player is attacking or colonizing. Each Player System marker has a number printed on the counter. This number is the Discovery Identification (Player).
  4. Discovery Location: The exact zone coordinates of a discovery. This is expressed as a four digit code.

B. 'System' Section

  1. Type: This represents the major planet(s) within a discovered System or Multiple System. It is this 'planet' that must be colonized. There are seven different types of planets. Each type has its own letter code refering to the climate of the planet(s). 'Type' refers to this letter code.
  2. Compatability: Each 'planet type' has a compatability rating in the form of a single number that represents the 'environment' of the planet(s) in the discovered System or Multiple System.
  3. Resource Points: All System, Multiple System, or Star Cloud discoveries have Resource Points which represent that system's material and energy wealth. Resource Points are represented by a single number.

C. Life

  1. Life Form Type: A System or Multiple System may have intelligent life. There are 12 different types of life form. Each type has a letter code representing it.
  2. Hostility: Life forms will have a response to 'visits' from alien beings (Players). This response may be passive or hostile and may differ in the same System for each player. Hostility is represented by a + or - number code.
  3. Aggression: The life form may be peaceful or warlike by nature to varying degrees. Aggression is represented by a + or - number code.
  4. Technology: This represents the level of technical achievement or the development of alternatives to machines that produce the same general results. Technology is represented by a + or - number code.
  5. System Defense: This represents the sophistication and effectiveness of the weapons systems used to defend the system. System Defense is represented by a single number code.
  6. Total System Defense: Represents the technical methods of defense as well as the character of the life form and the will to fight. It is a total of Hostility, Aggression, and System Defense. Total System Defense is represented by a one or two digit number.

D. Starfall

  1. Starfall Point Identification: Each Starfall Point Counter has a number printed on it. This number is the Starfall Point Identification.
  2. Starfall Point Location: This refers to the exact zone coordinates of the Starfall Point. This is expressed as a four digit number.
  3. Focus Location: This refers to the Quadrant Coordinates of the Starfall Point focus (exit point). This is expressed as a two digit number representing the focus quadrant.

103 The System Data/Map Sheet

This sheet is located on the back of the Log Sheet.

A. System Data

This information corresponds to the information determined for a single System or Multiple System on the Log Sheet, as well as other material based on the Log Sheet entries. All system data is located in the boxes called 'system boxes'.

  1. Player No.: The number on the Player System marker representing this system or multiple system.
  2. Loc: The exact zone coordinates of the system or multiple system.
  3. Host/Agg: The total of the Hostility and Aggression ratings of the life form.
  4. S.D.: The Total System Defense rating of the System or Multiple System.
  5. Conq: Denotes that the System or Multiple System has been conquered.
  6. R.P.'s: The Resource Points of the System or Multiple System.
  7. Col: The Resource Points of the System or Multiple System available for use by the player.
  8. Dev: The maximum Resource Points of the System or Multiple System available for use by the player.
  9. Col: This heading and the boxes beneath it represent the amount of development that must be performed before the System or Multiple System can achieve 'colonized' status.
  10. Dev.: This heading and the boxes beneath it represent the amount of development that must be performed on a colonized System or Multiple System before that System can achieve 'developed' status.

B. The Map

  1. The map on the System Data/Map Sheet is an exact reproduction of the Game Map.
  2. As a player makes a discovery, each System, Multiple System, Star Cloud or Starfall Point discovery will be placed on the map corresponding to the exact location on the Game Map.
  3. Each player will note the above discoveries for that player only. Players are not allowed to mark the discoveries of other players.
  4. All Starfall Points will have a line drawn between the Starfall Point and the center of the Focus Quadrant.
  5. All map notations are done so that players can tell at a glance the exact location of all discoveries they have made.

104 Log Sheet Notation

All boxes along the same line from 'Discovery' to 'Total System Defense' contain the information for that discovery only.

A. 'Discovery' Heading

  1. Discovery: If a System or Multiple System is discovered write the letter code for that discovery on the log sheet in the box marked (A) as on the Log Sheet sample.
DiscoveryCode
a. SystemS
b. Multiple SystemMS

EXAMPLE: In Example No. 1 on the Log Sheet Sample a System is discovered and the letter 'S', the code for that discovery, is placed in the box. In Example No. 2 a Multiple System is discovered and the letters 'MS', the code for that discovery, are placed in the box.

  1. Discovery Identification (Primary): This is the number printed on the Neutral System Marker. Write this number on the log sheet in the box marked (B) as on the Log Sheet Sample.

EXAMPLE: In Example No.1, the Neutral System Marker used is number four. The number '4' is written in the box.

  1. Discovery Identification (Player): This is the number printed on the Player System Marker. Write this number on the log sheet in the box marked (C) as on the Log Sheet Sample.

EXAMPLE: In example No. 1 above, the Player System marker used is number two. The number '2' is written in the box.

  1. Discovery Location: This is the exact zone coordinates of the discovery. Write this four number code on the log sheet in the box marked (D) as on the Log Sheet Sample.

EXAMPLE: In Example No. 1 above, the system is located in Quadrant 51, area 2, zone 2. The numbers 5122 are written in the box.

B. System

  1. Type: This is the letter code representative of the major planetary type in the System or Multiple System. Write this letter code on the log sheet in the box half marked (E) as on the Log Sheet Sample.

EXAMPLE: In Example No. 1 above, the discovered System's major planetary type is 'cold'. The letter 'C' is written in the box half.

In Example No. 2 above, the discovered system is a Multiple System. There must be two entries under 'Type', one in box half (E) and one in box half (F). In this example this system is both Molten and Cold. The letters 'M' and 'C' will be written in box halves (E) and (F) respectively.

  1. Compatability: This is the number code representative of the major planetary type in the discovered system. Write this number code on the log sheet in the box half marked (G) as on the Log Sheet Sample.

EXAMPLE: In Example No.1, the System has a nine Compatability. The number '9' is written in this box.

In Example No. 2, the System discovered is a Multiple System. There must be two entries under type, one in box half (G) and one in box half (H). In compatability ratings are '2' and '10'.

NOTE: The planetary type and compatability ratings are expressed together. In Example No. 1, the type planet is C9. In Example No. 2, the type planet is M2 and C10.

  1. Resource Points: This is the number representing the mineral and energy resources of the system. Write this number on the log sheet in the box marked (I) as on the Log Sheet Sample.

EXAMPLE: In Example No. 1 the system has two Resource Points. The number '2' is written in the box.

C. Life

  1. Life Form: This code represents the intelligent life in the system. Write this code on the log sheet in the box marked (J) as on the Log Sheet Sample.

EXAMPLE: In Example No. 1, the intelligent life form in the system is 'robotic'. The code 'Ro' is written in the box.

In Example No. 2 there is no intelligent life form in the system. A line is drawn through all remaining boxes along that same line as no further information will apply.

  1. Hostility: This number represents the antagonism of the native life form to the discovering player. Write this number code on the log sheet in the box marked (K) as on the Log Sheet Sample.

EXAMPLE: The robots in this system have a minus two hostility. The number '-2' is written in the box.

  1. Aggression: This number represents the disposition to war of the native life form. Write this number on the log sheet in the box marked (L) as in the Log Sheet Sample.

EXAMPLE: In Example No. 1, the Aggression rating is zero. The number '0' is written in the box.

  1. Technology: This number represents the systems level of technological development. Write this number on the log sheet in the box half marked (M) as in the above example.

EXAMPLE: In Example No. 1, the technology level of this system is plus one. The number +1 is written in the box half.

  1. System Defense: This number represents the planets weapons systems, or technological ability to defend the system. Write this number on the log sheet in the box marked (N) as on the Log Sheet Sample.

EXAMPLE: This system's system defense Technology is three. The number '3' is written in the box half.

NOTE: Technology and System Defense are expressed together. In this example it would be expressed as +1/3.

  1. Total System Defense: This is a total of Hostility, Aggression, and System Defense. Add these numbers together and write the total on the log sheet in the box marked (O) as on the Log Sheet Sample.

EXAMPLE: In Example No. 1, Hostility is -2, Aggression is 0, System Defense is -2+0+3=1. The number '1' is written in the box.

NOTE: As 'Hostility' may vary for each player 'discovering' the same system, this must be recalculated for each player.

D. Starfall

  1. Starfall Point Identification: This is the number printed on the Starfall Point counter. Write this number on the log sheet in the box marked (P) as on the Log Sheet Sample.

EXAMPLE: The Starfall Point counter in example No.1 is No. 11. The number '11' is written in the box.

  1. Starfall Point Location: This represents the exact zone coordinates for the Starfall Point counter. Write this four digit number on the log sheet in the box marked (Q) as on the Log Sheet Sample.

EXAMPLE: Starfall Point No. 11 is located in Quadrant 65, area 2, zone 4. The numbers '6524' are written in the box.

  1. Focus Location: This two digit code represents the 'exit' Quadrant of a Starfall Point. Write the two numbers on the log sheet in the box marked (R) as on the Log Sheet Sample.

EXAMPLE: Starfall Point No. 11 exits into Quadrant 53. The numbers '53' are written in the box.

105 System Data Sheet Notation

A. System Data Box

Information is placed in the System Data Boxes only when the player is attacking or preparing to colonize a system. It is used as a quick reference to determine the status of those systems the player is concentrating his efforts upon. This information is identical to the information on the log sheet. Each System Box corresponds to a single discovery only.

  1. Player No.: Write the code for this system as given in example (C) on the Log Sheet in the box opposite this heading.

  2. Loc: Write the code for this system, as given in example (D) on the Log Sheet, in the box opposite this heading.

  3. Host/Agg: Add the Hostility and Aggression codes of this system, examples (K) and (L) on the Log Sheet, and enter the total in the box opposite this heading.

  4. S.D.: Write the code for this system, as given in example (O) on the Log Sheet in the box opposite this heading.

  5. Conq: When the system is conquered place an 'X' in the box opposite this heading. If the system does not need to be conquered place a '-' in the box opposite this heading.

  6. R.P.'s: Place the code, as given in example (I) on the Log Sheet, in the box opposite this heading.

  7. Col: When the system is colonized, place the code, as given in example (I) on the Log Sheet, in the box opposite this heading.

  8. Dev: When the system has been completely developed, write down the Resource Points for the Developed system. (Consult the Resource Point Table to determine the R.P.'s.)

  9. Col: This heading above the column of boxes represents the compatability difference that must be overcome to colonize the system. Mark out all boxes in excess of the compatability difference. As each additional point of difference is removed, mark out the corresponding box.

  10. Dev: This heading above the column of boxes represents the development that must be done to the system before it can be considered fully developed. Mark out all boxes in excess of the development point (The Resource Point of the system). As each additional point is removed mark out the corresponding box.

B. Map Notation

  1. The map is included to give players a quick and easy reference to locate the discoveries that the player has made, the systems that have been discovered, colonized, or developed, star clouds that have been discovered, and Starfall Points and Focuses determined by the player.
  2. The map is an exact duplicate of the Game Map.

The sample map (page 6 of the printed manual) is not reproduced here. Its quadrant listings are as follows.

QUADRANT 16:

Zone coordinatesDescriptionNo.Focus Quadrant
1633Neutral System4
1653Starfall Point1452
1621Neutral System11
1661Developed System8
1643Colonized System7
1663Neutral System18

QUADRANT 52:

Zone coordinatesDescriptionNo.Focus Quadrant
5214Starfall Point1923
5234Neutral System21
5252Colonized System10
5224Colonized System6
5261Starfall Point1645
5245Neutral System23

QUADRANT 45:

Zone coordinatesDescriptionNo.Focus Quadrant
4514Colonized System3
4555Star Cloud--
4553Developed System5
4525Starfall Point6316
4545Neutral System13
4566Neutral System9

QUADRANT 23:

Zone coordinatesDescriptionNo.Focus Quadrant
2314Colonized System4
2352Neutral System19
2313Developed System2
2321Starfall Point2145
2341Home System1
2365Starfall Point1614

This sample map is the Empire of a single player. The Empire stretches through four Quadrants, with a Starfall connection to a fifth. This situation is rather unusual in that because of the Starfall Points, all Quadrants are able to receive Resource Points from all Quadrants. If Starfall Point No. 14 (location 1653) did not exist, Quadrant 52 would be unable to receive Resource Points from any of the other Quadrants, but would still be able to share Resource Points with Quadrants 23 and 45.

  1. As each discovery of a System, Multiple System, Star Cloud, Starfall Point or Focus is made, note the location on the corresponding hex on the System Data Sheet Map.
  2. The following are the discoveries and their corresponding symbols to be used on the S.D.S. Map. a. Neutral System: Write the number printed on the Neutral System marker in the discovery hex. EXAMPLE: Neutral System marker No. 17. Write the number 17 in the hex. b. Player System: Write the number printed on the Player System marker in a box on the discovery hex. EXAMPLE: Player system No. 3. The number '3' is written. c. Starfall Point: Write the number printed on the Starfall Point marker in a circle in the discovery hex. EXAMPLE: Starfall Point marker 32. The number '32' is written. d. Focus: Draw a line connecting the Starfall Point with the center of the Focus Quadrant. e. Star Cloud: Write the letters 'SC' in the discovery hex.

106 Operations Sheet

The Operations Sheet is composed of two parts.

A. Deep Space Fleet Organization Sheet (DSFO Sheet)

  1. The DSFO half of the Operations Sheet is composed of Operations boxes and Fleet Markers.
  2. All Operations Boxes are alphabetized 'A' through 'T'.
  3. All Fleet Markers are alphabetized 'A' through 'T' and correspond to the Operations Boxes.
  4. Each Operations Box represents a fleet composed of all ship unit counters in that box.
  5. Each Fleet Marker, on the mapboard, symbolizes and represents all ship unit counters in that Markers corresponding Operations Box.

NOTE: A Fleet Marker on the Mapboard with no ship unit counters in its corresponding Operations Box is a Dummy Counter.

B. System Defense

  1. Each colonized or developed system or Neutral system under attack by the player has a System Defense line composed of boxes numbered from 0-15.
  2. Each box represents one factor of System Defense.
  3. One factor of System Defense represents one Combat Factor.
  4. As each factor of System Defense is purchased by the player, place the System Defense Marker for that system on the appropriate box.

107 Scenarios

A scenario outlines the format for a game. There are two different categories of scenarios.

A. Specific Scenario

In the Specific Scenario, a fixed number of systems, Starfall Points, and ships are required to start the game. These counters must be placed in a specified hex. The exact number and placement of counters is determined in each scenario.

B. Random Scenario

In the Random Scenario, Players will start the game with a fixed number of systems or Starfall Points. The placement of these systems or Starfall Points will be determined by a dice roll rather than specified in the scenario. Players may have either a specified number of ships by types or a number of R.P.'s to purchase whatever mix of ships, or System Defense the player desires.

108 Set Up and Preparation for Play

A. Mapboard Set Up

  1. The ideal playing surface for Starfall is a large table, though any stable flat surface will do.
  2. There must be sufficient room for the placement of the mapboard and the Operations Sheet and screen for each player to insure that Players cannot see each other's Operations Sheets.
  3. Each player will place the Operations Sheet and Screen along one of the mapboard sides.
  4. Place a marker to the immediate left of the '1' box on the Turn Record Track. This marker may be any Neutral System Marker, or an object such as a penny.

B. Unit Counters

  1. Punch out all unit counters from their sheet.
  2. Each player should have one color only. No one player controls the dark blue counters.

EXAMPLE: Player A has all light blue counters. Player B has all yellow counters.

  1. Each player should organize their counters by type and strength beside their Operations Sheet.

EXAMPLE: All Fleet Markers are placed together. All M'1' Infinity ships are placed together. All M'3' Infinity ships are placed together. All D'1' Pi ships are placed together, etc.

NOTE: This step does not need to be followed if the unit counters have been sorted, and placed in labeled sections of the trays. This is done for the first time the game is played only as after the first time, all pockets in the tray should be labeled.

  1. All Neutral System Counters, Starfall Point counters, Star Cloud counters and Ion Storm counters should be grouped separately and placed along an edge of the Mapboard. The player whose board edge these counters are placed on will be in charge of distributing these counters to the other players as they are needed.

C. Operations Sheet: Deep Space Fleet Organization

  1. The Deep Space Fleet Organization sheet, called the DSFO is located on the top half of the Operations Sheet.
  2. The DSFO is composed of twenty boxes lettered individually A-T.
  3. Each player has twenty Fleet Markers lettered individually A-T.
  4. Place all Fleet Markers in their corresponding Operations Boxes.

EXAMPLE: Fleet Marker 'A' is placed in Operations Box 'A'. Fleet Marker 'R' is placed in Operations Box 'R'.

D. Operations Sheet: System Defense

  1. System Defense is located on the bottom half of the Operations Sheet.
  2. There are 10 separate system's boxes numbered 1-10 on the far left side of the Sheet.
  3. Opposite each system number are 16 boxes numbered from 0-15.
  4. A numbered box and all boxes to the right of it constitute a single system, and the defense for that system only.
  5. Place the Player System Marker on its corresponding system box.

EXAMPLE: Player System Marker No. 1 is placed on box No. 1. Player System Marker No. 6 is placed on box No. 6.

  1. Place a System Defense marker on the '0' box opposite each Player System Marker.

EXAMPLE: All systems, other than Neutral Systems, must start the game with the System Defense Marker on the '0' box. Player A elects to spend six R.P.'s on System Defense for system No. 1 (the Home System). Six R.P.'s will purchase two factors of System Defense. The System Defense marker is moved from the '0' box to the '2' box.

E. Player System/Life Form Type/Determination

  1. Each player must determine the player's System Type/Compatability.
  2. To determine the System Type/Compatability, each player must roll one die and consult the table below.
Die rollSystem Type/Compatability
1A6
2A6
3T7
4T7
5T8
6T8
  1. Each player must determine the player's Life Form Type.
  2. To determine the Life Form Type, each player must roll one die and consult the table below.
Die rollLife Form Type
1H
2HM
3HR
4H
5M
6M
  1. The above information pertains to the Players Home System.

F. Log Notation

  1. All information pertaining to all discoveries and the Home System will be written down on the Log Sheet individually per discovery.
  2. This must be done for all discoveries by all players.
  3. Players will write down on the Log Sheet, only those discoveries that they have made. No player may write down any information concerning a discovery by another player.
  4. The first entry in the Log must be for the Player's Home System.

109 Mapboard Set Up

Refer to Scenarios.

110 Unit Counter Placement

Refer to Scenarios.

200 Basic Game Rules

201 Introduction to the Basic Game

The Basic Game Rules cover all information needed to play Starfall in its most simple form. Though there is a sizeable body of rules, the game is quite easy to play once all players are familiar with them. The first few games should be treated as a learning experience. None of the Optional Rules should be used until all players are comfortable with the Basic Game Rules.

All rules are suitable for solitaire play. If the game is to be played solitaire the player should use Optional Rule 302.

202 Sequence of Play

  1. Determine Total Resource Points: Each player will determine the total Resource Points for all colonized or developed systems, Quadrants, or connected Quadrants (Quadrants connected by Starfall Points) that are owned by that player.
  2. Build All Pi Ships: Players with developed systems will construct all Pi ships and place those Pi ships on the DSFO sheet or on the mapboard.
  3. Build All System Defense: Players with colonized or developed systems will build all system defense and mark this construction immediately on the System Defense half of the Operations Sheet.
  4. Receive Completed Infinity Ships: Players with completed Infinity ships will remove those counters from the Turn Record Track and place them on the DSFO or the mapboard.
  5. Allocate R.P.'s for New Infinity Ship Construction: Players desiring to purchase Infinity Ships must pay for those ships and place the ship being purchased face down on the Turn Record Track four turns after the turn the allocation was made.
  6. Move All Pi Ships: All Pi ships or the Fleet Marker representing them will be moved on the mapboard.
  7. Move All Non-Explorer Infinity Ships: All Military and Development Infinity ships, or the Fleet Marker representing them will be moved on the mapboard.
  8. Move all Explorer Infinity Ships and Resolve Exploration Attempts As Each Explorer Moves: All Explorer Ships will move and make all exploration attempts and determine the information for any discovery that is made for each explorer ship individually. All discovery information will be entered on the Log Sheet and S.D.S. Map.
  9. Resolve All Encounter Combat: All ships in a hex containing an Ion Storm or an 'Enemy Fleet' must determine the results of this encounter.

203 Resource Points

Resource Points represent all of the raw material wealth and energy sources that are usable in the production of goods present in a System or Multiple System or Star Cloud.

A. General Rules

  1. All Systems have a Resource Point.
  2. All Multiple Systems have a Resource Point.
  3. All Star Clouds have a Resource Point.
  4. The Resource Point of a System or Multiple System is fixed.
  5. The Resource Point of a Star Cloud is variable.
  6. Resource Points are used to construct ships and system defense.
  7. Resource Points may not be accumulated from turn to turn. Those Resource Points not used during a single turn are considered lost at the end of that turn.
  8. The Resource Point of a System or Multiple System may be increased by a player.
  9. The Resource Point of a System will increase only when the System or Multiple System is developed.

B. Determining Resource Points

  1. A player may count Resource Points, hereafter called RP's, from colonized or developed Systems or Multiple Systems and Star Clouds.
  2. All colonized or developed Systems or Multiple Systems in the same Quadrant may share RP's.
  3. Count the RP's of all colonized or developed Systems or Multiple Systems (and Star Clouds) in the same Quadrant together. This number represents the total RP's available to that Quadrant.
  4. All Quadrants connected by Starfall Points may share RP's along the one-way route of the Starfall Point.

EXAMPLE: Quadrant 65 has four systems: No. 1 (3RP's) colonized; No. 4 (2RP's) colonized; No. 5 (6RP's) Developed; No. 11 (5RP's) uncolonized.

EXAMPLE: Quadrant 32 has three systems: No. 3 (8RP's) developed; No. 9 (3RP's) colonized; No. 21 (1RP) uncolonized.

Quadrant 65 has a total of 11 RP's. (System No. 11 is uncolonized and so does not count towards the Resource Point total for that quadrant.)

Quadrant 41 has a total of 6 RP's. (Systems 8, 5, and 16 are uncolonized and so do not count towards the Resource Point total for that quadrant.)

Quadrant 32 has a total of 11RP's. (System No. 21 is uncolonized and so does not count towards the Resource Point total for that quadrant.)

Quadrant 41 is not connected to either Quadrants 65 or 32 by a Starfall Point and consequently may not share RP's with either of those Quadrants.

Quadrants 65 and 32 are connected by Starfall Point No. 21. Quadrant 65 may share some, all, or none of its RP's with Quadrant 32.

NOTE: Unless Quadrant 32 is connected by a Starfall Point to Quadrant 65, 32 cannot share its RP's with 65. But if Quadrant 32 were connected to Quadrant 25, 32 could share its and 65's RP's with Quadrant 25.

C. All Star Clouds have a Resource Point Value.

  1. Any Quadrant containing a developed system may use the RP's of a Star Cloud.
  2. To use these RP's a development ship must be in the Star Cloud hex at the beginning of the player's Turn.
  3. Every Turn that a development ship is in the Star Cloud hex, the owning player will roll one die. The result of this die roll will be the Resource Points available from the Star Cloud for that Turn.
  4. This procedure will be repeated every Turn that there is a development ship in the Star Cloud hex.

EXAMPLE: A development ship is in a Star Cloud hex. The player owning the development ship rolls one die. The score of the die roll is a '5'. Five RP's are available for use that Turn.

EXAMPLE: Quadrant 41 has five systems: No. 2 (4RP's) colonized; No. 6 (2RP's) colonized; No. 8 (4RP's) uncolonized; No. 5 (3RP's) uncolonized; No. 16 (4RP's) uncolonized.

204 Ship Construction

A. General Rules

  1. Only Developed systems can construct ships.
  2. Ships are constructed by using R.P.'s.
  3. Systems within a Quadrant may share R.P.'s to construct ships.
  4. Quadrants connected by Starfall Points may share R.P.'s to construct ships.
  5. All ship types have a cost in RP's to construct. a. Exploration Infinity: 18 RP's b. Military Infinity: 16 RP's c. Development Infinity: 12 RP's d. Military Pi: 5 RP's e. Development: 3 RP's
  6. This cost is subtracted from the total RP's of the system, Quadrant, or connected Quadrants.
  7. A system, Quadrant, or connected Quadrants may never spend more RP's than the total RP's for that system, Quadrant, or connected Quadrant.

EXAMPLE: In the previous Example given under 203B, Quadrant 32 could have used up to 22 RP's. Quadrant 32 may spend up to a maximum of 22 RP's. No. 32 may never spend over this amount as long as the RP's for the Quadrants remain at 22.

  1. No ships may be built on a system under attack unless the system player moves prior to the attacking player.

B. Ship Construction Procedure

  1. All Pi ships may be constructed during Sequence of Play step 2 'Build all Pi ships'.
  2. All Infinity ships may be constructed during Sequence of Play step 4 'Pre-Pay for new Infinity ship construction'.
  3. All Pi ships may be brought into play on the turn they are constructed.
  4. All Infinity ships will be brought into play four turns after they are 'Pre-Paid'. a. Place the Infinity ship unit counter being purchased on the Turn Record Track face down on the appropriate turn. (No other players are allowed to see what type is being constructed.) b. When the Turn Record Marker reaches the box in which the Infinity ship has been placed, it may be brought into the game during step 3 of the Sequence of Play 'Receive all completed Infinity Ships'.

EXAMPLE: Player A elects to purchase one Exploration and two Development Infinity ships and pre-pays for them on Turn 3. On turn 7 the ships will be brought into play during the owning player's movement Turn.

  1. When all unit counters of one ship type are in play and none remain on the player's board edge no further construction of that ship type is possible until unit counters of that type are destroyed and returned to the player's board edge.

NOTE: In a two player game, both players will choose two sets of unit counters to use during the game.

  1. Counters may be voluntarily destroyed and returned to the owning player's Sorting Tray.
  2. Counters may be voluntarily destroyed and returned to the owning player's Sorting Tray during that player's movement turn. a. Any ships voluntarily destroyed while in a colonized or developed System or Multiple System hex of the destroying player are converted into System Defense Factors for that System or Multiple System. b. Military Infinity ships are converted into 10 RP's. Explorer Infinity ships are converted into 11 RP's. Development Infinity ships are converted into 6 RP's. Military Pi ships are converted into 3 RP's. Development Pi ships are converted into 2 RP's. c. System Defense Factors are then purchased at the normal three RP's/System Defense Factor.

EXAMPLE: Three Pi Development ships are in Player System No. 4. There are no Pi Development ships remaining in the owning player's Sorting Tray. The ships in System No. 4 are serving no purpose, so they are voluntarily destroyed by the owning player and are returned to the Sorting Tray. System No. 4 may devote 3 RP's to System Defense purchasing one System Defense Factor. (Pi Development ships when voluntarily destroyed are worth 1 RP each).

Transcriber's note: the printed rule 7b gives 2 RP's for a destroyed Development Pi ship, while the example above it says 1 RP each. Both are transcribed as printed; the discrepancy is in the source.

C. Placement of New Ships

  1. Newly constructed ships must start the game on the System hex in which they were constructed.
  2. Newly constructed ships may start the game on any developed System or Multiple System in a Quadrant if that Quadrant's RP's are sufficient to pay for the ship.
  3. Newly constructed ships must start the game on either No. 1 or No. 2 above.

EXAMPLE: Quadrant 63 has 14 RP's and builds a Development infinity ship. That ship may start play on any developed System or Multiple System in Quadrant 63.

EXAMPLE: Quadrant 63 has 14 RP's and is connected to Quadrant 51 which has 7 RP's. (63 may share some, all or none of its RP's with 51.) 63 shares all of its RP's with 51. 51 has 21 RP's to use. Had 63 not transferred RP's to 51 and built an Infinity Development ship, that ship would have entered the game on any Developed System or Multiple System in Quadrant 63.

  1. All ships must be placed in the appropriate system of the constructing player.

EXAMPLE: Player A may not produce a ship and have it enter the game on a developed system belonging to Player B. All of Player A's new ships must appear on an eligible developed system controlled by Player A.

  1. All ships must be placed on the mapboard either as a ship unit counter, or the unit counter for the new ship may be placed in an Operations Box on the Deep Space Fleet Organization Sheet, and that box's identification counter (Fleet Marker) placed on the mapboard to represent the ships.

205 System Defense Construction

A. General Rules

  1. Only colonized or developed systems may have System Defense.
  2. Each factor of System Defense costs 3RP's per factor.
  3. System Defense is purchased and constructed for each system individually.
  4. System Defense is purchased and constructed in the same turn.

B. Construction Procedure

  1. System Defense Construction occurs during Sequence of Play Step No. 5, 'Build all System Defense'.
  2. All systems on the Operations Sheet have boxes numbered 0-15 for each system. This line of boxes is called the System Defense Track. a. Each box represents one factor of System Defense. b. The placement of the System Defense Marker for that system indicates the Total System Defense for that system.

EXAMPLE: The System Defense Marker for System No. 2 is placed on the '5' box on the System Defense Track. The Total System Defense for System No. 2 is '5'.

  1. For every 3RP's spent on System Defense, one factor of System Defense is purchased.
  2. For each System Defense Factor purchased, move the System Defense Marker one box to the right along that same System Defense Track.

EXAMPLE: Player A spends 12RP's on System Defense for System No. 5. The System Defense marker for that system was on the '4' box on the System Defense Track prior to the purchase. 12RP's will purchase four System Defense Factors. The System Defense marker will be placed on box '8' on System No. 5's System Defense Track. The defense for System No. 5 is now 8.

  1. If a system's defense is higher than 15, place an unused counter on that System Defense Track in the box corresponding to the excess System Defense Factors.

EXAMPLE: System No. 9 has a System Defense of '19'. The System Defense Marker is placed on the '15' box and an unused counter (this player chooses to use a Pi Military ship unit counter) is placed on the '4' box on that same System Defense Track. 15 + 4 = 19.

206 Stacking

A. Stacking on the DSFO Sheet

  1. Stacking on the DSFO Sheet refers to the number of ship unit counters that may be placed in a single Fleet Marker Box.
  2. There is no limit to the number of ship unit counters that may be placed in a single Fleet Marker Box.

B. Stacking on the Mapboard

  1. Stacking on the Mapboard refers to the number of ship unit counters or Fleet Markers that may be placed in a single hex.
  2. There is no limit to the number of ship unit counters or Fleet Markers that may be placed in a single hex.

C. Transport Stacking

  1. Any Infinity Military ship may transport a single Pi Military ship.
  2. On either the DSFO Sheet in the appropriate Fleet Marker Box, or on the mapboard place the Pi Military ship unit counter under the Infinity Military ship unit counter transporting it.

D. Ship Unit Counter Consolidation

  1. This refers to the replacement of several single ship unit counters of the same type with a single multiple ship unit counter of the same type.
  2. A single ship unit counter is defined as a counter with the number '1' beneath the ship symbol.
  3. A multiple ship unit counter is defined as a counter with the number '3' or number '5' beneath the ship symbol.
  4. At any time during the moving players turn, that player may combine all single ship unit counters into a multiple ship unit counter.
  5. Replace the single units with the multiple units and return the single units to the appropriate pocket in the Sorting Tray.
  6. A Multiple ship unit counter may break down into single ship unit counters at any time during that player's movement turn or as a response to losses in combat.

EXAMPLE: Player A has three Military Infinity single ship unit counters ('1's) in box 'D' on the DSFO Sheet. Player A takes a '3' Military Infinity ship counter and places it in box 'D' on the DSFO Sheet and returns the three single unit counters to the appropriate pocket in the Sorting Tray.

  1. A Multiple ship unit counter may replace no more single ship unit counters than the number printed on the multiple counter.
  2. A Multiple counter must represent the same number of single counters as the number on the multiple counter.

EXAMPLE: An Infinity Development multiple counter (5) must represent 5 Development ships but no more than 5 and no less than 5.

207 Dummy Counters

A. General

  1. Dummy counters are any Fleet Markers placed on the mapboard that do not have ship unit counters in that Fleet Marker's box on the Deep Space Fleet Operations Sheet.
  2. Dummy counters may be placed with any other friendly counters in the same hex.
  3. Dummy counters may not be placed on any opposing player's ship unit counters, Fleet Markers, a colonized or developed system unless stacked with other of the owning player's ship unit counters or non-dummy Fleet Markers.

E. Movement of Dummy Counters

  1. Dummy counters may move in Normal Space.
  2. Dummy counters may make Starfall.
  3. Dummy counters may move any number of hexes in one turn.
  4. Dummy counters may not end their movement on an opposing player's ship unit counters, Fleet Markers, or colonized or developed systems, unless stacked with another owning player's non-dummy ship unit counter, or Fleet Marker.

208 Movement

A. General

  1. Movement is made using either individual ship unit counters, or a Fleet Marker unit counter representing many ship unit counters.
  2. All ships have a Movement Factor. This represents the maximum rate of movement in hexes (number of light years crossed) in a single Turn (10 year period).
  3. Movement may not be accumulated from one turn to another turn.
  4. Infinity ships may move up to three continuous hexes per turn.

EXAMPLE: (diagram of three continuous hexes, omitted)

  1. Pi ships may move up to two continuous hexes per turn.
  2. Ships may move some, all, or none of their maximum movement in a single turn.
  3. There are two types of movement: a. normal space b. Starfall
  4. Players move by predetermined sequence.

B. Movement Sequence Determination

  1. To determine who will move in the Movement Sequence, all players will roll one die resolving all ties for high score.
  2. High score will move and complete all Sequence of Play actions. This will be called a player Movement Turn.
  3. This procedure will be followed until all players have completed all Sequence of Play actions.

C. Normal Space Movement

  1. Normal Space Movement is movement from one hex to another adjacent hex on the mapboard.
  2. Infinity ships may move up to three hexes per turn in Normal Space.
  3. Pi ships may move up to two hexes in Normal Space.
  4. Pi ships may not move farther than 2 hexes from a friendly colonized system, inclusive of the ship unit counter exclusive of the system counter, at any time. (Exception: See Transport Stacking 206 C)
  5. A Pi ship may move between friendly colonized systems that are no more than four hexes apart.

EXAMPLE: (diagram omitted)

  1. Pi ships that are further than two hexes from a friendly colonized system are destroyed and removed from play. (Exception: See Transport Stacking 206 C)
  2. A friendly system is defined as an owning player system.
  3. Pi ships may not leave the Quadrant they were constructed in.

D. Starfall Movement

  1. Starfall is instantaneous travel between two separated points by means of a black hole (Starfall Point).
  2. Starfall may be made only through a hex containing a Starfall Point counter (Hereafter called SFP).
  3. If the SFP being used has not been previously used by the moving player, only an Infinity Explorer ship may make the fall that turn.
  4. Only Infinity ships may use Starfall Points. (Exception: See Transport Stacking 206 C)
  5. To make a Starfall, the Infinity ship unit counter must be on the hex containing the SFP.
  6. It costs no movement factors to make Starfall.
  7. Starfall movement is one-way from SFP to the Focus Quadrant.
  8. Starfall and Normal Space Movement may be combined.

EXAMPLE: A Military Infinity ship moves one hex to reach a SFP, makes the fall and then moves two hexes from the exit point for a total of three hexes moved. An Infinity Explorer ship moves three hexes to a SFP, makes the fall and remains on the exit point for a total of three hexes moved.

  1. The Starfall Point is always fixed on the hex containing the SFP unit counter.
  2. The Starfall Exit Point, hereafter called the 'Focus' will always remain in the same Quadrant, but the exact position of the Focus will vary within the Quadrant.
  3. The exact area and zone must be rolled for each turn that SFP is used. a. Roll two dice cross referencing the Omicron and Lamda Vectors to determine the exact Quadrant. b. Treat the Red die as Omicron and the White die as Lamda. c. Roll two dice to determine the exact Area and Zone for the Focus. d. Treat the Red die as the Area, and the White die as the Zone.

EXAMPLE: Red die '4', White die '2' = Quadrant Omicron 4 Lamda 2. Red die '6', White die '5' = Area 6, Zone 5 within Quadrant 42.

  1. Place the ship unit counter or the Fleet Marker making the fall on that hex.

EXAMPLE: In the above example, the ship making the fall would be placed on hex 4265.

  1. Each Fleet Marker must dice separately for the exact Focus.
  2. Ship Unit counters may be considered with a Fleet Marker when making Starfall, and will be placed on the same focus hex with the Fleet Marker.

F. Movement of Transported Unit Counters

  1. Infinity Military ships may transport up to a maximum of one Pi Military ship.
  2. All normal movement restrictions on Pi ships are ignored while the Pi ship is being carried by the Infinity ship, and when the Pi ship is used in combat with the Infinity ship.
  3. A transported Pi ship will move with the Infinity ship at the movement rate and abilities of the Infinity ship.
  4. It costs no movement factors to transport a Pi ship.

209 Discovery

A. General Rules

  1. There are two types of discovery attempts that may be made: a. Explorer ship discovery attempts b. Automatic System Search discovery attempts
  2. There are two types of discoveries that may be searched for: a. Starfall Points b. Systems
  3. Discovery attempts apply to the hex the searching ship or Automatic System Search is in only.
  4. Systems may not be discovered adjacent to other systems.
  5. A SFP may not be discovered adjacent to another SFP.
  6. A 'Systems' search may discover something other than a system. (Star Cloud, Ion Storm, Enemy Fleet)
  7. A SFP search will discover either an SFP or nothing.

B. Explorer Ship Discovery Attempts

  1. Only Infinity Exploration ships may make ship discovery attempts.
  2. A single Exploration ship may search for only one type of discovery per turn.
  3. A single Infinity Exploration ship does not have to search for the same type of discovery each turn but may search for either at the discretion of the owning player.
  4. Discovery attempts are made for each Infinity Exploration ship separately.
  5. Discovery attempts are made at the end of movement for each Infinity Exploration ship as that ship completes its movement.

EXAMPLE: A player has three Infinity Explorer ships making discovery attempts. Ship A moves and makes its discovery attempt at the end of its movement. Ship B moves and makes its discovery attempt at the end of its movement. Ship C moves and makes its discovery attempt at the end of its movement.

  1. At the end of the ships movement, but before the discovery attempt, the owning player will state which discovery type is being searched for, systems or SFP's.

C. Automatic System Search (ASS)

  1. Any Quadrant with a developed system may conduct an ASS (using unmanned probes).
  2. Only one attempt per turn may be made in a Quadrant.
  3. ASS's may not search for Starfall Points. They may search for Systems only.
  4. ASS's are made after all of the player's Infinity Exploration ships have attempted and resolved their discoveries.
  5. To determine the hex in which the ASS is being conducted roll two dice one red and one white. a. The red die represents the area within the Quadrant. b. The white die represents the zone within the Quadrant.

EXAMPLE: An ASS is being performed in Quadrant 35. The red die roll scores a '6', the white die roll scores a '4'. The ASS will be conducted in hex 3564.

  1. If the hex being searched by the ASS already has a discovery in it, no discovery is made.
  2. If the hex being searched has a ship unit counter or Fleet Marker in it, no discovery is made.
  3. If the discovery would violate 209 A, 4 & 5, no discovery is made.

D. Discovering a Player Owned or Discovered System or Starfall Point

  1. A moving Player may 'discover' a previously discovered system or Starfall Point by entering the hex the discovered system or Starfall Point is in.

  2. If a Moving Player enters into a hex containing another player's colonized or developed system, Neutral System, or Starfall Point, the normal discovery procedure is omitted.

  3. The owning or previously discovering player must reveal the following information concerning that system to the Moving Player: a. Discovery b. Type/Compatability c. System Defense d. Resource Points

  4. The owning or previously discovering player must reveal the Focus coordinates of a Starfall Point, when the 'discovering' Explorer ship makes Starfall through the Point.

  5. This information will be written down on the appropriate places on the Moving Player's Log Sheet.

EXAMPLE: An Infinity Explorer ship enters a Neutral System hex that was not discovered by the Moving Player. The Player who originally discovered the Neutral System must reveal the appropriate information concerning that Neutral System to the Moving Player. An Infinity Explorer ship enters a Starfall Point hex that was not discovered by the Moving Player. The Player who originally discovered and used the Starfall Point must reveal the exact Focus coordinates of that Starfall Point to the Moving Player. If the moving player makes Starfall through that point.

NOTE: The same system can not be two different systems. The same Starfall Point can not have two different Focuses.

210 Discovery Procedure and Determination

A. General Rules

  1. An explorer ship can make one Discovery Attempt per turn.
  2. An explorer ship can search for only one type of discovery per turn. a. System b. Starfall Point
  3. At the end of movement, but before the Discovery Attempt is made, the owning player will state which is being searched for each explorer ship, a System or a Starfall Point.
  4. This will be declared separately for all explorer ships making Discovery Attempts.
  5. Discovery procedure for Systems and Starfall Points is the same.
  6. The hex in which a Discovery Attempt is made is called the 'Discovery hex.'

B. Discovery Procedure

NOTE: If searching for a system, count only systems. If searching for a Starfall Point, count only Starfall Points.

  1. Count the distance in hexes to the farther system (SFP) within six hexes inclusive of that hex, exclusive of the Discovery hex.
  2. Consult the Search Table (See Section 500).
  3. The result represents the number that must be equal to or less than the roll of one die to have a successful Discovery Attempt.
  4. A successful Discovery Attempt means the type of discovery searched for is found.

EXAMPLE: If the player is searching for an SFP, an SFP will be found.

  1. An unsuccessful Discovery Attempt means that there is no discovery made this turn by that ship.
  2. If the Quadrant being explored has no discoveries in it, the first discovery attempt is automatically successful.

C. Discovery Determination (Type)

If during search procedure a discovery was made, the following must be done by the discovering player.

  1. Determine the Discovery Type on the Discovery Table. (See 'Discovery Table' Section 500) a. Use Table 503. b. Roll two dice reading the red die as 10's and the white die as units.

EXAMPLE: red '2', white '3' = 23; red '1', white '6' = 16; red '5', white '4' = 54.

c. Crossreference the number rolled with the 'Discovery Type' column. 2. If the result is Enemy (E), refer to Encounter Combat. 3. If the result is Ion Storm (I) place an Ion Storm Counter on the map in the Discovery Hex and refer to Encounter Combat. 4. If the result is Star Cloud (SC) place a Star Cloud counter on the map in the Discovery Hex and note the discovery on the Log Sheet and the Ship Data Sheet Map. 5. If the result is System (S) or Multiple Systems (MS) place a Neutral System marker on the map in the Discovery Hex and note the discovery on the Log Sheet and Ship Data Sheet Map.

D. Discovery Determination (System Type/Compatability)

If the Type result was a System or a Multiple System, the System Type of this discovery must be determined.

  1. To determine the System Type consult the Discovery Table. a. Use Table 504. b. Roll two dice reading the red die as tens and the white die as units.

EXAMPLE: red 3, white 6 = 36. Crossreference the number rolled with the 'System Type' column.

  1. The letter result is the code representing the System Type.
  2. The number result is the code representing the Compatability of the System.

EXAMPLE: C9 = System Type 'C', Compatability '9'.

  1. Enter the letter result immediately on the Log Sheet under 'Type' in the left half of the box.
  2. Enter the number result immediately on the Log Sheet under 'Compatability' in the left half of the box.
  3. If the discovery is a Multiple System the System Type must be determined twice. The second determination is written in the right box halves under the 'Type' and 'Compatability' columns.
  4. If the result was either a System or Multiple System proceed to the following.

E. Discovery Determination (Life Form)

  1. To determine if the System or Multiple System has intelligent life forms: a. Use Tables 506 under the appropriate system type. b. Roll two dice reading the red die as tens and the white die as units.

EXAMPLE: red 3, white 2 = 32.

c. Crossreference the number rolled with the column headed by the type of system being discovered.

EXAMPLE: The system being discovered is a 'C' (Cold) system. Use 506 Cold (C).

  1. There will either be intelligent life, or there will not be intelligent life. Refer to 'Life Form', Discovery Table, Section 500.
  2. If there is intelligent life write the code result on the Log Sheet on the discovered system's line under 'Life Form'.
  3. If there are no intelligent life forms on the system, draw a line through the remaining boxes on that discoveries line.
  4. If there are intelligent life forms on the system, proceed to the following.

F. Discovery Determination (Life Form Hostility)

  1. Life Form Hostility refers to the system's life form's specific dislike of the life form of the discovering player.
  2. To determine Hostility roll two dice, one red and one white, on Table 507, reading the red die as tens and the white die as units.
  3. The result will be the Hostility of the life form.
  4. Plus numbers and '0' represent Hostility, the larger the number, the greater the Hostility.
  5. Minus numbers represent passivity, the larger the number, the greater the passivity.
  6. Enter this result immediately on the discovered system's row on the Log Sheet under 'Hostility'. Refer to 'Life Form', Discovery Table, Section 500.

G. Discovery Determination (Life Form Aggression)

  1. Life Form Aggression refers to the system's Life Forms will to combat, their inate aggressiveness and tendencies to warfare.
  2. To determine Aggression roll two dice, one red and one white, reading the red die as tens and the white die as units.
  3. Roll on Table 508. The result will be the aggression of the life form.
  4. Plus numbers and '0' represent aggression, the larger the number, the greater the aggression.
  5. Minus numbers represent passivity, the greater the number, the greater the passivity.
  6. Enter this result immediately on the discovered system's row on the Log Sheet under 'Aggression'. Refer to 'Life Form' Discovery Table, Section 500.

H. Discovery Determination (System Total Defense)

  1. System defense represents a system's ability to defend itself against attack. It may be composed of system specific warships and or orbital or fixed planetary defensive systems.
  2. Add the Life Form's Hostility and Aggression ratings to the System Defense rating. This represents the Total System Defense.

EXAMPLE: Hostility (-1), Aggression (+1), System Defense (+3). -1 + 1 + 3 = 3. The Total System Defense for this system is +3.

EXAMPLE: Hostility (-4), Aggression (+3), System Defense (5). -4 + 3 + 5 = 4. The Total System Defense for this system is 4.

NOTE: As this system's Hostility/Aggression total is less than '0' (-4 + 3 = -1) the system will not fight.

  1. Enter this result immediately on the discovered system's row on the Log Sheet under 'Total System Defense'.

I. Discovery Determination (Resources)

  1. This represents the wealth of the system in raw materials and its potential for exploitation.
  2. To determine the Resources for any system, inhabited or not, roll two dice one red and one white.
  3. Read the red die as tens and the white die as units.
  4. Roll on Table 505. The result will be the Resources of the system.
  5. Enter this result immediately on the discovered system's row on the Log Sheet under 'Resources'.

211 Combat

A. General Rules

  1. Combat occurs when ship unit counters or Fleet Markers of opposing players are in the same hex at the end of the Moving Player's movement or when ship unit counters or Fleet Markers of the player die are in the opposing player's system hex.
  2. A hex in which combat occurs is called a 'combat hex'.
  3. Combat is resolved after all of the Moving Player's movement has been completed.
  4. All combats in all hexes are resolved individually.
  5. All ships in a combat hex must engage in combat.
  6. All ship unit counters other than Pi development have a combat factor.
  7. Only ship unit counters or Fleet Markers in the same hex may fight.
  8. Combat is considered to be simultaneous though combat determination is done separately between opposing players.
  9. All combat is resolved on the Combat Results Table.
  10. The Moving Player will make all attacks and determine all results of those attacks first.
  11. When the Moving Player has determined the results of all attacks, the non-moving player(s) may make all attacks and determine all results of those attacks.
  12. All non-moving player(s) ships or systems attacked will attack even if some or all of those ships or system defense have been eliminated by the Moving Player.
  13. When the non-moving player(s) have determined the results of all attacks, all destroyed ship unit counters are removed from the board, and returned to the owning player's storage tray.

B. Fleet to Fleet Combat

  1. Fleet to Fleet combat occurs when ship unit counters or Fleet Markers of opposing players are in the same hex.
  2. All Players will determine the total Combat Factors (CF) of all ship unit counters present in the combat hex using the Ship Statistics Table (SST).
  3. Prior to combat determination all players involved in combat will place all ship unit counters engaged in combat in full view of the opponent and stack them by type.
  4. Fleet to Fleet combat in any non-system hex is limited to one attack by all players involved in that combat.
  5. Any surviving ships are free to move during the owning player's movement turn unless attacked.

EXAMPLE: Fleet A attacks (moves into the hex occupied by) Fleet B. Fleet A makes its attack and determines the effect of the attack. Fleet B makes its attack and determines the effect of the attack. No further attacks are made this turn.

  1. No combat is allowed in a Star Cloud hex.

C. Fleet to System Combat

  1. Fleet to System combat occurs when ship unit counters or Fleet Markers are in an opposing player's system hex at the end of movement.
  2. The Moving Player is not required to attack a system even though that player has moved into the hex containing the system.
  3. If the Moving Player elects not to attack the system, that system's System Defense may not attack the Moving Player.
  4. The System Defense of a system may be attacked only one time per turn.
  5. When the System Defense boxes for that system have been reduced to '0', the system is conquered and may no longer attack the attacking Fleet.
  6. The system may continue to defend itself as long as any System Defense Factors remain in the system.
  7. If the Player owning the system has any ship unit counters or Fleet Markers in the system hex, those ships must be engaged in combat by the Moving Player. However, until the Moving Player actually attacks the system, the System Defense may not attack the Moving Player.
  8. If the player owning the system has a fleet in that system hex, the fleet must be attacked first. This fleet is called the 'System Fleet'.
  9. If the Moving Player must engage an opposing fleet, normal combat procedure is followed to determine total CF's for the fleets engaged, and the results of combat.
  10. The System Fleet must be attacked until it is totally destroyed.
  11. There may be more than one combat in a single turn against a single System Fleet.
  12. Once the fleet combat has been completed, the system defenses may be attacked that same turn.
  13. Normal combat procedure is followed to determine CF's for the attacking fleet.
  14. Each box on the System Defense Track represents '1' CF.
  15. The total boxes of System Defense represent the total CF for the system.

EXAMPLE: System No. 7 has its System Defense Marker on box '9' on the System Defense Track. The System Defense is 9CF.

  1. Normal combat procedure is followed to determine the results of combat.
  2. Any result on the CRT greater than '0' will either destroy ships, or eliminate System Defense boxes.

EXAMPLE: The result of the Fleet attack is '4'. Four System Defense boxes are removed. The result of the System Defense attack is '3'. Three ships are eliminated and removed from play.

D. Encounter Combat (Enemy Fleets)

  1. Any 'E' result on the Discovery Table represents the discovery of an Enemy Fleet.
  2. Enemy Fleets will attack any player ships in the same hex.
  3. Enemy Fleets do not appear on the mapboard and do not move.
  4. Enemy Fleets remain only during the turn the discovery was made.
  5. Determine the CF of the Enemy Fleet on the Encounter Table. (See 'Encounter Combat Table', Section 500)
  6. Normal combat procedure is followed in determining the results of attacks by an Enemy Fleet on a Player fleet or ship.
  7. Enemy Fleets can not be attacked.

E. Encounter Combat (Ion Storms)

  1. Any '1' result on the Discovery Table represents the discovery of an Ion Storm.
  2. When an Ion Storm is discovered, place an Ion Storm Counter on the mapboard in the discovery hex.
  3. Ion Storms will attack any player ships in the same hex.
  4. Determine the CF's of the Ion Storm on the Encounter Combat Table. (See 'Encounter Combat Table', Section 500)
  5. If there are ship units or Fleet Markers of more than one player in the Ion Storm hex, CF's must be determined separately for each player.
  6. Normal combat procedure is followed to determine the results of attacks by the Ion Storm for all players attacked individually.
  7. Ion Storms may not be attacked.

F. Discovered System Combat

  1. A newly discovered system may have to be conquered.
  2. If the total Hostility/Aggression is '1' or greater, the system will have to be conquered before any colonization attempt can be made on that system.
  3. The System Defense of the system being attacked will have to be reduced to '0' before any colonization attempt can be made.
  4. Replace the Player System Marker on the System Defense Track with the Neutral System Marker of the system being attacked on the mapboard.
  5. Write all required information for the system being attacked in a System Data Box on the back of the Log Sheet.

EXAMPLE: Player A decides to attempt to conquer Neutral System No. 21. Player A removes Player System Marker No. 5 and places it on the mapboard in the hex occupied by Neutral System No. 21. The Neutral System No. 21 counter is placed on the System Defense Track for Player System No. 5. (The markers switch places.)

  1. Place the System Defense marker on the appropriate System Defense box on the appropriate System Defense line.

EXAMPLE: Neutral System No. 21 has a System Defense of '9'. The System Defense Marker is placed in box '9' on the System Defense Track opposite the Neutral System No. 21 counter.

  1. When the System Defense has been reduced to '0', mark the 'Conq.' box on the System Data Box for that System.
  2. Combat Procedure is the same as in 'Fleet to System' combat.

E. Ship Elimination in Combat (heading as printed; a second 'E' follows section F above)

  1. Any result greater than '0' obtained on the CRT represents the number of ships destroyed in combat.
  2. After the results of combat have been determined for all players involved in the combat, all destroyed ships will be removed from play and returned to the Counter Sorting Tray in the appropriate labeled pockets.
  3. The results determined on the CRT against System Defense refers to the number of System Defense Boxes eliminated for that system.
  4. Choice of which ships are to be destroyed is left to the owning player.

F. Dummy Counters

  1. Dummy counters may not move onto any opposing player's colonized or developed system hex, ship unit counter, or Fleet Marker unless stacked with friendly true unit counters of Fleet Markers.
  2. Dummy counters may not attack at any time.
  3. Dummy counters may not be attacked. When discovered (an opposing player places a ship unit counter or Fleet marker on the dummy counter) the dummy counter is returned to its corresponding box on the DSFO Sheet.
  4. Dummy counters that have been discovered may be returned to the mapboard on the turn following their 'discovery'.

EXAMPLE OF FLEET TO FLEET COMBAT:

  1. Player A during his movement elects to attack Player B.
  2. Player A moves two ship unit counters and two fleet markers into the hex occupied by Player B.
  3. The hex occupied by Player B contains a single Fleet Marker.
  4. Total Fleet Composition, Player A:
Ship typeNo. of shipsCFTotal CF
a. Military Infinity61060
b. Development Infinity428
c. Exploration Infinity2510
78
  1. Total Fleet composition, Player B:
Ship typeNo. of shipsCFTotal CF
a. Military Infinity1110110
b. Exploration Infinity155
115
  1. Player A lays out all ship unit counters present in the combat hex so that they are visible to Player B, and stacks them by type.
  2. Player B lays out all ship unit counters present in the combat hex so that they are visible to Player B, and stacks them by type. (Printed as shown.)
  3. Player A, the moving player, rolls two dice adding their score and consults the Combat Results Table crossreferencing the roll of the dice with the column headed by the number of combat factors engaged in combat. In Player A's case, the 71-80 column. (Player A has 78 CF.)
  4. Player A rolls a '10' which eliminates six ships from Fleet B.
  5. Player B, the non-moving player, rolls two dice, adding their score and consults the Combat Results Table crossreferencing the roll of the dice with the column headed by the number of Combat Factors engaged in combat. In Player B's case, the 91-100 and the 11-20 columns are used. (Player B has 115 CF.) a. Player B rolls a '7' which eliminates seven ships from Fleet B. (one on the 11-20 column, and six on the 91-100 column)
  6. Player A elects to lose four Development and three Military ships, removes them from the board, and returns them to their labeled pockets in Player A's Sorting Tray.
  7. Player B elects to lose six military ships, removes them from the board and returns them to their labeled pockets in Player B's Sorting Tray.
  8. All surviving ship unit counters from both Fleets are returned to their respective Operations Boxes.
  9. Combat ends.

EXAMPLE OF FLEET TO SYSTEM COMBAT:

  1. Player A during his movement elects to attack Player B.
  2. Player A moves one ship unit counter and one Fleet Marker into the system hex controlled by Player B.
  3. The hex occupied by Player B contains a single Fleet Marker, and Player System Marker No. 5.
  4. Total Fleet composition, Player A:
Ship typeNo. of shipsCF/shipTotal CF
a. Military Infinity81080
b. Development Infinity5210
c. Exploration Infinity155
d. Pi Military5315
115

NOTE: The Pi mil. ships are being transported, and therefore cannot fight during the first turn of combat.

  1. Total Fleet composition, Player A (as printed):
Ship typesNo. of shipsCF/shipTotal CF
a. Military Infinity21020
b. Pi Military8324
c. Pi Development400
44
  1. Total System Defense System No. 5, Player B; 8CF.
  2. Player B's Fleet must be engaged before the System Defense of the System is engaged.
  3. Player A lays out all ship unit counters present in the combat hex so that they are visible to Player B, and stacks them by type.
  4. Player B lays out all ship unit counters present in the combat hex so that they are visible to Player B, and stacks them by type. (Printed as shown.)
  5. Player A, the moving player, rolls two dice adding their scores and consults the CRT on the 91-100 column. (As the Pi military ships cannot engage in combat during the first round, their Combat Factor is not figured into the total CF available to Player A.)
  6. Player B, the non-moving player, rolls two dice adding their scores and consults the CRT on the 41-50 column. a. Player B rolls an '8' eliminating four ships from Player A's Fleet.
  7. Player A elects to remove one Exploration Infinity, two Development Infinity, and one Military Infinity.

NOTE: Player A does not eliminate any of the Military Infinity ships that are engaged in transporting Pi Military ships. Consequently, non Pi Military are lost.

  1. Player B elects to remove four Pi Development ships and two Pi Military ships.
  2. Player A has 91CF for the next round of combat. (19CF were lost due to destroyed ships, but the Pi Military ships now engage in combat. .95 - 19 + 15 = 91CF.) (Printed as shown.)
  3. Player B has 38CF for the next round of combat. (Only 6CF was lost in combat as the Pi Development ships do not have a Combat Factor.)
  4. Player A rolls two dice, adding their scores, and consults the CRT on the 91-100 column. a. Player A rolls a '4' and eliminates seven ships from Player B's System Fleet.
  5. Player B rolls two dice, adding their scores, and consults the CRT on the 31-40 column. a. Player B rolls a '7' and eliminates two ships from Player A's Fleet.
  6. Player A elects to remove two Pi Military ships, removes them from the board, and returns them to their labeled pockets in Player A's Sorting Tray.
  7. Player B elects to remove six Pi Military ships and one Military Infinity ship, removes them from the board, and returns them to their labeled pockets in Player B's Sorting Tray.
  8. Player A has 85CF for the next round of combat.
  9. Player B has 10CF for the next round of combat.
  10. Player A rolls two dice, adding their scores, and consults the CRT on the 81-90 column. a. Player A rolls a '6' and eliminates six ships from Player B's System Fleet.
  11. Player B rolls two dice, adding their scores and consults the CRT on the 6-10 column. a. Player B rolls a '5' and eliminates two ships from Player A's Fleet.
  12. Player A elects to remove two Pi Military ships, removes them from the board, and returns them to their labeled pockets in Player A's Sorting Tray.
  13. Player B must remove the single remaining Military Infinity ship and return it to its labeled pocket in Player B's Sorting Tray.
  14. Player A may or may not attack the System Defense of System No. 5.

NOTE: Player A may opt not to attack the System Defenses during this turn and simply remain in the hex. The System Defense may not defend unless the system is attacked.

  1. Player A elects to attack the system with 79 CF remaining for the combat against System No. 5's System Defense.
  2. Player A rolls two dice, adding their scores, and consults the CRT on the 71-80 column. a. Player A rolls a '10' and eliminates six factors of System Defense.
  3. Player B rolls two dice, adding their scores, and consults the CRT on the 6-10 column. a. Player B rolls an '11' and eliminates two ships from Player A's Fleet.
  4. Player A elects to eliminate one Pi Military ship and one Military Infinity, removes them from the board, and returns them to their labeled pockets in Player A's Sorting Tray.
  5. Player B eliminates six System Defense Factors by moving the System No. 5 System Defense Marker from the '8' box to the '2' box.
  6. Player A has 66 CF remaining.
  7. Player B has '2' System Defense Factors remaining.
  8. Combat ends.

212 Colonization

A. General Rules

  1. Only Systems or Multiple Systems can be colonized.
  2. Only Development ships can colonize a System or Multiple System.
  3. If a discovered system's Hostility/Aggression total is greater than '0', that system's System Defense must be reduced to '0' before a colonization attempt can be made.
  4. A Player may colonize any Neutral System.
  5. The Compatability difference between the Home System of the Player making the discovery and the system being discovered must be reduced to '0' to consider the system colonized.

NOTE: If the Compatability difference is '0' when the system is discovered, the system is automatically colonized when a development ship enters that system hex. (Provided that the system does not have to be conquered first.)

B. Colonization Procedure

  1. Place the Neutral System Marker in the labeled pocket in the Sorting Tray.

  2. Place the Player System Marker in the discovery hex of the system being colonized.

  3. When a Neutral System is attacked by a player or a colonization attempt is made, place all relevant information on that system in a System Data Box on the back of the Log Sheet.

  4. Determine the difference in System Compatability between the system to be colonized and the Home System of the player making the colonization attempt. a. The compatability rating for all Systems and Multiple Systems is represented by the number code written on the Log Sheet for each system.

    b. Count the difference between the Home System Compatability rating and the discovered system Compatability rating. c. If the discovered system is a Multiple System, count the difference between the Home System Compatability and the both of the Compatability ratings of the Multiple System adding both differenced together.

EXAMPLE: Home System T7, Discovered System C10. 10 - 7 = 3. '3' is the Compatability difference.

EXAMPLE: Home System T8, Discovered System F11. 11 - 8 = 3. '3' is the Compatability difference.

EXAMPLE: Home System A6, Discovered System is a Multiple System M2 and C9. 6 - 2 = 4, 9 - 6 = 3, 4 + 3 = 7. '7' is the Compatability difference.

EXAMPLE: Home System A6, Discovered System G0. 6 - 0 = 6. '6' is the Compatability difference.

EXAMPLE: Home System T7, Discovered System T7. 7 - 7 = 0. '0' is the Compatability difference.

  1. On the System Data Box for the discovered system, mark out all excess Compatability difference boxes.

EXAMPLE: The Compatability difference is '8', darken all boxes 9-15 under the heading 'Col.' in the appropriate System Data Box.

  1. Total the CF's of all development ships engaged in colonizing the system. (See Ship Statistics Table; Section 500)
  2. The player owning the development ships will use the Colonization and Development Table to determine the results of each Colonization attempt. (See 'Colonization and Development Table', Section 500)
  3. Both the 'system' and the development ships will use this table.
  4. The player making the colonization attempt will determine the results of both the system and the development ship's actions.
  5. The dice roll (total scored with two dice) for the development ships determines the number of Compatability difference points that are eliminated from the system.
  6. For each Compatability difference point eliminated by development ships, darken a box under the 'Col.' heading in the appropriate System Data Box.

EXAMPLE: System No. 10 has a Compatability difference of 6. Boxes 7-15 are darkened initially (Step No. 5 above). The development ships eliminate '4' difference points. Four boxes are darkened. The Compatability difference of System No. 10 is now '2'.

  1. The system will use as its CF's against the development ships the compatability difference.
  2. The dice roll (total scored with two dice) for the system determines the number of development ships that are eliminated and removed from play.
  3. Normal Ship Elimination procedure is followed for the development ships.
  4. When all Compatability difference boxes on the System Data Box for that system have been darkened, the system is colonized.
  5. Write the Resource Point for the system in the System Data Box in the box opposite 'Col.'.
  6. This system may now have a System Defense.
  7. This system's Resource Points may now be used by the colonizing player.

213 Development

A. General Rules

  1. Only development ships may develop a system.
  2. Only a colonized system may be developed.
  3. A player may develop only that player's colonized systems.
  4. When a system is developed, it is the Resource Points of that system that are being developed.
  5. The system's RP's are called 'development points' in this situation.

B. Development Procedure

  1. On the System Data Box for the system being developed, mark out all excess development boxes under the heading 'Dev'.

EXAMPLE: System No. 2 has 3RP's. Darken boxes 4-6 under the 'Dev' heading. The remaining boxes 1-3 are the system's development points.

  1. Total the CF's of all development ships engaged in developing the system. (See 'Ship Statistics Table', Section 500)
  2. The player owning the development ships will use the 'Colonization and Development Table' to determine the results of each development attempt. (See 'Colonization and Development Table', Section 500)
  3. Both the system and the development ships will use this table.
  4. The player making the development attempt will determine the results of both the system and the development ship's actions.
  5. The dice roll (total scored with two dice) for the development ships determines the number of development points that are eliminated from the system.
  6. For each development point eliminated by development ships, darken a box under the 'Dev.' heading in the appropriate System Data Box.

EXAMPLE: System No. 4 has 3RP's. Boxes 4-6 are darkened initially (Step No. 1 above). The development ships eliminate two development points. Two boxes are darkened. There remains a single development point to be eliminated.

  1. The system will use its RP's as the system's CF's against the development ships.

EXAMPLE: The development points of System No. 4 are '3'. The CF for System No. 4 is 3CF.

  1. The dice roll (total scored with two dice) for the system determines the number of development ships that are eliminated and removed from play.

214 Starfall Point Elimination

A. When Elimination Occurs

  1. Anytime a player discovers a Starfall Point and all Starfall Point counters are in play on the mapboard, one Starfall Point already in play on the map is eliminated.
  2. The 'discovering' player will roll two dice reading red first.
  3. The Starfall Point with that Identification number will be removed from the hex that counter is in and will be placed in the new Discovery Hex.

EXAMPLE: Player A discovers a Starfall Point in zone 6621. No Starfall Point counters remain in the Storage Tray as all counters are in use on the mapboard. Player A rolls two dice scoring red '4' white '2'. Starfall Point '42' will be removed from the hex on the mapboard that it currently occupies and will be placed in zone 6621.

B. Effects of Starfall Point Elimination

  1. All ship unit counters, Fleet Markers, Systems or Multiple Systems adjacent to an eliminated SFP are themselves eliminated and removed from play.
  2. All ship unit counters or Fleet Markers within two hexes (exclusive of the SFP, inclusive of the ship or Fleet Movement counter) are eliminated and removed from play.
  3. All Systems or Multiple Systems within two hexes (exclusive of the SFP, inclusive of the system counter) may not use RP's for the turn in which the SFP is eliminated only.
  4. All SFP's within two hexes (exclusive of the eliminated SFP, inclusive of the SFP counter) must dice for possible elimination. The discovering player will roll one die. a. 1-3 = no elimination b. 4-6 = Starfall Point is eliminated

The printed diagram for this section (page 16) is not reproduced. Its key reads: 'A' is the eliminated Starfall Point. 'B' is a Fleet Marker. All ships represented by the Fleet Marker are eliminated and removed from play. 'C' is a Fleet Marker. All ships represented by the Fleet Marker are eliminated and removed from play. 'D' is a Fleet Marker. It is unaffected by the elimination of the Starfall Point. '2' is a colonized system. It is eliminated and removed from play. '1' is a developed system. It may not use any RP's for that turn only. 'E' is a Starfall Point. This Starfall Point must dice for possible elimination. If it is eliminated, developed system No. 1 and Fleet Marker 'D' will also be eliminated.

C. Removal of Counters Caused by Starfall Point Elimination

  1. Ship unit counters are eliminated from the mapboard or the DSFO and returned to the owning player's Storage Tray.
  2. Fleet Markers are eliminated from the mapboard and are returned to the corresponding box of the DSFO. The ship unit counters the Fleet markers represent are eliminated and returned to the owning player's storage tray.
  3. System Markers are inverted in the same hex on the mapboard. They will still count for Search determination.
  4. Ion Storms and Star Clouds are unaffected by Starfall Point elimination though ship unit counters, or Fleet Markers in them will be.

300 Optional Rules

301 System Destruction

A. General Rules

  1. A player may elect to destroy a system rather than conquer it.
  2. Normal Fleet to System Combat procedure is followed.

B. Destruction Procedure

  1. The attacking player must state the intention to destroy the system prior to attacking the system.
  2. When the System Defense of the system being attacked has been reduced to '0', the system is destroyed.
  3. When the system has been destroyed: a. If it is a Player System, the Player System Marker is removed from the mapboard and returned to the owning player. In the same zone coordinates place an inverted Neutral System Marker. b. If it is a Neutral System, invert the Neutral System Marker in that same zone.

EXAMPLE: Player System No. 3 in zone 6635 is destroyed. The Player System Marker is returned to the owning player and is placed on the appropriate spot on that player's SDS line. A Neutral System marker not currently on the mapboard is placed in zone 6635 and inverted.

  1. The player whose system was destroyed will draw a line through the entire system line on the Log Sheet.
  2. Resource Points may not be obtained from a destroyed system.
  3. A destroyed system is still counted for 'Search' procedure.
  4. Ion Storms, Starfall Points, and Star Clouds may not be destroyed.

302 Enemy Fleets

A. Pre-Game Procedure

  1. All players will remove their 'T' Fleet Markers from the Operations Box on the DSFO.
  2. All players will roll one die, resolving all ties for high score.
  3. All 'T' Markers will be placed on the board edge of the high score player.
  4. The high score player will move and dice for all Enemy Fleets during the course of the game.
  5. There may not be more Enemy Fleets on the board at any one time than there are 'T' Fleet Markers.

B. Enemy Fleet Operations

  1. On any 'E' result on the Discovery Table, an Enemy Fleet is discovered.
  2. At the beginning of each turn the player controlling the Enemy Fleet will roll two dice. On a roll of 2-3 or 12 an Enemy Fleet will appear.
  3. If an Enemy Fleet appears as a result of a dice roll (number 2' above) the controlling player will: a. roll for the Quadrant coordinates of the Enemy Fleet b. roll for the zone coordinates of the Enemy Fleet c. place a 'T' Fleet Marker on that zone d. consult the Encounter Combat Table to determine the CF of the Enemy Fleet.
  4. The controlling player will note on a separate sheet of paper the 'T' Marker being used and the CF of the Enemy Fleet the Marker represents.

NOTE: In a two or three player game, the ship unit counters not in use by any player will be used for the Enemy Fleet rather than keeping the total on a sheet of paper.

  1. Combat procedure is the same for normal Fleet to Fleet or Fleet to System. a. If the Enemy Fleet is on paper, all losses will be subtracted from the total CF available to the Enemy Fleet. b. If the Enemy Fleet is represented by ship unit counters, normal Ship Elimination procedure will be followed.
  2. All Enemy Ships are classed as Military Infinity ships.
  3. Enemy Fleets may not divide into multiple fleets. All ship unit counters in an Enemy Fleet must remain with that Fleet.
  4. Enemy Fleets once placed on the mapboard will move to the nearest developed or colonized system within that Quadrant (called the 'Encounter Quadrant') and will attempt to destroy the system.
  5. If two colonized or developed systems are equidistant from the Enemy Fleet, the player controlling the Enemy Fleet will choose which system to attack.
  6. The Enemy Fleet will not leave the system hex they are attacking until: a. The system is destroyed. b. The Enemy Fleet is destroyed.
  7. If the first system to be attacked is destroyed, the Enemy Fleet will proceed to the next closest colonized or developed system in that same Quadrant and will attack that system following the same procedure as in No. 9 above.
  8. If there are no colonized or developed systems in the Encounter Quadrant, the Enemy Fleet will move to the nearest Starfall Point and make Starfall.
  9. If there are no Starfall Points in the Encounter Quadrant, the Enemy Fleet will follow the 'Search' procedure, find a Starfall Point, and make Starfall.

NOTE: Though all Enemy Fleet ships are classed as Military Infinity ships, they also have a 'search' capability like Explorer ships.

  1. Enemy Fleets will continue to attack and destroy all colonized or developed systems in a Quadrant and then move on to the next Quadrant until all players are eliminated from the mapboard, or the Enemy Fleet is destroyed.

303 Technological Improvement

A. General Rules

  1. Technological Improvements symbolizes research and development.

  2. All players may attempt Technological Improvements.

  3. Technological Improvement comes during Sequence of Play Step No. 5 after the allocation of funds (RP's) for Infinity ships.

  4. To attempt Technological Improvements, a player must 'invest' RP's.

  5. Technological Improvement is attempted by and effects a single Quadrant only.

  6. Technological Improvement must be successful in the Home System before any attempts at Technological Improvement may be made in any other Quadrants.

  7. Only those Quadrants connected by Starfall Points to the Home System may attempt Technological Improvement.

  8. Once the Home System succeeds in Technological Improvement, only the next Quadrant along the Starfall Point connection may attempt Technological Improvement.

EXAMPLE: Home System (Quadrant 23) is connected by Starfall Point to Quadrant 14. Quadrant 14 is connected to Quadrant 36. Quadrant 36 is connected to both Quadrant 25 and Quadrant 61. The order of Technological Improvement attempts is: (1) No. 23, (2) No. 14, (3) No. 36, (4) No. 25, and/or No. 61.

B. Determining Technological Improvements

  1. A Quadrant attempting Technological Improvements may use only that Quadrant's RP's and the RP's from one 'adjacent' connected Quadrant.

EXAMPLE: In the Example in 'A' above, 23 may share RP's with 14; 14 may share its RP's with 36; 23 may not share its RP's with 36.

  1. The Moving Player during Sequence of Play Step No. 5 will announce that a Technological Improvement attempt is being made and how many RP's are devoted to the attempt.
  2. The Player attempting a Technological Improvement will roll two dice and consult the Colonization and Development Table. a. Treat all numbers 1-18 across the top of the Table as RP's devoted to the attempt. b. Cross reference the roll of two dice with the number of RP's devoted to the attempt. c. The result is the column to be rolled under on the Technological Improvement Table.
  3. When using the Colonization and Development Table, use the high number in the column head number groupings.

EXAMPLE: A player must devote at least 3RP's to use the '1-3' column; at least 6RP's to use the '4-6' column; at least 18RP's to use the '16-18' column.

EXAMPLE: Player A devotes 15RP's to Technological Improvement, consults the Colonization and Development Table and rolls two dice scoring a '9'. '9' under the 13-15 column is a '3'. Player A will roll on Column No. 3 of the Technological Improvement Table.

  1. The player attempting a Technological Improvement will roll two dice and consult the Technological Improvement Table under the appropriate column.

NOTE: This table is located on the back cover of the Rules Book.

X is a successful Technological Improvement. O is an unsuccessful Technological Improvement.

EXAMPLE: Player A in the Example under No. 5 above has determined that the dice roll will be made on the '3' column. A dice roll of 8 on the '3' column is a '0'. The attempt fails.

C. Results of Technological Improvements

  1. If the Technological Improvement attempt is successful: a. All colonized systems in that Quadrant will add +1RP to that system's total RP. b. All developed systems in that Quadrant will add +2RP's to that system's total RP.
  2. If the Technological Improvement attempt is unsuccessful, there is no result.
  3. All RP's devoted to Technological Improvement are used for that attempt only and may not be used for any other purpose.

304 Avoiding Combat

A. General Rules

  1. Players in any hex other than a system hex may attempt to avoid combat.
  2. If the attempt is not successful the player making the attempt will suffer a penalty.
  3. If the attempt is successful, there will be no combat.

B. How to Avoid Combat

  1. Prior to Step No. 3 in Fleet to Fleet combat, all players in the Combat Hex will determine if they desire to avoid combat.
  2. All players in the Combat Hex will take an unused unit counter from that player's Sorting Tray.
  3. All players in the Combat Hex will place both hands under the table.
  4. Players wishing to avoid combat will place the unit counter in the right hand.
  5. All players in the Combat Hex will make a fist of the right hand.
  6. All players will place the fist, finger side facing up over the mapboard in plain view of all other players.
  7. All players will simultaneously open the right hand.
  8. If one player has a unit counter in the open hand, an avoidance attempt must be made.
  9. If all players have a unit counter in the open hand, combat is avoided.
  10. If no players have a unit counter in the open hand, combat proceeds.

C. Avoidance Attempt

  1. If one player has a unit counter in the open hand, an avoidance attempt must be made.
  2. All players involved in combat will roll one die. The Player desiring to avoid combat will add the following: a. Avoidance attempt made in a Star Cloud hex: +1 b. Avoidance attempt made in an Ion Storm hex: +3
  3. If the player desiring to avoid combat scores a modified die roll equal to or higher than the opponent, combat is avoided.
  4. If the player desiring to avoid combat scores a modified die roll less than the opponent, combat must be fought.
  5. If the attempt to avoid combat is successful, the ship unit counters or Fleet Markers in the Combat Hex will remain in that hex, but combat will not occur.
  6. If the attempt to avoid combat is unsuccessful, normal combat procedure will be followed, but the player failing in the avoidance attempt must subtract 30CF from that player's ships engaged in combat.

EXAMPLE: Player A has a fleet of three Military Infinity ships and four Development Infinity ships. (A total of 38CF) Player A is attacked by Player B. Player A elects to avoid combat. Player A must attempt to avoid combat by rolling one die. The Combat Hex also contains a Star Cloud, so Player A will add +1 to the die score. Player A rolls a '3'. 3 + 1 = 4. Player B rolls a '5'. Player A's modified die score is less than Player B's, so Player A must engage Player B in combat. Player A will engage in combat with 8CF (38 - 30 = 8). Normal combat procedure will be followed.

305 Life Form Destruction

When a system is conquered, only the ability of the system to defend itself is eliminated. The Life Forms inhabiting that system are not eliminated.

A. General Rules

  1. A player may elect to destroy all intelligent Life Forms on a system that player is attempting to conquer.
  2. There are no restrictions as to how many or which system's Life Forms may be destroyed.
  3. If the Life Form is destroyed, all information on the Log Sheet, and in the appropriate System Data Box for that system will be marked out.

B. Destroying Life Forms

  1. A Player desiring to destroy a system's Life Form must announce that decision prior to the first attack on that system.
  2. Once the decision has been announced, the attacking player may not change the decision to destroy the Life Form.
  3. Normal Fleet to System combat procedure is followed.
  4. The System Defense of any system under an attack to destroy the Life Form will be increased by 50%.

EXAMPLE: Neutral System No. 21 has a System Defense of '6'. That system is attacked and the player attacking it elects to destroy the Life Forms. The System Defense of Neutral System No. 21 will increase to '9'.

306 Conquered System Revolt

At various times during the game, a system that has been conquered by a player may revolt against that player.

A. General Rules

  1. Only systems that have been conquered may Revolt.
  2. Only systems with a positive Hostility/Aggression total may Revolt.
  3. Revolts occur as the result of a random dice roll.
  4. Revolts occur in conjunction with another player's attack upon that system.
  5. Revolts may be suppressed by either the System Defense of that system, or by the CF's of ships present in the revolting system hex, or a combination of both.
  6. Only one suppression attempt may be made per turn.

B. Revolt Occurrence (Random Die Roll)

  1. A Revolt may occur as the result of a random dice roll.
  2. No revolts may occur until the tenth Game Turn.
  3. One Quadrant per turn will go into Revolt.
  4. At the beginning of each Game Turn, beginning with turn Ten, a player will roll two dice. This is done to determine the Quadrant in which the Revolt takes place.
  5. The Quadrant in which the Revolt takes place is called the 'Revolt Quadrant'.
  6. If a Revolt occurs all conquered systems within that Quadrant will go into revolt simultaneously. Subject to 306 A. 2. above.

C. Revolt Occurrence (System Attack)

  1. A conquered system may go into Revolt if that system is attacked by another player.
  2. The Moving Player (attacker) will roll two dice and consult the Life Form Hostility Table to determine the Hostility Factor of the conquered system toward the Moving Player.
  3. If the Hostility Factor (as determined for the Moving Player) is 0 or greater, the conquered system will go into revolt.
  4. If the Hostility Factor (as determined for the Moving Player) is '-1' or less, the conquered system will not go into revolt.
  5. A Revolting system will attack the System Defense separately from the attacking player's fleet attack.
  6. A Revolting system will attack the System Defense whether the attacking player's fleet attacks or not.
  7. If there is no System Defense on the conquered system, the Revolt automatically succeeds.

D. Revolt Determination

  1. A conquered system that goes into revolt will use that system's Hostility/Aggression total as the Revolt's CF.
  2. The player owning the Revolting System will place an unused unit counter on the appropriate box on that system's System Defense Track to correspond to the Revolt CF's.
  3. Normal Fleet to System combat procedure is used to determine the effects of the Revolt on the System, treating the Revolt as the Fleet.
  4. Normal Fleet to System combat procedure is used to determine the effects of the System Defense upon the Revolt, treating the System as the Fleet.
  5. The Revolt will fail when the Hostility/Aggression total of the Revolt is reduced to '0'.
  6. A Revolting system will attack every turn after the initial Fleet attack until the Revolt is eliminated.

D. Effects of Revolt

  1. No system in Revolt may use that system's RP's for any purpose until the Revolt fails.
  2. No Revolt system may use the RP's of any other developed or colonized system in that Quadrant until the Revolt fails.
  3. If all colonized or developed systems in the same Quadrant go into Revolt, that Quadrant may not share or receive RP's from any other Quadrant until the Revolt fails.
  4. If the Revolt succeeds, the Player System Marker will be removed from the map and a Neutral System Marker placed in that same hex.

NOTE: If at all possible, use the original Neutral System Marker for that system. If this is not possible, use any other Neutral System Marker, and write that marker's number in the Discovery Identification Primary box on the Log Sheet on the Revolting System's line.

NOTE: The player who originally colonized the system must keep the information on that system on the player's Log Sheet as this system will not be 'discovered' again. All information on this system remains the same even though the system has reverted to a Neutral System.

307 Discovering Friendly Systems

A. General Rules

  1. A Friendly System is any discovered system whose Hostility/Aggression total is -1 or less.
  2. Friendly Systems do not need to be conquered.
  3. Friendly Systems must still be colonized and developed.

B. Effects of Friendly Systems

  1. Friendly Systems are colonized at 1/2 the Compatability difference, rounding all fractions to the nearest number.
  2. Friendly Systems are developed at 1/2 the Development Points, rounding all fractions to the nearest number.
  3. The System Defense of a Friendly System that is colonized starts at the System Defense Factor of the Neutral System, rather than on '0' as it would for a conquered system.
  4. A Friendly System may be friendly to more than one player. The system will attack neither, but will become a colony of only one.
  5. Once a Friendly System becomes a colony, that system will become a player System.

400 Scenarios

The following list of scenarios is given to introduce players to the game. Some of the scenarios are designed for more rapid play, some for interesting strategic problems to be solved. The last scenario is designed as the 'campaign' scenario. It will take much longer to play than any of the other scenarios, but as each player begins with a Home System only, it is also the most challenging and complete scenario calling for the full measure of a players skill, cunning, and intelligence.

Scenario No. 1

Number of Players: 2-4

Player Life Form/System Type Determination: Random

Player Set-Up (all players):

  1. All players will have one developed system as the Home System. a. The location of the Home System will be random. b. The Home System will have 12 Resource Points.

  2. One colonized system is located within the Home System Quadrant. a. The location of the colonized system will be random. b. The colonized system will have 6 Resource Points.

  3. One Starfall Point will be located in the Home System Quadrant. a. The location of the Starfall Point will be random. b. The Focus Quadrant of the Starfall Point will be random.

  4. One developed system will be located in the Focus Quadrant. a. The location of the developed system will be random. b. The developed system will have 9 Resource Points.

  5. One Starfall Point will be located in the Focus Quadrant. a. The location of the Starfall Point will be random. b. The Focus Quadrant of the Starfall Point will be the Home System Quadrant.

Fleet Set-Up (all players):

  1. All players will have the following: a. Military Infinity ships: 4 b. Development Infinity ships: 4 c. Exploration Infinity ships: 3
  2. All ships must begin the game in the Home System Hex.

Victory:

  1. The first player to develop ten systems will win, or
  2. The player with the highest Resource Point total at the end of 20 Game Turns will win.
  3. A 5 point Bonus is scored for each Quadrant with a developed system that is connected to a similar Quadrant by a Starfall Point.

Special Conditions and Notes:

  1. A single Quadrant may contain only one Home System.

Scenario No. 2

Number of Players: 2-4

Player Life Form/System Type Determination: (all players) Human/T7

Player Set-Up (Blue Player):

  1. The Blue Player's Home Quadrant will be 11.
  2. The Home System will be in 1144.
  3. A developed system will be in 1131.
  4. A developed system will be in 1126.
  5. A Starfall Point will be in 1124.
  6. The Focus Quadrant of the Starfall Point will be 44.
  7. A developed system will be in 4412.
  8. A developed system will be in 4422.
  9. A developed system will be in 4441.

Player Set-Up (Green Player):

  1. The Green player's Home Quadrant will be 16.
  2. The Home System will be in 1611.
  3. A developed system will be in 1644.
  4. A developed system will be in 1631.
  5. A Starfall Point will be in 1626.
  6. The Focus Quadrant of the Starfall Point will be 43.
  7. A developed system will be in 4324.
  8. A developed system will be in 4352.
  9. A developed system will be in 4362.

Player Set-Up (Yellow Player):

  1. The Yellow player's Home Quadrant will be 61.
  2. The Home System will be in 6111.
  3. A developed system will be in 6144.
  4. A developed system will be in 6131.
  5. A Starfall Point will be in 6126.
  6. The Focus Quadrant of the Starfall Point will be 34.
  7. A developed system will be in 3416.
  8. A developed system will be in 3423.
  9. A developed system will be in 3445.

Player Set-Up (Orange Player):

  1. The Orange Player's Home Quadrant will be 66.
  2. The Home System will be in 6611.
  3. A developed system will be in 6644.
  4. A developed system will be in 6631.
  5. A Starfall Point will be in 6626.
  6. The Focus Quadrant of the Starfall Point will be 33.
  7. A developed system will be in 3356.
  8. A developed system will be in 3363.
  9. A developed system will be in 3342.

Fleet Set-Up (all players):

  1. Ships may be placed on any developed system within the Home Quadrant.

Victory:

  1. The first player to have a total of 10 developed systems will win, or
  2. The player with the highest Resource Point total at the end of 20 Game Turns will win.

Special Conditions and Notes:

  1. The Home System has 12 Resource Points.
  2. All Developed systems have 6 Resource Points.
  3. No discovered systems will have life forms.
  4. Each player will have 150 Resource Points to construct ships or System Defense. This 150 Points may not be exceeded.

Scenario No. 3

Number of Players: 2-4

Player Life Form/System Type Determination: Random

Player Set-Up (Blue Player): 1. As per Scenario No. 2.

Player Set-Up (Green Player): 1. As per Scenario No. 2.

Player Set-Up (Yellow Player): 1. As per Scenario No. 2.

Player Set-Up (Orange Player): 1. As per Scenario No. 2.

Fleet Set-Up (all players): 1. As per Scenario No. 2.

Victory: 1. As per Scenario No. 2.

Special Conditions and Notes:

  1. The Home System has 12 Resource Points.
  2. All developed systems placed initially must dice for the system Resource Points individually for each system.
  3. Each player will have 150 Resource Points to construct ships or System Defense. This 150 Points may not be exceeded.

Scenario No. 4

All information as per Scenario No. 3.

Victory:

  1. The only player remaining on the board will win, or
  2. The player with the highest Resource Point total at the end of 48 Game Turns will win.

NOTE: When playing Scenarios 2-4, if three players are involved, the Home Quadrants used will be 11, 66, 16. If two players are involved, the Home Quadrants used will be 11 and 66.

Scenario No. 5

Number of Players: 4

Player Life Form/System Type Determination: Not Necessary

Player Set-Up (Blue Player):

  1. The Home Quadrant will be 22.
  2. There will be one Home System in Quadrant 22. a. The location of the Home System will be random. b. The Home System will have 12 Resource Points.
  3. There will be two developed systems in Quadrant 22. a. The location of the developed systems will be random. b. Each developed system will have 8 Resource Points.
  4. There will be three Starfall Points in Quadrant 22. a. The location of the Starfall Points will be random. b. One Starfall Point is connected to each of the other player's Home Quadrants.

Player Set-Up (Green Player):

  1. The Home Quadrant will be 52.
  2. There will be one Home System in Quadrant 52. a. The location of the Home System will be random. b. The Home System will have 12 Resource Points.
  3. There will be two developed systems in Quadrant 52. a. The location of the developed systems will be random. b. Each developed system will have 8 Resource Points.
  4. There will be three Starfall Points in Quadrant 52. a. The location of the Starfall Points will be random. b. One Starfall Point is connected to each of the other player's Home Quadrants.

Player Set-Up (Yellow Player):

  1. The Home Quadrant will be 25.
  2. There will be one Home System in Quadrant 25. a. The location of the Home System will be random. b. The Home System will have 12 Resource Points.
  3. There will be two developed systems in Quadrant 25. a. The location of the developed systems will be random. b. Each developed system will have 8 Resource Points.
  4. There will be three Starfall Points in Quadrant 25. a. The location of the Starfall Points will be random. b. One Starfall Point is connected to each of the other player's Home Quadrants.

Player Set-Up (Orange Player):

  1. The Home Quadrant will be 55.
  2. There will be one Home System in Quadrant 55. a. The location of the Home System will be random. b. The Home System will have 12 Resource Points.
  3. There will be two developed systems in Quadrant 55. a. The location of the developed systems will be random. b. Each developed system will have 8 Resource Points.
  4. There will be three Starfall Points in Quadrant 55. a. The location of the Starfall Points will be random. b. One Starfall Point is connected to each of the other players Home Quadrants.

Fleet Set-Up (all players):

  1. All players must start their ships on the Home System hex.

Special Conditions and Notes:

  1. No exploration is allowed.
  2. Prior to starting play, each player will note on that player's Log Sheet the Focus Quadrant for each Starfall Point. These coordinates are determined at the player's discretion.
  3. All players have 150 Resource Points to devote to ships or System Defense. This 150 Point total may not be exceeded.

Victory:

  1. At the end of 20 Game Moves, the player with the highest Resource Point total wins.

Scenario No. 6

Number of Players: 3-4

Player Life Form/System Type Determination:

  1. In a three player game, two players will be the 'explorers' and one player will be the Enemy.
  2. In a four player game, three players will be the 'explorers' and one player will be the Enemy.
  3. To determine the player types, all players will roll one die, resolving all ties for high score. The high score player will be the Enemy.
  4. The 'explorer' players will dice for LF/ST determination.

Player Set-Up (Explorers):

  1. All players will have one Home System. a. The location of the Home System Quadrant will be random. b. The location of the Home System will be random. c. The Home System will have 12 Resource Points.
  2. One colonized system is located within the Home System Quadrant. a. The location of the colonized system will be random. b. The Resource Points of the colonized system will be random.
  3. One developed system is located within the Home System Quadrant. a. The location of the developed system will be random. b. The Resource Points of the developed system will be random.
  4. One Starfall Point will be located in the Home System. a. The location of the Starfall Point will be random. b. The Focus Quadrant of the Starfall Point will be random.
  5. One developed system will be located in the Focus Quadrant. a. The location of the developed system will be random. b. The Resource Points of the developed system will be random.
  6. A Starfall Point will be located in the Focus Quadrant. a. The location of the Starfall Point will be random. b. The Focus Quadrant of the Starfall Point will be random.
  7. A colonized system will be located in the Focus Quadrant. a. The location of the colonized system will be random. b. The Resource Points of the colonized system will be random.

Player Set-Up (Enemy Player):

  1. Beginning with turn Two, the Enemy player will follow the procedure outlined under 'Enemy Fleets' in the Optional Rules.

Fleet Set-Up (Explorer Players):

  1. Each player may have no more than 75 points devoted to System Defense and Military ships.
  2. Military ships may be placed in any developed system hex.

Fleet Set-Up (Enemy Player): 1. As per 'Enemy Fleets' in Optional Rules.

Victory:

  1. The Enemy Player receives one point for each System Resource Point the enemy player destroys.

EXAMPLE: A developed system worth '9' Resource Points is destroyed by the Enemy Player. That player receives '9' points.

  1. If the Enemy Player scores more points than the total of all players remaining Resource Points, the Enemy player is the winner.
  2. If the Enemy Player does not win, the player remaining on the board with the highest Resource Point total (totaling at least 30) at the end of 30 Turns is the winner.
  3. If there is no winner, the game is a draw.

Special Conditions and Notes:

  1. Once an Enemy Fleet is on the board, it moves under the control of the Enemy Fleet player and is not subject to the movement restrictions for the Enemy Fleet in the Optional Rules.
  2. No player may begin constructing System Defense or Military ships until the Enemy Fleet player has destroyed all systems in one Quadrant.
  3. If the first Quadrant the Enemy player attacks is a Home Quadrant, the owning player may begin constructing System Defense and Military ships immediately after the first system in that Quadrant has been destroyed, or when the Home System comes under attack whichever occurs first.

Scenario No. 7

Number of Players: 2-4

Player Life Form/System Type Determination: Random

Player Set-Up (all players):

  1. All players will have one developed system as the Home System. a. The location of the Home System will be random. b. The Home System will have 12 Resource Points.

Fleet Set-Up (all players):

  1. All players will have the following: a. Military Infinity ships: 4 b. Development Infinity ships: 4 c. Exploration Infinity ships: 3
  2. All ships must begin in the Home System Hex.

Victory:

  1. The player with the highest Resource Point total at the end of 48 moves is the winner.
  2. A 5 point Bonus is scored for each Quadrant with a developed system that is connected to a similar Quadrant by a Starfall Point.

Unless stated otherwise under Special Conditions and Notes, all game rules will be followed for each scenario.

500 Game Tables

501 Player Life Form/System Type

This table is used to determine the life form type and the Home System of each player in the game. This information will be listed on the Log Sheet on the first System Line on the Sheet.

Player Life Form/System Type

Die RollSystem Type/CompatabilityDie RollLife Form Type
1A61H
2A62HM
3T73HR
4T74H
5T85M
6T86M
  1. Roll one die.
  2. The result of the die roll will be the System Type/Compatability.

EXAMPLE: A die roll of '4' is T7. A die roll of '6' is T8.

  1. Roll one die.
  2. The result of the die roll will be the Life Form Type.

EXAMPLE: A die roll of '2' will be 'HM'. A die roll of '5' will be 'M'.

502 Search Table

This table is used to determine if a discovery is made by an Exploration Infinity ship, or an Automatic System Search. It is used for both System discovery, and Starfall Point discovery.

Search Table (rows: distance in hexes to the farthest system; columns: number of Systems (SFP's))

Distance in hexes123456
1––––––
21–––––
321––––
4321
  1. To determine the number of systems (SFP's) within the search area, count all system's (SFP's) out to a distance of six hexes exclusive of the Discovery Hex.

NOTE: If searching for a system, count only systems. If searching for a Starfall Point, count only Starfall Points.

  1. Count the distance in hexes to the farthest system (SFP) within six hexes, inclusive of that hex, exclusive of the Discovery Hex.
  2. Express numbers '1' and '2' above as a number of systems (SFP's) at 'X' hexes.

EXAMPLE: There are three systems within six hexes of the Discovery Hex. The farthest of these is four hexes away. This would be expressed as 'three systems at four hexes'.

  1. Shown below is an example of a discovery attempt. a. 'DH' is the Discovery Hex. b. 'S' is a System. c. 'SFP' is a Starfall Point. d. There are four Systems within six hexes. e. There are four Starfall Points within five hexes.

[Diagram omitted: hex map showing the Discovery Hex (DH), four Systems (S) and four Starfall Points (SFP).]

  1. Crossreference the 'Number of Systems' with the 'Distance to the Farthest System'. a. Find the column headed by the 'Number of Systems' and follow this same column down the table until it meets the line headed by the 'Distance to the Farthest System' coming across from left to right.
  2. The result will be either a dash or a number.
  3. If the result is a dash, no discovery is possible in that hex.
  4. If the result is a number, roll one die. a. If the number rolled on the die is less than or equal to the number obtained on the Search Table the discovery is made. b. If the number rolled on the die is greater than the number obtained on the Search Table, the discovery is not made.

EXAMPLE: In the diagram above, there are four systems at six hexes. The crossreference result is the number '2'. One die is rolled by the discovering player. If the result is '2' or less, the discovery is made and a system is found. If the result of the die roll is 3-6, no discovery is made.

EXAMPLE: In the diagram above, there are four Starfall Points at five hexes. The crossreference result is the number '1'. One die is rolled by the discovering player. If the result is '1' the discovery is made and a Starfall Point is found. If the result of the die roll is 2-6 no discovery is made.

503 Discovery Table (Discovery Type)

This table is used to determine the type of Discovery made by an Explorer Infinity ship, or an Automatic System Search. This information will be listed on the Log Sheet under the 'Discovery' heading.

Discovery Table: DISCOVERY TYPE (rows: red die = tens; columns: white die = units)

Red \ White123456
1ESMSMSSCMS
2MSSMSSSCMS
3SCSMSEMSS
4SMSMS
  1. Roll two dice, one red and one white.
  2. Read the red die as tens and the white die as units.

EXAMPLE: red 4, white 3 = 43. red 6, white 2 = 62.

  1. Opposite the number rolled a letter code.
  2. This letter code is the Discovery Type.
  3. The Discovery Types are: a. 'E' is an Enemy Fleet. b. 'S' is a System. c. 'MS' is a Multiple System. d. 'SC' is a Star Cloud. e. 'I' is an Ion Storm.

EXAMPLE: A dice roll of '42' is 'MS'. 'MS' is a Multiple System. A dice roll of 66 is 'I'. 'I' is an Ion Storm. A dice roll of '22' is 'S'. 'S' is a System.

504 Discovery Table (System Type/Compatability)

This table is used to determine the Type of System or Multiple System that has been discovered. This information will be written on the Log Sheet under the 'System' heading.

Discovery Table: SYSTEM TYPE/COMPATABILITY (rows: red die = tens; columns: white die = units)

Red \ White123456
1T7G0A6F11M1F12
2A5C10G0C9M2T7
3M1T7H3A5C9C10
4G0M1A6
  1. Roll two dice, one red and one white.
  2. Read the red die as tens and the white die as units.

EXAMPLE: red 2, white 1 = 21.

  1. Opposite the number rolled is a letter/number code result.
  2. The letter code is the System Type. This represents the major planetary type in the system usable for colonization.
  3. The System Types are: a. 'M' is a Molten Planetary type. b. 'H' is a Hot Planetary type. c. 'A' is an Arid planetary type. d. 'T' is a Temperate planetary type. e. 'C' is a Cold planetary type. f. 'F' is a Frozen planetary type. g. 'G' is a Gas planetary type.

EXAMPLE: A dice roll of '33' is 'H3'. H is a 'Hot' planetary type.

  1. Beside each System Type is a number result. This number result is the System Compatability rating.
  2. It is determined in the same dice roll as the System Type.

EXAMPLE: A dice roll of '33' is 'H3'. The system is a Hot 3 system.

  1. The letter code is added to give color to the game and is not significant to the play of the game.
  2. The number code is added for the purpose of determining the amount of effort that must be expended on a system to colonize it. It is significant to the game.

505 Discovery Table (Resource Points)

This table is used to determine the Resource Points of the System or Multiple System that has been discovered. This information will be written on the Log Sheet under the 'System' heading.

Discovery Table: RESOURCE POINTS (rows: red die = tens; columns: white die = units)

Red \ White123456
1162343
2642533
3261223
4523
  1. Roll two dice, one red and one white.
  2. Read the red die as tens and the white die as units.

EXAMPLE: red 6, white 6 = 66.

  1. Opposite the number rolled is a number code result.
  2. The number code is the Resource Points of the system discovered.

EXAMPLE: A dice roll of '54' is '1'. The system has '1' Resource Point.

506 Discovery Table (Life Form Type)

This table is used to determine if there is intelligent life on the system discovered, and what type this life form will be. This information will be written on the Log Sheet under the 'Life' heading.

  1. Roll two dice, one red and one white.
  2. Read the red die as tens and the white die as units.

EXAMPLE: red 2, white 6 = 26.

  1. Crossreference the results of this die roll with the table under the appropriate System Type.
  2. Opposite the number rolled is a letter code result or a dash. a. If the result is a letter code, there is intelligent life on the system discovered. b. If the result is a dash, there is no intelligent life on the system discovered.

Designer's Notes (printed, p. 28): "It should be noted that the only life forms of any consequence in the game are intelligent life forms. A negative result obtained on the Discovery Table should be considered 'no intelligent life'."

Life Form Type / System Type MOLTEN (M) (rows: red die = tens; columns: white die = units; "–" = no intelligent life)

Red \ White123456
1–S––––
2––––S–
3––S–––
4–––

Life Form Type / System Type HOT (H)

Red \ White123456
1R–HM–––
2––R–I–
3–HR––M–
4I––

Life Form Type / System Type ARID (A)

Red \ White123456
1M–R–H–
2–HRHM––
3–––HM––
4R–H

Life Form Type / System Type TEMPERATE (T)

Red \ White123456
1HMHM–Ro
2––MHAV–
3AQHR–I–
4–AQ–

Life Form Type / System Type COLD (C)

Red \ White123456
1–M–H–H
2––M–––
3–MM–H–
4–M–

Life Form Type / System Type FROZEN (F)

Red \ White123456
1Ro––M––
2––––Ro–
3––––M–
4–––

Life Form Type / System Type GAS (G)

Red \ White123456
1G–Ro–––
2––G–––
3G–––––
4–Ro–

Life Form Type / System Type MULTIPLE (MS)

Red \ White123456
1–––G–Ro
2–––––G
3Ro–––––
4––Ro

Explanation of Life Form Codes (as printed):

a. 'H' is Human. b. 'M' is Mammalian. c. 'R' is Reptilian. d. 'AV' is Avian. e. 'AQ' is Aquatic. f. 'Ro' is Robotic. g. 'G' is Gaseous. h. 'S' is Silicate. i. 'I' is Insect. j. 'HM' is Humanoid Mammalian. k. 'HR' is Humanoid Reptilian. l. 'HAQ' is Humanoid Aquatic.

EXAMPLE (as printed): The discovered system is a Cold (C) system. The number rolled is 45. '45' on a Cold system is 'H'. On this system, there is intelligent life. The discovered system is a Temperate (T) system. The number rolled is '61'. '61' on a Temperate system is a dash. On this system, there is no intelligent life.

507 Discovery Table (Life Form Hostility)

This table is used to determine the level of Hostility present in the native Life Form of a discovered system toward the discovering player. This information will be written on the Log Sheet under the 'Life' heading.

Discovery Tables LIFE FORM HOSTILITY (rows: red die = tens; columns: white die = units)

Red \ White123456
1+4-1+10+1-1
2+2+3-2+1-30
3-3+5+3+1+4-2
4+2-2+2
  1. Roll two dice, one red and one white.
  2. Read the red die as tens and the white die as units.
  3. Opposite the number rolled is a number code.
  4. This number code is the Hostility rating of the Life Form.

EXAMPLE: A dice roll of 26 is '0'. The Hostility rating of the Life Form on this system is 0.

508 Discovery Table (Life Form Aggression)

This table is used to determine the Aggression of the Life Form on the discovered system. This information will be written on the Log Sheet under the 'Life' heading.

Discovery Tables LIFE FORM AGGRESSION (rows: red die = tens; columns: white die = units)

Red \ White123456
1+2+6-3+2+3+1
20-6+3-4+6-2
3-1-6+20+1+1
40-1+4
  1. Roll two dice, one red and one white.
  2. Read the red die as tens and the white die as units.
  3. Opposite the number rolled is a number code result.
  4. This number code is the Aggression rating of the Life Form.

EXAMPLE: A dice roll of 42 is '-1'. The Aggression rating of the Life Form on this system is -1.

509 Discovery Table (Technology Level/System Defense)

This table is used to determine the Technology Level and the System Defense of the system. The two are directly related and are expressed together. This information will be written on the Log Sheet under the 'Life' heading.

Discovery Tables TECH. LEVEL/SYSTEM DEF. (entries are Technology/System Defense; rows: red die = tens; columns: white die = units)

Red \ White123456
1-2/0+1/3-6/0+1/3-3/0+5/12
2-4/0+4/10-6/0+3/50/2+3/0
3-6/0+3/5-5/00/2+4/8+1/3
4+2/4-5/0
  1. Roll two dice, one red and one white.
  2. Read the red die as tens and the white die as units.
  3. Opposite the number rolled are two number codes separated by a diagonal line.
  4. The first number represents the Technology Level of the Life Form on the discovered system.
  5. The second number represents the System Defense of the System.

EXAMPLE: A dice roll of 13 is -6/0. The Technological Level of the Life Form is '-6' and the System Defense is '0'.

  1. Explanation of Technology Level codes: a. -6 is Pre-Man b. -5 is Neanderthal Man c. -4 is Ancient Man d. -3 is Dark Ages Man e. -2 is Renaissance Man f. -1 is 17th Century Man g. 0 is 18th Century Man h. +1 is 19th Century Man i. +2 is 20th Century Man j. +3 is 21st Century Man k. +4 is 23rd Century Man l. +5 is 24th Century Man (Player Level)

510 Ship Statistics Table

This table is used to determine the cost, construction time, and the Combat/Development Factors of each type of ship used in the game.

510 Ship Statistics Table (columns 1-10: number of ships engaged; Combat/Development Factor shown for each count)

Ship TypeCostBuild Time12345678910
Explorer1845101520253035404550
Military164102030

The printed table's Build Time for the two Pi rows is a dot; the printed NOTE below explains it. The printed table's asterisks are transcribed as shown.

  1. This is the symbol for Infinity.
  2. This is the symbol for 'Pi'.

NOTE: The line opposite each ship type refers to that ship type only.

  1. These are the ships types that may be used in the game. The first three (from top to bottom) are Infinity ships. The last two are Pi ships. The two categories are separated by a heavy black line.
  2. This is the cost in Resource Points to construct each ship type.
  3. This is the time that it will take in Game Turns to construct each ship type.

NOTE: Pi ships have a dot under 'Build Time'. This indicates that Pi ships are constructed and used in the same turn.

  1. The numbers 1-10 represent the total number of ships engaged in combat or development. This number applies to individual types engaged, rather than the total number of all types engaged.
  2. This line, running from numbers 1-10, represents the total Combat Factor (CF) of all ships of a single type engaged in combat. Under each number is a corresponding box. This box is the multiple of the CF's times the number of ships of that type engaged.

EXAMPLE: Crossreference the number of ships engaged with the type of ship engaged. Six explorer ships would have a CF of '30'. Six Military Infinity ships would have a CF of '60'. Six Pi Military Ships would have a CF of '18'.

  1. Development Infinity ships may use only 1/2 the number given as CF when engaged in combat. The development ships will use the full number when engaged in colonization or development.

EXAMPLE: Four Development Infinity ships have a CF of '8' when engaged in combat, and '16' when engaged in colonization or development.

  1. Pi Development ships have no CF when engaged in combat, but they have the full number when engaged in colonization or development.

EXAMPLE: Three Pi Development ships have a '0' CF when engaged in combat, and a '6' CF when engaged in colonization or development.

511 Combat Results Table

This table is used to determine the results of all Fleet to Fleet and Fleet to System Combats as well as Encounter combats.

511 Combat Results Table (columns: Combat Factors groups; rows: dice roll of two dice)

Dice Roll1-23-56-1011-2021-3031-4041-5051-6061-7071-8081-9091-100
2123455667788
311234
  1. Across the top of the Table are the numbers 1-100 arranged in groups, heading 12 columns. These numbers represent the total CF of all ships of one player engaged in combat.
  2. Down the left side of the table are the numbers 2-12. These numbers represent the result of a dice roll with two dice.
  3. Each player engaged in combat will determine the total number of CF's for all of that player's ships engaged in combat. (This will be done on the Ship's Statistics Table)
  4. A player will roll two dice and crossreference the score of the dice roll with the number of CF's engaged in combat. a. Find the column headed by the Number of CF's engaged in combat and follow this column down the table until meeting the line headed by the score of the dice roll.

EXAMPLE: Player A has 46 CF's engaged in combat. The dice roll is a '5' and a '1'. 5 + 1 = 6. A dice roll of '6' on the 41-50 column has the result of '4'.

  1. Any result on the CRT greater than '0' is the number of opposing player ships that are eliminated in combat. In the above example, four enemy ships would be eliminated.

512 Encounter Combat Table

This table is used to determine the CF of an Enemy Fleet encountered by a discovering player. This table is also used to determine the CF of an Ion Storm encountered by a discovering player, or a player moving into an Ion Storm hex.

512 Encounter Combat Table

Dice Roll23456789101112
Enemy Fleet1201009070403040608090100
Ion Storm4121116313
  1. Across the top of the table are the numbers 2-12, representing the roll of two dice.
  2. Down the left side of the table are 'Enemy Fleet' and 'Ion Storm'.
  3. Across from 'Enemy Fleet' is a line of numbers in boxes from '120' to '100'.
  4. Across from 'Ion Storm' is a line of numbers in boxes from '31-51'.
  5. The numbers on both lines represent the CF's of either the Enemy Fleet or the Ion Storm.
  6. To determine the CF of either, the Moving Player will roll two dice and crossreference the score of the dice roll with the type of discovery.

EXAMPLE: Player A encounters an Enemy Fleet on the Discovery Table. That player rolls two dice, a '4' and a '4'. 4 + 4 = 8. An 8 result is '40'. The Enemy Fleet will attack Player A with 1CF.

NOTE: The printed example reads "with 1CF" while the table value for a roll of 8 is 40. Both are transcribed as printed; the discrepancy is in the source.

EXAMPLE: Player B encounters an Ion Storm on the Discovery Table. That player rolls two dice, a '5' and a '2'. 5 + 2 = 7. A '7' result is '1'. The Ion Storm will attack Player B with 1CF.

513 Colonization and Development Table

This table is used to determine the results of colonization or development attempts and the cost in development ships to attempt colonization or development.

513 Colonization and Development Table (columns: Development Ship 'CF' groups; rows: dice roll of two dice)

Dice Roll1-34-67-910-1213-1516-18
2221408
3000040
4012345
5110
  1. Across the top of the table are the numbers 1-18 arranged in groups heading six columns. (The CF of the Development ships.)
  2. Down the left side of the table are the numbers 2-12 and represent the roll of two dice.
  3. The player attempting development or colonization will total the CF's of all development ships in the attempt.
  4. The player attempting development or colonization will roll two dice and crossreference the score of the dice roll with the CF of all ships engaged in development or colonization.
  5. If there are more than 18CF of development ships in the attempt, more than one CF column will be used, though the dice roll for the attempt will be made one time only.

EXAMPLE: Player A has 14CF engaged in colonizing System No. 5. The score of the dice roll was '5'. The result of 14CF (the 13-15 column) at a roll of '5' is '3'. Three development points are removed from System No. 5.

EXAMPLE: Player A has 23CF engaged in colonizing System No. 6. The score of the dice roll was '9'. The result of 23CF (the 16-18 and the 4-6 columns) at a roll of '9' is 3 + 0 = 3. Three development points are removed from System No. 6.

  1. Any system being colonized or developed will 'attack' the ships in the development or colonization attempt.
  2. The system will use as its CF the Compatability difference for colonization, and that system's Resource Points for development.
  3. The same 'combat procedure is followed for the system 'attack' upon the development ships, with the colonizing or developing player rolling to determine the results of the 'attack'.
  4. Any result greater than '0' will result in that many development ships being eliminated and removed from play.

EXAMPLE: System No. 5 is being colonized and has a Compatability difference of '6'. System No. 5 has 6CF and will roll on the 4-6 column. A dice roll of '8' will eliminate one development ship.

EXAMPLE: System No. 6 is being developed and has 2 Resource Points. System No. 6 has 2CF and will roll on the 1-3 column. A dice roll of 6 will eliminate no development ships.

514 Resource Points

This table is used to determine the Resource Points available to a player with colonized or developed systems. This information is written on the appropriate System Data Box.

514 Resource Points

Line123456
Neutral System123456
Colonized123456
Developed234689
  1. The first line is the Neutral System line. This represents the Resource Points of the discovered system. They may not be used.
  2. The second line is the Colonized System line. This represents the Resource Points of the colonized system. They may be used.
  3. The third line is the Developed System line. This represents the Resource Points of the developed system. They may be used.
  4. Under each Resource Point 1-6 on the Neutral System line are the corresponding Resource Points for that same system when the system is colonized and developed.

EXAMPLE: Neutral System No. 21 is discovered and has '4' Resource Points. Neutral System No. 21 is colonized and becomes Player System No. 3. Player System No. 3 has '4' Resource Points. Player System No. 3 is developed and now has '6' Resource Points.

Technological Improvement Table

Section 303 says this table is located on the back cover of the Rules Book; in the scanned copy it is printed on page 28 with the Designer's Notes. Rows are the dice roll (two dice); columns are the Technological Improvement Table column number (see 303 B.3). 'x' is a successful Technological Improvement; '0' is an unsuccessful Technological Improvement.

Dice roll0123456
2xxxx000
30xxx00x
400xx0xx

Note on the printed Designer's Notes (pp. 27-28): the manual's Designer's Notes are design commentary (what is being simulated, abstractions, the rationale for ship types, colonization, combat and the Discovery Table). They are not transcribed here; the one rules-bearing statement is reproduced: "A negative result obtained on the Discovery Table should be considered 'no intelligent life'." (see 506).

  • 213 Development
  • 214 Starfall Point Elimination
  • 512 Encounter Combat Table
  • 513 Colonization and Development Table
  • 514 Resource Points
  • Technological Improvement Table
  • Make All Automatic System Search Attempts: All Quadrants with a developed system may make the ASS attempt, once for each Quadrant per turn.
  • Resolve All Ship Combat: Ships of opposing players in a non-system hex must engage in and determine the results of combat.
  • Resolve all System Combat: Ships of opposing players in a system hex must engage in and determine the results of combat. Ships in an opposing system hex must engage in combat with that system's System Defense and determine the results of combat.
  • Colonize New Systems: Colonization attempts are made on Neutral Systems.
  • Develop Systems: Development attempts are made on Colonized systems.
  • –
    –
    –
    54321––
    654321–
    MS
    S
    MS
    5SMSSMSSMS
    6SMSSSMSI
    M2
    T8
    A5
    5F12H3T8C9H4F11
    6T8G0A6H4C10T8
    3
    1
    4
    5423133
    6213435
    S
    –
    –
    5––––––
    6Ro––––G
    –
    –
    R
    5–R–M––
    6–I–Ro––
    M
    –
    H
    5HRAVH–HM–
    6HAVH–M–
    H
    H
    –
    5M–AVRR–
    6–HAQ–HMHM–
    –
    H
    –
    5–M–HM––
    6–HAQ–HM–H
    –
    Ro
    –
    5–Ro–I––
    6––––––
    –
    G
    –
    5–––––Ro
    6––––––
    –
    –
    Ro
    5–––Ro––
    6–Ro––––
    +4
    -1
    +1
    500-2+3-2+1
    6-1+1-4-3+1+4
    -5
    +5
    -2
    5+2+40-4+1+5
    6-1-5+2+1-3+1
    +2/4
    -1/0
    -3/0
    +5/10
    5+4/8-4/00/2-3/1+1/3-2/0
    6+2/0-1/3-3/0+3/5+1/3+5/13
    40
    50
    60
    70
    80
    90
    100
    Develop1244*8*12*16*20*24*28*32*36*40*
    Military (Pi)5dot36912151821242730
    Develop (Pi)3dot2**4**6**8**10**12**14**16**18**20**
    5
    5
    6
    6
    7
    7
    8
    4112344556677
    5012344455667
    6001234445566
    7000112334456
    8001234445566
    9012344455667
    10112344556677
    11112345566778
    12123455667788
    6
    11
    21
    51
    0
    3
    3
    6001212
    7001123
    8010122
    9102033
    10000201
    11023445
    12333556
    5000xxxx
    60000xxx
    70000xxx
    80000xxx
    9000xxxx
    1000xx0xx
    110xxx00x
    12xxxx000