Supremacy (by Supremacy Games) is a boardgame of the 1980s with nuclear weapons, satellites, resources, politics, armies, navies, and (of course) nuclear weapons. Imagine a Cold War / WW3 version of 'Diplomacy'. Because of the popularity of the basic game, a lot of stuff was added (neutron bombs, killer satellites, tanks, boomers, saboteurs, spies, leaders, etc.) with even more promised for the future (stealth fighters, APCs, supercarriers, and merchandise).
So, what happened? At some point, despite all its plans, Supremacy Games simply vanished. I guess the company overreached itself and imploded. Which is sad, because I really liked SG's style.
The original game rules fitted on one foolscap page (!). With all of the additions, extras, repetition, and alternatives, the "Official" rulebook (v1.0) blew out to over a hundred pages - "Classic 'Star Fleet Battles' Syndrome" (take a pretty good game, then just keep adding and changing stuff until unplayability results). Something had to be done, so I took the expanded rules and severely pruned them. Then I pruned them some more. And then I pruned them so they would fit on this page. The end result is still durn big, but nowhere near what it once was.
I also made some rules changes. For purists, the most obvious are the inclusion of an extra stage specifically for Diplomacy (cutting down on annoying ‘time outs’), and the original Stage 7 being split into two separate stages (7 & 8). Several people suggested the latter to help the flow of the game, and it definitely helps.
The ‘Black Ops’ addition widens the scope of Special Services to include some of the more extreme intelligence undertakings of fact and fiction (as well as giving Players a way to expend lots of otherwise useless Special Services cards all at once!). A successful ‘Black Op’ can really hurt an opponent but, whether success or failure, is very costly.
As it stood in the original rules, R&Ding of a particular Tech Level became progressively more difficult for each successive Player (as cards were removed from the deck). That simply did not make sense, so the R&D procedure was changed to utilize the versatile Resource Deck.
My goal has been to improve the playability of a very nice game (whilst still utilizing ALL of that game’s components!). Special thanks go to the NSW Wargamers Association - a fine bunch of friends and friendly enemies. If these rules are any good, they deserve much of the credit. Or the blame.
I have no doubt that others will find omissions, typos, a simple ‘failure to communicate’, or something else of a similar nature in these alternate rules. For anyone needing to make a ruling “on the fly”, my only advice is to resort to common sense.
As far as I am aware, 'SUPREMACY' is the property of 'SUPREMACY GAMES'.
Current status of both game and company are unknown (despite much searching on and off the 'Net - PLEASE e-mail if you know something).
This webpage details an unauthorized variant of the 'Supremacy' boardgame, intended solely for free and open use by fellow enthusiasts.
In General - The Objective, The Game Turn, Record Keeping, Killing Players Off, Blind Bidding, Blockade, Fortuna Cards, Prospecting & Research, The 'Supremacy' Card, Siege, Overland Transport.
The Objective: For each Player-Superpower, the object of SUPREMACY is to achieve world domination - via means both subtle and unsubtle. Other Players will, of course, have their own perspectives on the matter.
The Game Turn: Each turn of the game is divided into nine (9) Stages (numbered 0-8), each stage covering a very specific range of activities.
Stages 0, 1 and 2 are conducted simultaneously by all Players.
Stages 3 to 8 are optional. Each Player can actively participate in up to three (3) of those Stages (but can never “do” a specific stage more than once in a given Turn).
Record Keeping: Each Player needs to keep written records of Boomer locations and weapons loads; Tech Levels deployed (especially as regards T3I); Officer names, locations and ratings; and ‘Official’ treaties and alliances.
Killing Players Off: It is possible for Player-Superpowers to be killed out of the game. If a Player has his Capital destroyed or captured, and is unable to build a new Capital at the appropriate Stage, he is dead and all of his remaining Territories become Warlords. If, at the end of any Turn, all of a Player’s ‘Home Territories’ (the land areas on the map in “his” colour) are destroyed, captured or taken over by anybody else (including Warlords) - he is dead.
‘Blind Bidding’: Each Player can participate in up to three of Stages 3-8. Since the order in which they participate in each Stage can be critical, the ‘Blind Bid’ process is used. At the start of a Turn, each Player puts four cubes (Armies) of their colour aside. At the beginning of an “optional” Stage, Players who wish to participate must hide one or more of those cubes in their hand. When all Players are ready, each opens his hand, and only those showing one or more cubes may actually participate in that Stage. Order of play in a Stage is then resolved by placing all of the newly revealed cubes in a cup and drawing one at random.
The winning Player goes first, with play then proceeding clockwise around the table (but only among the Players who actually bidded for that Stage). Players keen to go first in a particular Stage can improve their chances by using more than one of their cubes for bidding. These extra cubes are also placed in the cup for drawing (boosting their odds - depending on what was bid by others, of course). However, each cube represents a Player’s ability to join in that entire Turn’s “Blind Bid(s)”. Once used, a cube is gone for that Turn (and they cannot be accumulated between Turns, either). So, if a Player uses all four of his cubes to bid on one Stage, that is all that he can do that Turn (if he was the only Player to bid for that Stage....well, tough!).
Players cannot “double” up on a Stage - each can only conduct a specific Stage once per turn. Also, they cannot “stretch” the four cubes to play four Stages - the limit is always three.
Attack Variant - During Stage 4 (Attack), the Blind Bid process is different. Whichever Player is drawn first can choose to make his attacks first or last in sequence (once chosen, the Player cannot change his mind). Also, rather than the order being clockwise around the table, Players conduct their attacks in the order that their cubes are drawn from the cup (“extra” cubes for a specific Player are discarded).
Blockade: Blockades are declared in Phase D of Stage 1. Blockaded territories cannot ship resources to anyone via normal means. Also, military units cannot be built in such places, though units already existing there can be maintained, and others can be moved in from elsewhere. Activities requiring the expenditure of supplies from the Player’s Supply Centre cannot be conducted by a blockaded unit.
To blockade a territory, all seas where it has functioning ports must be controlled by the Player(s) declaring the blockade. If pirates occupy one or more of those seas, they can be paid to blockade the territory, the cost being 1d6 x $100M per turn (reroll for each subsequent turn). If the pirates are not paid, they do not blockade. Blockades are only effective if all undamaged ports of that territory are covered.
For the blockaded Player to lift a pirate blockade costs twice the blockade fee. If this is paid, the blockaded Player gets his resources. Also note that a blockaded Territory may still be able to ship resources overland (See Overland Transport).
Fortuna Cards: At the start of Phases 0, 1 & 2; draw a Fortuna card and follow the instructions. The top instruction is followed first, then the bottom. Anything relating to Superpowers not in play, or to Territories that have been nuked or neutron bombed, is ignored (they have enough troubles). When the deck has been used up, reshuffle and start again.
Prospecting & Research: Prospecting for resources and researching new technology are conducted in broadly similar ways. In either case, the Player-Superpower takes the appropriate (shuffled) deck of cards, states what is being prospected for / researched, then proceeds to draw cards from the deck. Each card drawn costs $200M (no credit), and the Player can keep drawing until (a) the sought-for card is drawn; (b) his money runs out; (c) he decides to quit (all cards drawn must still be paid for). For new Companies, an extra $50M needs to be paid out when they are opened. For Strategic weapons R&D, a prototype must be built. With new Technologies, 1d6 x $100M must also be paid for deployment.
Spoils Of War: If a Player’s Capital is captured (as distinct from destroyed), he must immediately hand over 1d6 x 10% of his cash in hand (excluding Bonds, and rounding in his favour) to the invader. There is no refund if that Player retakes his Capital. No money is paid if a captured Capital is captured from the invader by someone else.
When a Player captures the last Home Territory of an opponent, he gets everything of the opponent’s, including the Supply Centre (which may used in conjunction with the victor’s own), but excluding Boomers (see above), . All of the vanquished Player’s debts are c ancelled. Damage (whether from Nukes, Fortuna, sabotage, etc.) remains in effect.
If the last Home Territory of an opponent is Nuked / Neutroned out of existance (or to the point where a Warlord successfully takes over), then all money and bonds go to the Bank, all cards are returned to the deck, and all forces remaining (other than Boomers) turn Warlord / Pirate (with the same Tech Levels). Strategic Weapons are shared out amongst these survivors as evenly as possible (random die rolls otherwise).
If a Warlord / Pirate is vanquished, the victor gets all Resource Cards for that Territory (including those “belonging” to other Players), plus any High Tech or Unconventional Weapons belonging to the Warlord / Pirate. All Nukes / Neutrons will have been expended, and any remaining L-Stars / K-Sats should be considered lost.
‘Supremacy’ Card: One ‘Supremacy’ (TM) card is retained in the Resource Deck. Drawing this card means whatever is being attempted has ended in failure (all cards drawn, including the ‘Supremacy’ card, are paid for, and one attempt is considered to have been used). The Player may seek other Strategic Weapons, Tech Levels or Resources that turn (repeat drawings of the Supremacy card are possible!).
Siege: When all of a Superpower’s Home Territories have been blockaded, then that Player is under Siege. Resources may not be shipped in from foreign territories or other Players, nor may new forces be built overseas. Also, he may not buy / sell resources. These restrictions are removed when at least one home port is freed.
Overland Transport: If a Player wants to move resources into or out of a Territory where all of the ports are blockaded, destroyed or damaged, then he may be able to ship those resources overland. It is possible to ship through multiple territories to an unblockaded Port, and from there to the Player’s Supply Centre.
Using this method, a Player can make all Tanks in a blockaded Territory fully operational for that turn by shipping one Oil to them via Overland Transport (the Oil is expended). This is sufficient to enable them to defend normally. The cost of overland transport is $50M per resource unit per territory passed through. Territories occupied by other Players may only be passed through if permission is given by that Player. Territories occupied by Warlords may be passed through for an additional $50M per unit per territory. Blockading Players can prevent a Warlord from doing this by outbidding the Blockade-runner by at least $100M overall.
After 12 Territories have been totally destroyed by Nuke, Players must roll a d6 for each successive territory destroyed, to see if the game ends in a Nuclear Winter (if so, NOBODY wins!). Neutron Bombs do not count towards this total, unless their total damage results in the equivalent of a Nuke.
If a total of 13 territories are destroyed, the game ends if a six is rolled. If 14 territories are destroyed, the game ends if a five or a six is rolled, and so on. If the total should somehow reach 18 territories destroyed, the game ends automatically (Assume that the Earth’s crust has been shattered, its tilt / orbit / rotation adversely changed, the atmosphere dissipated, the oceans boiled off into space, and the entire surface glassed over. Those responsible should be congratulated on their stupidity.).
These units are both Strategic and Conventional in nature, becoming available for construction when a Superpower develops Nukes. Boomers may be loaded with Nukes and/or (if also developed) Neutrons - two of either, or one of each (built separately). The weapons load is recorded in secret (though the overall stockpile level is recorded on the Superpower’s Supply Centre), and can only be changed if the Boomer docks at a friendly Port and remains there during Stage 6. Boomers cannot attack both Conventionally and Strategically in the same Round, but can attack Strategically and defend Conventionally if necessary.
Boomers do not require any expenditure of resources to move, and can do so during their owner’s Attack and Movement Stages. If the owner chooses, movement can be secretly recorded, with the piece only indicating the last location where it attacked, was attacked or was detected. In this mode, they can attempt to move through or remain in an area occupied by an opponent. A Boomer cannot be hidden when in Port.
Players suspecting the existance of a hidden Boomer can attempt submarine detection in their Attack and/or Movement Stages. The detecting Player rolls one die for each Navy or Boomer he has in that sea, totals the results, adds Edge Points from any Admiral(s) present, and adds/subtracts Edge Points from Navy Tech. If the area is Light Blue Sea, then ten points are needed to detect the Boomer. If the area is Dark Blue Ocean, then twenty points are needed. If the sub hunter is successful, then he knows how many Boomers are in that zone, and whom they belong to. The sub hunter also has the option to attack them Conventionally or Strategically, even during the Movement Stage.
When Boomers are passing through certain “bottleneck” zones, their Players are obligated to inform anyone with a Navy in that area of the fact (the quantity or course of Boomers are not revealed). This does not constitute Detection in itself but, needless to say, can lead to Detection attempts. “Bottleneck” zones are North Sea, Baltic Sea, Black Sea, Mediterranean Sea, Red Sea, Sea Of Crete and Bering Strait. Also, when a Boomer launches Nukes / Neutrons, its Player must specify the area they are launched from.
If attacked whilst in ‘quiet mode’, a Boomer may attempt to withdraw to an adjacent zone. Both Attacker and Defender roll one die (plus Navy Tech / Officer Edge Points). If the Defender rolls higher than the Attacker, then the Boomer “escapes” to an adjacent sea (where it may be subject to further Sub Detect Rolls). If the Attacker wins, or there is a tie, the attack proceeds.
When the last Home Territory of a Superpower is destroyed or captured, then its Boomers remain in play for one additional turn. The Player gets that time to use them as he sees fit. Afterwards, they are placed on the map in their last recorded position - on the surface and defenceless. Other Players may then move Navies into that sea and attempt capture (roll 1d6, on 1-3 the Boomer is scuttled; on 4-6 it is captured) or destruction (expend supplies as for a normal attack, but it is automatically successful). If the capturing Player did not have Nukes, he now has what is needed to build them. If the Boomer’s Navy Tech is more than one level higher than its captor, then those levels are lost (ie. the captor gets only one advance in Navy Tech per turn). Similar restrictions apply to any Nukes/Neutrons that may still be on board when the Boomer is captured. Deployment costs must still be paid for new Tech Levels.
Each superpower begins with three Generals and two Admirals - starting Leadership ratings determined by secretly rolling 1d6 for each. They are not represented by any pieces (their location and movement being ‘secretly’ recorded), nor do they have any limits on movement (being able to freely go anywhere their Player has units - when able to move). When in a Territory, an Officer’s location must also specify which City / Port / Religious Centre he is in. If that particular locale is Nuked or Neutroned, the Officer dies.
Each Officer must be individually identified by a name or number . To prevent rules abuse, each Officer’s ID will be not more than 8 digits long (English, Alphanumeric, NO punctuation or upper/lower case nonsense), and cannot be changed. Players may find out the ID of someone’s Officer from other Players, or via the successful use of a Spy.
Officer Leadership ratings are used in combat, for units in the same Territory as they are. Generals are only useable with Armies and Tanks, but can be carried by Navy or Boomer. Admirals are only useable with Navies and Boomers, but can be positioned on land. Individual Leadership ratings will vary depending on the outcome of battle, but will never be lower than 0 or higher than 6. Adjustments are made at the end of each battle in which they are involved, in accordance with the following outcomes:
Decisive Victory - All opposing forces are destroyed, for no losses. Rating: +2
Bloody Triumph - All opposing forces are destroyed, for some losses. Rating: +1
Standoff - Some / none of the opposing forces are destroyed, for no losses. Rating: 0
Bloody Defeat - None of opposition is destroyed, some losses sustained. Rating: -1
Vanquish - Opposition not only wipes out your force, he also takes the territory they were in. Roll 1d6:
On 1-2, the losing Officer survives, evades capture, loses 2 from his Leadership, and must be transferred to another zone at the next step.
On 3-4, the losing Officer loses 3 from his Leadership and is captured.
On 5-6, the losing Officer is killed and no longer in the game.
Pyrrhic Victory - Both sides in that battle are totally wiped out. Roll 1d6 for each Officer involved. On 1-3, that Officer survives, evades capture, and loses 2 from Leadership. On 4-6, that Officer is killed.
An Officer’s captor will receive full data on three of the following secrets (his choice) of the Officer’s owner:
Amount of money & bonds on hand;
Location of all Resource cards;
Name, ratings & locations of all other Officers;
Type & level of all his Special Service OR Weapons cards.
All data will be as of the time of the Officer’s capture. Captured Officers may be kept, traded to other Players (who will then know the secrets previously found out - not new or updated ones), executed (removed from play), etc. They cannot be used by their captors. If the owning Player chooses, a captured Officer can be replaced (see Stage 4), but if this is done, the captured Officer cannot return to active service if released.
Officers (whether free or captured) can also be killed by Earthquakes, Typhoons, Disease, Warlord Revolts and Pirate Attacks if they are in the area visited by these misfortunes. The following indicates what die roll result is required for an ‘Act Of God’ to kill an Officer. Roll 1d6 once for each Officer in the afflicted area:
Earthquake - 6
Typhoon / Pirate Attack - (only if at least one Navy was sunk) 4, 5 & 6
Small Pox - 6
Yellow Fever - 5 & 6
Botulin A - 4, 5 & 6
Black Plague - 3, 4, 5 & 6
Anthrax - 2, 3, 4, 5 & 6
If a Superpower has an appropriate Immunity card, this protects the Officers as well as his forces. If Officers are in a territory where a Warlord revolts, they are initially either imprisoned or in hiding. They cannot participate in any attempts to retake that Territory. If the revolution is not put down on the same turn, then they are assumed to have been killed (Warlords do not take prisoners!).
These cards may be used during Stages 3-8. Except during ‘Black Ops’, Players may play no more than one from each suit (Assassin, Spy & Saboteur) per turn, but they can be played in any order.
Assassins - are used to kill Officers belonging to other Players (but cannot do so if the Officer is either in a Boomer or a Dark Blue Ocean). To use an Assassin, the Attacker must specify against which Officer and in which territory (and which City/Port/Religious Centre therein) the attempt will be made. If the Officer’s ID or location is incorrect (according to the Defender’s records), the attempt fails and the card is returned to the deck. Otherwise, the Attacker reveals his Assassin card and rolls 1d6. The card will have two modifiers. Border Hits occur when the Officer to be assassinated is located in a territory directly adjacent to one that forces of the Attacker occupy. Remote Hits occur at all other times. Whichever is the case, the appropriate DM is added to the die roll. The Defender rolls 1d6 and adds the target Officer’s Leadership. If the Assassin has the higher total, the Officer is dead (out of the game), and the Attacker keeps the Assassin card. If the Defender total is higher, then the Assassin is dead (returned to the deck) and the Officer is OK. If the result is a tie, both are dead.
Spys - are used for snooping (what else?). The attacker states that he is sending out a spy, specifying the target nation and the secret being sought. Roll 1d6, and add the points indicated on the card. The defender also rolls 1d6. If he ties or exceeds the attacker’s total, it is assumed that the spy has been “turned”, and may attempt to find out the same secret from the erstwhile attacker.
Whomever “won” gets to roll 1d6 (again) and add the points on the spy card to the total. He gets to see the secret chosen if the total matches or exceeds the points required (See Below). Whatever happens, the spy card is returned to the deck after the mission.
Amount Of Money Target Has On Hand - 4 points.
Location & Type Of All Resource Cards Owned By Target - 5 points.
Names, Ratings & Locations Of All Of Target’s Officers - 6 points.
Details Of All Of Target’s Special Services - 7 points.
Details Of All Of Target’s Special Weapons - 7 points.
Location Of All Of Target’s Boomers - 8 points.
Details Of All Of Target’s Written Diplomatic Agreements - 6 points.
Saboteurs - mess up the plans of other Players. Sabotage missions may be performed against other Players or against Warlords / Pirates. The attacker specifies the target / mission, and reveals the card, with the points then added to a 1d6 roll. Whether or not the mission succeeds depends on the total points (generally, the more the better). Allowable missions follow:
Destroy Resource Units - For every 3 points (rounding down), the saboteur may destroy one resource unit held in the target’s Supply Centre. The type (Oil, Grain or Mineral) must have been specified before the die roll, and no ‘mixing’ (eg. one Oil, then one Grain) is permitted. This mission cannot be conducted against Warlords / Pirates.
Destroy Resource Cards - The specified Resource Card is destroyed for 6+ points. The defender may repair it by spending 1d6 x $100M and waiting a turn.
Destroy An Army Or Navy - Destroy one Army / Navy for 6+ points. The attacker decides where and what.
Destroy A Tank Or Boomer - Destroy one Tank / Boomer for 8+ points. Boomers cannot be destroyed by sabotage unless they are in a Port at the time.
Destroy A Missile Silo - As Army/Navy, for 3+ points.
Destroy A Spaceport - As Army/Navy, for 6+ points.
Destroy A Nuke / Neutron Bomb - As Army/Navy, for 7+ points.
Destroy An L-Star / K-Sat - As above, for 8+ points.
If the saboteurs succeed in their mission, they ‘survive’ (ie. the attacker keeps the card) on a roll of 4-6 on 1d6. Otherwise, the card is returned to the deck.
Black Ops: These endeavours are the stuff of technothrillers and conspiracy theories. They are expensive, but the benefits can be considerable. Each Player is restricted to one Black Op per turn, conducted at Phase D of Stage 4, and no other Special Service activities may be attempted by that Player on the same turn. Multiple cards can be played in a Black Op, but there must be at least one of each type (ie. one Spy, Assassin and Saboteur), and all played cards are returned to the deck regardless of outcome. In addition, $1.0 B must be paid to the Bank. The bonus on each Special Service Card are totalled (Assassins use the ‘Remote Hit’ bonus, wherever they are), and added to a die roll. If the total result is greater than or equal to 30, then the ‘Black Op’ is a success.
Destabilization: The targeted Superpower’s government is thrown into temporary disarray (via scandal, civil unrest, corruption, etc.). The Player loses one of his four Blind Bid cubes, for the remainder of the current turn and for the next turn. (Regardless of how many successful destabilizations are in effect on one player, he will always retain at least one Blind Bid Cube.)
Secession: One of a Superpower’s Home Territories declares independence and becomes, for all intents and purposes, a Warlord. The territory chosen (by the attacker) cannot contain the defender’s (current) Capital; be the last remaining Home Territory of that Superpower; be occupied by another Superpower; or hold the defender’s largest concentration of military (total number of Armies, Tanks, Silos and Spaceports therein). All units and resources in the affected territory come under control of that Warlord, with the same tech level(s) as the former owner, with one Nuke or Neutron (determine randomly if both are possible) per Silo, and one L-Star or K-Star (likewise) per Spaceport.
Insurrection: A sea / territory occupied by a superpower (and which is not one of his own Home Territories) turns Warlord / Pirate. All units (including Boomers) in that territory are replaced by black, and all resource cards put up for rebidding. Other strategic weapons are redistributed as for Secession.
Annexation: All units and resources of the targeted Warlord/Pirate are taken over by the attacking Superpower. This can be used to “peacefully” retake a Home Territory lost to Secession, or to reverse (?) an Insurrection. Under no circumstances can it be used to take another existing Superpower’s Home Territory.
Nuclear Terrorism: Remove one Nuke / Neutron from the Attacker’s Supply centre. Success means that the weapon has been smuggled to, and detonated in, a location of the attacker’s choice (no defensive rolls possible). Note that ‘Space Blast’ cannot be chosen for this weapon, nor can it have multiple warheads. Failure means that the target has captured the bomb, added it to his own arsenal (if he didn’t have a Nuke / Neutron capability, he does now), and gets a free counterattack at the start of Phase E.
Biological Terrorism: One of the Attacker’s Bioweapons is used on a Territory of his choice. The Bioweapon card is retained. Failure (including immunity via antidote) means that the defender gets a free counterattack at the start of Phase E. Results are the same as Fortuna cards - roll 1d6 for the point value. Anthrax destroys one army/tank per point, Black Plague per two points, Botulin A per three points, Yellow Fever per four points, and Small Pox per five points (rounding down, minimum loss of one unit in all cases). If the Defender has an appropriate immunity card, the attack is always ineffective.
Kidnap: This only requires the name of the targeted Officer. If successful, that Officer has been captured (Officers in Boomers at sea cannot be targeted).
Rescue: Similar to Kidnap, except that it enables the Player to “rescue” captured Officers (who do not necessarily have to belong to the rescuers either).
Technology Theft: The attacker acquires one Tech Level or R&D of his choice from the defender. Standard restrictions apply - the Tech must be attainable for the attacker (no jumps from Army Tech 1 to 6!), deployment must be paid at the first oppurtunity and (for Strategic Weapons) a prototype must still be built.
The Sting: However much the attacker makes his roll by, he steals that amount times $ 1.0 B from the defender’s personal cash.
Market Manipulation: The Attacker specifies a Resource and in which direction he intends to influence the Market Price. However much he makes the roll by, the marker for that Resource is moved that number of spaces.
Two or more Players can pool cards into one ‘Combined’ Black Op, but only if covered by a written treaty or agreement beforehand.
New technology can be researched for Players’ militaries, with a few restrictions:
A Player must have at least one of the appropriate units in play when researching new technology (ie. no researching Nuke Tech if the Player currently has no Nukes - even if they were all just expended and he’s planning to build new ones).
Tech Levels cannot be “mixed and matched” (eg. Nuke Tech used for Neutrons, Army Tech for Navies, L-Star Tech used for K-Sats, etc.), except via T3I (more on this later). TLs do not have any direct influence on each other, so it is entirely possible for a Superpower to end up with Army Tech 4, Navy Tech 0, etc..
All Tech research must be in sequence. Nuke Tech 2 cannot be researched (or even acquired from others) until the Player has achieved Nuke Tech 1 (and that, in turn, cannot be achieved unless the Player has a Nuke). Also, each Tech category (Army, Navy, Nuke, Neutron, L-Star, K-Sat) can never progress faster than one level per turn.
Nukes must be successfully researched and built before Neutrons can be attempted. Both cannot be R&D’d on the same turn.
Any newly-acquired Tech Level must be deployed in order to be used, for a cost of 1d6 x $100M. If a Player successfully does research, but finds himself unable to pay the deployment cost, then that research cannot be used (or any further advances in that TL made) until the cost rolled has been paid. When paid, the Player takes and keeps the appropriate card from the deck. Each category of Tech cannot deploy more than one level per turn, regardless of the circumstances. Tech levels cannot be traded or otherwise made use of until deployed, though they can be acquired via espionage, or if the owner’s Supply Centre is taken.
As with other key activities, Tech Level R&D involves use of the Resource Deck. The superpower specifies the Technology and Level being sought, and proceeds to draw cards from the resource deck until he draws a Nuke/L-Star card, or gives up, or draws the Supremacy (TM) card (thereby being forced to halt(. Each card drawn costs $200M.
As well as giving a DM to combat, there are benefits for each tech level as follows.
Navies: The Navy TL is a bonus on the number of seas that a Navy can move per Oil unit expended.
Armies:
1 - Tanks immune to Small Pox & Cyanide.
2 - Armies move 2 territories per Grain per unit. Tanks immune to Small Pox, Yellow Fever, Cyanide & Mustard Gas.
3 - Armies move 3 territories per Grain per unit, and may be airlifted for one Oil per unit. Tanks immune to Small Pox, Yellow Fever, Botulin A, Cyanide, Mustard Gas & Phosgene; and may be airlifted for 3 Oil units.
4 - Armies move 4 territories per Grain per unit, and 2 units may be airlifted per Oil. Tanks immune to Small Pox, Yellow Fever, Botulin A, Black Plague, Cyanide, Mustard Gas, Phosgene & Prussic Acid; move 2 territories per Oil unit; and may be airlifted for 2 Oil units.
5 - Armies move 5 territories per Grain per unit, and 3 units may be airlifted per Oil. Tanks immune to all Biowar and Chemwar agents; move 3 territories per Oil unit; and may be airlifted for 1 Oil unit.
Players may move multiple forces with one Resource Unit. Eg. a Grain can move one TL 5 Army up to five territories, OR move up to five TL 5 Armies one territory. In all cases, the basic resource cost must be paid (no fractions or freebies are allowed!).
Nukes / Neutrons:
1: Nukes / Neutrons become immune to Nuclear Systems Failure.
2-5: Tech Level equals the number of warheads per missile (eg. TL3 = 3 warheads).
L- Stars / K-Sats:
1: L-Stars / K-Sats become immune to Launch Failure.
2-5: Tech Level determines how often each can shoot in a Strategic Battle (and how well).
Technology can also be used to enhance the output of Resource Companies, or reduce the cost of building specific types of units. This is generally referred to as ‘Technology Transfer To Industry’ (T3I). A Tech Level cannot be used for T3I until it has been deployed. As always, the Tech Levels must be progressive (eg. no jumping from TL0 to TL4). Unlike the standard usage of Tech Levels, one can referred to as ‘Technology Transfer To Industry’ (T3I). A Tech Level cannot be used for T3I until it has been deployed. As always, the Tech Levels must be progressive (eg. no jumping from TL0 to TL4). Unlike the standard usage of Tech Levels, one can ‘mix and match’ (eg. for a particular commodity or unit type, progress via Nuke Tech 1, Army Tech 2, L-Star Tech 3, and so on).
Each Tech Level attained can only be used once for T3I - either for production of a specific Resource type or for reducing the cost of building a particular unit type. For resource production, T3I gives a permanent overall bonus (equal to the Tech Level attained) for whichever Resource (Oil, Grain or Mineral) it was applied to (See Stage 2, Phase C). This bonus is set up separately for each Resource, and is not transferrable to other Players or resource types.
For reducing the cost of building units, T3I reduces the cost by Tech Level x 10% for a specific unit (eg. a Tech Level 5 for building Armies means their monetary cost is half of normal, but there is no influence from this on Tanks, Navies or any of the Strategic Weapons - each of them will have separate T3I values). The Resources required for building units remain constant, and T3I can only applied to units the Superpower is capable of building in the first place (ie. no discounts for Nuke Research!).
In all cases, T3I will cost 1d6 x $100M to implement.
Starting Tributes: Based on the Cities and Ports that each Superpower begins with in its Home Territories:
Africa - $ 0.9 B
Australasia - $ 1 B
Canarctica - $ 0.95 B
China - $ 0.9 B
Europe - $ 1.2 B
Russia - $ 1.35 B
South America - $ 0.85 B
USA - $ 0.8 B
*****
Composition of Resource Deck: 118 Resources, 4 L-Stars, 6 Nukes, 1 Supremacy Card. The location and productivity of resources are listed as follows:
Territory | Resource | Units | Company Name |
|---|---|---|---|
Mozambique | Grain | 2 | Adams Grain Co |
Oil | 3 | Maputo Oil | |
Mineral | 2 | McMorland Mines | |
Nigeria | Oil | 3 | Idah Oil |
Mineral | 3 | Bukuru Mining Co | |
Red Sea | Grain | 2 | Dahlak Grains |
South Africa | Grain | 2 | B W Reed Co |
Oil | 2 | Statham Oil Co | |
Mineral | 3 | Watt & Warren | |
Zaire | Grain | 3 | Ngungu Grain Co |
Oil | 2 | Allen Oil Co | |
Mineral | 2 | Boko Mines |
*****
Territory | Resource | Units | Company Name |
|---|---|---|---|
Eastern Australia | Grain | 3 | McEachern & Gordon |
Mineral | 5 | Toowoomba Mines | |
Indonesia | Oil | 3 | Sumba Oil |
Mineral | 3 | Taytay Mines | |
Java Sea | Mineral | 2 | Thitu Mining Co |
New Zealand | Grain | 1 | R P Webb Co |
Oil | 5 | Taranaki Oil | |
Timor Sea | Grain | 2 | Nichol Grain Co |
Oil | 3 | Roti Oil Co | |
Western Australia | Grain | 2 | Goomalling Grain Co |
Oil | 2 | Conn Oil | |
Mineral | 3 | Darley Mines |
*****
Territory | Resource | Units | Company Name |
|---|---|---|---|
Eastern Canada | Grain | 3 | Christy Grains |
Mineral | 4 | Simpson Mining Co | |
Greenland | Mineral | 3 | Umanak Mining Co |
Northern Canada | Oil | 3 | Inuvik Oil |
Mineral | 2 | Great Slave Mines | |
Western Canada | Grain | 5 | McDougall Grains |
Mineral | 2 | Ashby Mines |
*****
Territory | Resource | Units | Company Name |
|---|---|---|---|
Manchuria | Grain | 2 | Fuyu Grain Co |
Mineral | 2 | Min-Shan Mines | |
Mongolia | Oil | 3 | Ula Oil |
Mineral | 2 | Lop Nor Mines | |
Mineral | 3 | Obo Mines | |
Nanling | Grain | 3 | Ku-Chan-Li |
Oil | 2 | Hoppo Oil Co | |
Mineral | 3 | Modung Mining Co | |
Shantung | Grain | 2 | Pak-Hoi Grains |
Grain | 3 | Kom Jug Yuen | |
Oil | 3 | Chin Oil | |
South China Sea | Oil | 2 | Tin Tow Oil |
*****
Territory | Resource | Units | Company Name |
|---|---|---|---|
British Isles | Oil | 3 | Prescott Oil Co |
Mineral | 3 | Nicholson & Pope | |
Eastern Europe | Grain | 2 | Huber Grain Co |
Grain | 3 | Landau-Rott | |
Mineral | 3 | Bayer Mines | |
Iberia | Oil | 2 | Moura Oil |
Mineral | 2 | Cordoba Mining Co | |
North Sea | Mineral | 2 | Musselburgh Mines |
Scandinavia | Oil | 2 | Vardo Oil |
Oil | 3 | Kalmar Oil Co | |
Western Europe | Grain | 3 | Gauthier Grains |
Grain | 2 | Smit & La Roche |
*****
Territory | Resource | Units | Company Name |
|---|---|---|---|
Black Sea | Oil | 2 | Azov Oil Co |
Buryatsk | Grain | 2 | Tavda-Omsk |
Mineral | 2 | Kyzyl Mines | |
Kazakh | Grain | 2 | Haliskie & Bean |
Grain | 3 | Gluck Grain Co | |
Kola | Oil | 3 | Baku Oil |
Mineral | 3 | Ozero Mining Co | |
Russia | Grain | 3 | Rovno Grains |
Siberia | Oil | 3 | Zapadno Oil |
Mineral | 3 | Tomsk Mining Co | |
Yakutsk | Oil | 2 | Tiksi & Zaliv |
Mineral | 2 | Kroma Mines |
*****
|
Territory |
Resource |
Unit |
Company Name |
|---|---|---|---|
|
Argentina |
Grain |
3 |
Buchardo & Young |
|
Oil |
3 |
Del Fuego Oil | |
|
Brazil |
Oil |
2 |
Ipora Oil Co |
|
Mineral |
3 |
Sammy Mining Co | |
|
Mineral |
2 |
Lobos Mines | |
|
Gulf of Panama |
Grain |
2 |
Azul & Annand |
|
Peru |
Grain |
3 |
Cocama Grain Co |
|
Oil |
2 |
Sapra Oil Co | |
|
Mineral |
2 |
Pachacuti Mines | |
|
Venezuela |
Grain |
2 |
Popayan Mines |
|
Oil |
3 |
Inca Oil | |
|
Mineral |
3 |
Merida Mining Co |
*****
|
Territory |
Resource |
Unit |
Company Name |
|---|---|---|---|
|
Alaska |
Oil |
2 |
Hurren Oil |
|
Oil |
3 |
Kodiak Oil | |
|
Barkley Sound |
Mineral |
2 |
Sitka Mining Co |
|
Eastern USA |
Grain |
2 |
Kain Grain Co |
|
Grain |
3 |
Farnsworth Grains | |
|
Mineral |
2 |
Reimers Mining Co | |
|
Midwest USA |
Grain |
3 |
Bainbridge Grains |
|
Grain |
2 |
Cooper & Brown | |
|
Mineral |
3 |
Moorhead Mines | |
|
Western USA |
Oil |
3 |
Clark Oil Co |
|
Oil |
2 |
Hadley Oil | |
|
Mineral |
3 |
Roach & Shearer |
*****
|
Territory |
Resource |
Units |
Company Name |
|---|---|---|---|
|
Arabia |
Oil |
5 |
Baqa Oil |
|
Arabian Sea |
Mineral |
3 |
Socotra Mines |
|
Burma |
Grain |
2 |
Toungoo Grain Co |
|
Oil |
4 |
Phet Buri Oil | |
|
Caribbean Sea |
Oil |
2 |
Quita Cay Oil |
|
Central America |
Oil |
1 |
Tampico Oil |
|
Mineral |
3 |
Durango Mines | |
|
Mineral |
5 |
Uxmal Mines | |
|
Egypt |
Oil |
2 |
Buqbuq Oil Co |
|
Greece |
Oil |
3 |
Panou & Kalpakis |
|
Mineral |
2 |
Vartan & Read | |
|
Gulf of Panama |
Grain |
3 |
Los Mochis Grains |
|
India |
Grain |
3 |
Mahadeo Grains |
|
Mineral |
3 |
Mahabir Grains | |
|
Mineral |
4 |
Sugrim & Sanmat | |
|
Iran |
Grain |
1 |
Bandar Grains |
|
Oil |
4 |
Bashi Oil | |
|
Iraq |
Oil |
3 |
Basra Oil |
|
Japan |
Oil |
3 |
Oshima Oil Co |
|
Middle East |
Grain |
4 |
Ha On Grain Co |
|
Pakistan |
Grain |
2 |
Tatta Grain Co |
|
Poland |
Grain |
3 |
Lotz & Lodz |
|
Romania |
Grain |
4 |
Corak Grain Co |
|
Oil |
1 |
Varna Oil Co | |
|
Sahara |
Grain |
5 |
Kiffa Grains |
|
Oil |
2 |
Zillah Oil Co | |
|
Mineral |
1 |
Tiznit Mines | |
|
Turkey |
Grain |
3 |
Zara Grain Co |
*****
Optional Superpower: With apologies to any Canarcticans reading this, Canarctica’s resources and general situation seems very feeble compared to the other superpowers. There are a number of alternatives:
(1) Give the Canarcticans one or two extra foreign Resource Cards (Player’s choice) in its starting setup. Play then proceeds as normal.
(2) Use the Dark Blue pieces for an entirely different Superpower. One suggestion is to centre this Superpower around the Middle East. Its Capital is at Jerusalem; Home Territories are the Middle East, Arabia, Iran, Iraq, Pakistan and the Arabian Sea.
(3) As Option Two, except add Turkey and exclude the Middle East (to be neutral), with the Capital at Riyadh, Baghdad or Teheran.
(4) ‘League of Non-Aligned Nations’ - set up as the other players, but with all resource cards (and Home Territories) drawn at random from the “Neutrals” in the Resource Deck. First Territory Card drawn will have the League’s capital.
PLAYERS: Allocate one Superpower per Player (either randomly or by any other mutually acceptable means). For six or less Players, the choices are USA (Dark Green), Russia (Crimson), China (Yellow), Europe (Orange), Africa (Purple) and South America (Light Green). For seven or eight Players, Australasia (Light Blue) and/or Canarctica (Dark Blue) are added.
Each Player / Superpower receives:
Money: $7 Billion in cash, plus $2 Billion in Bank Bonds.
Resource Companies: Starting total of six per Player. Three (one each of Grain, Oil & Minerals - drawn randomly) in the Superpower’s Home Territories, plus three more (random) in foreign territories. These may not be in another’s Home Territories or where another Player also has a Company. If two or more Players drew companies in the same territory simultaneously, they must roll off to see which one can stay. If a Player was there ‘first’, he automatically stays and the other Player must redraw.
Resources: Three resource units each of Grain, Oil & Minerals - plus a total of nine more units of whichever type(s) the Player chooses.
Military: One Army for each Home Territory, and any other Territory where the Superpower owns resources. One Navy for each sea adjoining a Territory controlled by that Superpower that also has a port . If other Superpowers also own a port on that sea, that sea begins the game vacant. The exception is when a Superpower owns resources in the sea itself, in which case they deploy one Navy there as per normal. Add a total of one Tank and nine Armies / Navies (Player’s choice) to locations where the Superpower already has units.
Leaders: Each Superpower begins with three (3) Generals and two (2) Admirals.
Unconventional Forces: Each Superpower begins with one Assassin, one Spy, and one Saboteur card (drawn randomly). No Special Weapons are deployed at the start of the game.
WARLORDS & PIRATES: Deploy in territories and seas that remain vacant after all Players have set up (1d6 units of appropriate type per area). Pirates only set up in unoccupied seas adjoining Superpowers if the neutral (Warlord) ports there outnumber those of the Superpower(s). Each Warlord has a 1-in-6 chance of also starting with a Tank.
THE MARKET: Set starting prices by rolling 2d6 for each resource, and moving its marker that number of spaces from left to right.
THE FIRST TURN: The first turn has no Stage 4 (ie. Players cannot attack anyone on the first turn), no Fortuna Cards are drawn, Special Service Cards may be acquired but not used, and commodity prices are frozen regardless of what is bought or sold. The idea is for everyone to have at least a sporting chance......
Phase A (Draw Fortuna Card)
Phase B (Diplomacy): In general, Player-Superpowers are free to make/break whatever verbal agreements or ‘arrangements’ they like, whenever they like and with whomever they like. However, some formal agreements (listed below) come very close to violating the rules and therefore need special treatment. Any that involve the breaking / bending of normal procedures can only be set up in this Stage and must be in writing (but can still be broken at any time, naturally).
Any of the following can be included (or combined) in a formal agrrement:
FORMAL ALLIANCE: Players agree to assist each other ‘to the best of their ability’ (whatever that might mean). Informal alliances can be set up at any time, but an official alliance can allow the participants to do things ordinarily disallowed by the rules. One, some or all of the following may be covered by an alliance, but must be stated in writing beforehand.
COALITION FORCES: Allied units may pass through / share / defend / attack the same territories.
ALLIED CHAMPIONS: If either is attacked strategically, the other’s K- and L-Stars may defend that territory as if it were their own.
ALLIED CONVOYS: An ally may convoy another ally’s armies during Stages 4 & 5. The owner of the Navies involved pays the movement cost.
LATE ARRIVAL / SUPPORT: An ally is permitted to join the Attack stage when an ally is attacked (if covered by the treaty), even if he had not chosen to play that Stage. However, that Player takes last position in the sequence of attacks, and it counts as one of his three choices from the order of play (if the Player has no choices remaining, he may only defend and counterattack, not attack).
COMBINED 'BLACK OPS': Only Allies can pool Special Service cards into one Combined Black Op. The exact nature of the Black Op need not be specified in advance - just the willingness of the parties to engage in such activities. When the actual attempt is made, the nature of the Black Op and the degree of contribution must be agreed to by the signatories. A Combined Black Op counts as a Black Op for all participants for that turn.
RESOURCE AGREEMENTS: Arrangements for the sale or transfer of resources can be set up anytime, and enacted during Stage 3. But, if a Superpower produces or gains resources in excess of the capacity of its Supply Centre, this excess is normally lost regardless. With a Resource Agreement, any excess can be automatically transferred to the Supply Centre of another Player during Stage 2 (provided there is room for it, and that there are no Blockades or Sieges that would interfere with the transfer). Resource agreements must specify the type of resource that will be transferred and to whom. It is conceivable (though very unlikely) that a Player could have enough excess to run more than one Resource Agreement.
TECHNOLOGY TRADE: Players may agree to trade technology, either specifically or as part of some other agreement. This can be co-operative ("...I research Nukes, you research L-Stars, then we swap..."), one way ("...Give me everything you have or will get on....") or whatever. This activity doesn’t need a written / signed agreement, but can be a useful bargaining chip.
The specifics, timing and secrecy of any agreement can be decisive. Provisos and contingencies can be included (eg. Formal alliance between A & B, but only to defend against nuclear attack by C; the use of coalition forces in just one location, etc.), but must be clear and unambiguous. They cannot be set up to operate only if the signatories “feel like it” (dissolving an agreement to set up something new in the next round of Diplomacy is OK). Once a written agreement has been broken by any of the involved parties, it cannot be revived - a new agreement must be written up in a later Stage 0.
Agreements can be kept secret - but only until the signatories start doing stuff they couldn’t otherwise (and there is no compulsion to reveal ‘unused’ portions).
The Pay-Off: Any agreement will have troubles if the parties involved do not trust each other. Therefore, the timing of payments or exchanges (money, technology, resources - in advance, on delivery, etc.) should be specified when writing everything up. Resources can only be transferred during Stage 3. Monetary Payments may be held in escrow by the Bank (and will be strictly regulated), but can be made any time. Exchanges of Technology are conducted on Phase H of Stage 6. Payments can also be conducted via an extra party (for whatever reimbursement that worthy demands).
Phase A (Draw Fortuna Card)
Phase B (Collect Tribute): Each Player-Superpower collects $50M for every port or city in territory that he occupies. Religious Centres and the Superpower’s own (current) Capital do not provide tribute, but the capitals of conquered nations do.
Phase C (Sell Bonds): Bonds are essentially IOUs, with the holder getting a fixed rate of interest (paid by the issuer) per turn, and are only available in increments of $1 Billion. They can be traded between Players at any time, but can only be redeemed at this Stage (paying both the interest and the principal).
There are three types of Bonds, based on who issues them:
Bank (BBs - yielding 10%);
Superpower (Super Bs or SBs - yielding whichever %age is specified on issue);
Neutral Zone (NZBs - yielding 20% for Warlords and 30% for Pirates).
BBs are the most secure - both Super Bs and NZBs can be defaulted on, and become ‘null and void’ if their issuer is destroyed or conquered. A Superpower can issue as many Super B’s as he wants, but only to other Superpowers (Pirates/Warlords will never accept SB’s for payment). Super B’s can be defaulted on (not winning the issuer many friends if/when it does happen), but cannot be done so selectively. Defaulting also means that the guilty Superpower is barred from borrowing from the Bank and from buying / selling resources from the Market, for the remainder of that turn. Super B’s defaulted upon continue to exist. A Player holding an SB can choose to destroy it at any time (thus rendering it ‘null and void’).
If, for whatever reason, a Player finds himself unable to pay full interest on all Super B’s issued by him, he is permitted to try and make up the difference via other means rather than defaulting automatically. However, all obligations must be met. Everyone holding that Player’s Super Bs must be fully paid, or otherwise satisfied, or else that Superpower will be treated as a defaulter.
In such a case, loans from the Bank (or even other Players) are one recourse. But the debtor may offer things in lieu of payment - eg. IOUs for Resources, Neutral Zone Companies, Military units, future favours, verbal agreements or even additional Super B’s (!). Note that written agreements can only be created in Stage 0; and that actual transfers of Units, Technologies or Resources can only be conducted at the appropriate Stage / Phase. The choice(s) of reimbursement offered, and to which creditor, are up to the debtor. Whether or not that creditor chooses to accept is another matter.
An acceptance of alternate payment cannot be “taken back” later in the same term. With that said, payments not made immediately (IOUs) can be reneged upon at no penalty, other than the obvious diplomatic repercussions. ‘Alternate’ payments made will only hold true for that turn. If the same Player is unable to meet his SB obligations on a subsequent turn, the means of payment must be renegotiated with all those involved. Each Pirate / Warlord will only redeem or issue one NZB each per Player per Turn. Also, if a Player holding NZBs from a Pirate / Warlord should attack same, those NZBs are voided (Pirates / Warlords can be selective).
Phase D (Receive And/Or Pay Bond Interest): Super Bs pay interest first. BBs pay second. NZBs pay third.
Phase E (Pay Salaries): Each Superpower-Player must pay the following salaries to the Bank:
$10M per military unit (Army, Navy, Tank or Boomer).
$50M per Resource Company that the Superpower chooses to operate (+ $50M if re-opening or in a Pirate / Warlord Zone).
A military unit that does not have its salary paid is automatically removed from the board. Anything carried by that unit (such as Officers or other units) is also removed. Players who pay the salaries of all their military units are entitled to one free draw from the Special Services deck.
If a Resource Company in a Warlord / Pirate zone is not paid, then that Company immediately goes on the open market. A Superpower that pays $100M automatically takes over that Company. If more than one Player-Superpower is interested, the Company is auctioned off (minimum increment of $50M per bid). If there are no takers, the Warlord / Pirate runs the Company - automatically “selling” its production to the Market each turn (until the Company is sold - it remains available for purchase until then).
Blockades may be attempted at the end of this Phase.
Phase F (Pay Bank Loans): Players owing money to the Bank make their interest payments now, after which some / all of the principal may also be repaid. Bank loans can be made at any time, but can only be repaid at this time. Defaulters may not borrow from the Bank or trade on the Market while any interest payments are outstanding (and the principal cannot be paid off until the interest is). Resources may still be sold to the Market, but all money automatically goes towards repaying the interest.
Phase G (Buy Bonds): Bonds may be bought from whomever is issuing them. Interest is paid starting at Phase D of the following turn.
Phase A (Draw Fortuna Card)
Phase B (Transfer From Companies Under Your Control): Players transfer production units from their (open) resource cards to their supply centres. When a Player’s supply centre is full, any surplus units are treated as lost and thus out of play (the exception being Resource Agreements set up in Stage 0).
Phase C (Transfer From Companies Controlled By Warlords & Pirates): Production units are transferred from those companies controlled by Warlords / Pirates - if their salaries have been paid.
Phase D (Transfer Bonus Production Units): If a Player has utilized T3I for resource production, then his companies can produce more resources. The number of BPUs produced for an industry equals the attained Tech Level for same.
(For example, if the Player’s Grain industry has attained Tech Level 2, the overall Grain production is increased by two additional units (provided there is at least one unblockaded Grain company producing at least one unit of Grain on that turn to begin with). If there is no Grain production, then the Player gets no Grain BPUs.)
Phase A (Blind Bid)
Phase B (Determine Player Order)
Phase C (Transfer Officers)
Phase D (Use Special Services Cards)
Phase E (Sell Resources To The Market): In general, the market indicator for a particular Resource moves one place to the left for each unit sold to it. Buying resources from the Market has the opposite effect, but is only done in Stage 7.
Firstly, the Market is declared open. If a Resource Company is being run by a Warlord / Pirate, they get to sell first if “he” rolls a six on 1d6 (roll once for each Warlord / Pirate in this situation). Otherwise, they go last in Player order. Each Player participating in this Stage, starting with the winning bidder and going clockwise, may sell any number of one Resource type (in his Supply Centre) to the Market. They get three chances to do so (first Player getting a second oppurtunity to sell after all Players have had their first, and so on).
Phase F (Sell Resources To Other Players): Players may sell or ‘give’ Resources to other Players, for whatever terms can be agreed to. No specific order is necessary here.
Phase A (Blind Bid VARIANT)
Phase B (Determine Player Order)
Phase C (Transfer Officers)
Phase D (Use Special Services Cards / Conduct ‘Black Op’)
Phase E (Attack with Forces & Weapons): See ‘Blind Bid’ for details on Player order. Each Player may specify any number of any type of attacks in any order he likes - provided that he has both the resources and the forces. It is suggested that colour-coded markers of some kind (such as glass beads) be placed on the board to aid in remembering the type, location, number and direction of attacks.
A Defender may counterattack an attacker after the battle (unless it is Envirowar, in which case there is no counterattack option), and does not have to bid for this Stage to do so. No one may counterattack against a counterattack.
After the specified battles and counterattacks have been resolved, the next Player conducts his attacks, and so on. This continues around to the first Player again, who may then choose to make further attacks.
For the sake of clarity, each circuit around the table during this Stage is called a Round. Each Player to have bid for the Attack Stage may choose to attack or pass on any given Round, but if all involved Players pass in succession, then the Stage is over.
There are four (4) different battle drills - Conventional (Armies & Navies - including Tanks & Boomers); Strategic (Nukes & Neutrons); Envirowar (‘Special Weapon’ cards); and Space Clashes (L-Stars & K-Sats).
Please Note:
Armies and Navies can attack each other. But Navies cannot occupy land areas, and Armies cannot occupy sea areas.
Specific units can defend any number of times during a Round, but can only attack or counterattack once per Round. Supplies expended for the ‘Defend’ option are good for the entire turn, for all of the Player’s units, in that particular Territory / Sea.
Each Biochemical or Envirowar card may only be used once per turn. The only exception are the ‘Antidote’ cards which can be used any number of times per Round without penalty (and also defend against certain ‘Fortuna’ events).
Out Of Oil, Out Of Tank. Tanks cannot do anything if the owner does not have any Oil in stock (or if the Tanks are in a blockaded territory where no Oil has been transported overland). If invaded, and there are no Armies present, then the Tanks are automatically captured by the attacker (otherwise, they are destroyed). If used in an airborne assault, Tanks will function normally in the initial attack, but will become so much junk afterwards unless they have access to Oil.
*****
Conventional Battle
Step A - Identify Theatre Of War:
Identify Front Lines - The Attacker specifies which territory / sea is being attacked, and from where.
Identify Primary Target - Both Attacker and Defender must now specify which opposing unit they will attempt to destroy first.
Defender Chooses Tactics - The Defender chooses from the following options (it is possible to combine some options):
“Defend” - Defender deletes a set of supplies (one each of Grain, Oil & Mineral). He then proceeds with the battle drill, noting that he starts with two dice. Note that this option is not possible if the defending units are under blockade.
“Resist” - Defender does not delete a set of supplies. He proceeds with the battle drill as is, except that he starts with one die.
“Withdraw” - Defender may move some or all of his forces from the target of the attack, at normal movement costs, to an adjacent friendly territory. For Officers to withdraw, they must take at least one unit with them. If two adjacent territories are being attacked at the same time, it is permissable to withdraw forces from one to the other. Note that this option is not possible if the defending units are under blockade.
“Surrender” - Defender surrenders that territory / sea. All units and Resource Companies there automatically become the property of the Attacker (and are immediately exchanged for units of the appropriate colour at the end of this stage). This option is not possible if the territory is one of the Defender’s Home Territories.
“Demolition Directive” - Defender may sabotage any Resource Companies in the territory being attacked. If the Attacker takes that territory, the Companies in it will require 1d6 x $200M each to be repaired and become operational. Until that is paid, the Resource Company will not function.
“Scorched Earth Lunacy” - A Player may opt for nuclear suicide - nuking and/or neutron bombing his own territory to prevent someone else conquering it. Roll 1d6 if this choice is made, to see if his military is crazy enough to go through with it - 1-3 they are; 4-6 they aren’t.
“Pre-Emptive Strike” - If the Defender has chosen to play that Attack Stage, he may opt for an immediate nuclear response (if not, he must wait for his counterattack). He may nuke / neutron bomb the Attacker anywhere (including the zone the attack is originating from). If this is done, the Attacker has the right to retaliate with his own nuclear strike(s). Afterwards, the conventional battle proceeds (if possible).
“Capital Panic Move” - If the Territory attacked includes the Defender’s Capital, he may decide to move the capital before the attack (“Bug Out”). If so, the Defender must move the capital to another City in his Home Territories (secretly noting the location on a slip of paper to be revealed after the attack), and pay $1 Billion to the Bank. A Player may only have one Capital.
Warlords / Pirates Defensive Tactics - When the Defenders are Warlords / Pirates, they will automatically opt for Defend; Demolition Directive (if they control a Company); and (if they have the weapons) Pre-emptive Strike (See Warlords / Pirates Strategic Targeting below). For their ‘Primary Target’ Pirates / Warlords will always go for the most valuable units first.
Step B - Delete Supplies, Deploy Forces & Special Weapons:
Delete Supplies - The Attacker must expend (remove) one set of supplies (ie. one each of Grain, Oil & Mineral from his Supply Centre) for each Territory / Sea he launches a Conventional Attack from. Depending on which options were chosen, the Defender may or may not expend a set of supplies. When attacking one territory from a number of adjacent zones, the Attacker is free to decide whether they will all form one massive attack or a series of smaller attacks (and in which order they will occur). If an attack is made impossible or pointless by subsequent events (eg. Attacker’s forces wiped out by a Pre-emptive Strike), or the Attacker simply changes his mind, the attack may be cancelled. However, resources must still be expended as if the attack had gone ahead.
Deploy Biowar / Chemwar Weapons - Either side may use no more than one Biowar or Chemwar weapon per battle (not both at the same time). They may only be used against Armies and/or Tanks. Each use of a Biowar / Chemwar card costs $100M (and the card is retained for future use).
Use Biowar Antidote Cards - If either side has an antidote card for the bioweapon being used against them, they may reveal that card. The bioweapon then is rendered ineffective for that battle (but the user still pays for it). Antidote cards cost nothing to use, have no limit on the number of times they can be used in one Round, and are re-usable.
Step C - Getting The Dice & Counting Edge Points:
Getting The Dice:
Position Dice - The Attacker gets one die, the Defender (depending on options chosen) gets one or two dice.
Firepower Die - Determine the Firepower Rating (FPR) for each side as follows - Basic Army / Navy units count as one point each, Tanks count as five points each, Boomers counts as six points each. The highest FPR gets an extra die.
L-Star Die - The side with the most L-Stars gets an extra die. K-Sats do not count. If both sides lack L-Stars or have the same number, then no one gets the die.
Conventional High-Tech Die - The Player with the highest Conventional Tech Level gets another die. If Players have the same Tech Level, then neither Player gets the die. If a side is using combined forces (Armies and Navies), with disparate Tech Levels, then the average of these Tech Levels are used (rounding down) when working out who gets the die.
Capital Defence Die - If the territory under attack contains the Defender’s Capital (and it has not ‘Panic Moved’), he gets an extra die. Not applicable to Warlords.
Counting Edge Points:
Firepower - For every three points (rounding down) that a Player’s FPR exceeds that of his opponent, he gets one Edge Point.
Special Weapons - Add the Edge Points indicated on any card played if the other side’s force is not totally immune to that weapon. For example, if Cyanide is used against a mixture of TL1 Tanks and Armies, it would affect all of them. Otherwise, if there were just Tanks, they would be immune and the Special Weapon would have no effect.
L-Star - The side with L-Star (numerical) superiority gets Edge Points equal to the differance in L-Stars owned by each side.
Conventional High-Tech - The side with the highest conventional Technology gets one Edge Point for each Tech Level between him and his opponent.
Strategic High-Tech - The side with the highest L-Star Technology gets one Edge Point for the difference in TL between him and his opponent. This is provided that he actually has L-Stars in orbit at this juncture. If not, the other side uses his own TL in Edge Points, provided he has L-Stars in orbit. If neither has L-Stars in orbit, then no Edge Points are allotted for this.
Officer Rating - If either side has Officers participating in the Attack / Defence, their Leadership Ratings are added as additional Edge Points.
Religious Fanaticism - If the Territory under attack contains Religious Centres, the Defender gets one Edge Point for each. [Personal note: India’s five (!!!) religious centres makes it a ***scary*** place to invade!]
Step D - Roll The Dice & Calculate / Remove Losses:
Kill Points: Each side rolls their dice and adds any Edge Points. The resulting figure is known as Kill Points, and indicates the amount of losses inflicted on the opponent. Three Kill Points destroy a basic Army / Navy, ten are needed for a Boomer, and eight for a Tank. The first unit destroyed is the Primary Target (provided there are enough Kill Points generated in the first place), with the owning Player deciding how the rest are distributed. All remaining Kill Points must also be used, with any odd remnant deemed sufficient to destroy one additional unit (if any remain).
Occupation: If a territory / sea has lost all of its forces as a result of battle, then the other side (whether Attacker or Defender) may choose to occupy it with any number of his own forces from directly adjacent zones. Movement costs must be paid.
If no units are moved in, the area does not change ownership immediately. The owner can build new forces there or move forces in, when the oppurtunity presents itself. Other Players participating in this Stage may choose to occupy the territory when their turn comes, or wait until the Movement Stage. If the owning Player does not move in forces or build new forces there, and the territory / sea remains unoccupied at Phase E of Stage 6 of that turn, then it becomes a Pirate / Warlord.
If units are moved into a vacant territory, the invader takes all of that territory’s Resource Cards (bearing in mind that the ‘Demolition Directive’ may apply). Spaceports and Missile Silos are automatically destroyed. If the territory included the other Player’s Capital, then 1d6 x 10% of his cash (excluding Bonds) is paid to the invader. The losing Player must then build a new Capital at Stage 6 (no Capital, NO Tribute!).
Airborne / Amphibious Assault: It is possible for both sides to have forces in the same territory at the end of the battle, if the Attacker was utilizing an Amphibious / Airborne Assault. In this case, the Attacker must continue the attack at every oppurtunity in this Stage (he cannot “Pass” on any Round). Play cannot shift to the next Stage until one side or the other has been eliminated from that territory. If the Attacker runs out of supplies (or simply cannot or will not attack any more), any forces he has remaining in that territory will surrender to the Defender.
*****
Step A - Identify Ground Zero:
Attacker declares which Player(s) he is attacking.
Step B - Declare Tactics:
Attacker declares the type (Nuke / Neutron) and number of missiles being launched, and the Primary Target of each. Nuke and Neutron missiles have a number of warheads equal to their Tech Levels (minimum of 1). The additional warheads may be sent at the Primary Target, or at Secondary Targets. Secondary Targets may be in the same zone as the Primary or in a zone directly adjacent.
If launching at a Territory, the Primary / Secondary Target(s) must be a City / Port / Religious Centre / Capital. If launched at a sea or ocean, no further specifics are necessary. Note that there is no upper limit on the number / type of missiles or warheads that may be targetted on one place.
Warlords / Pirates
Strategic Targeting: When Pirates / Warlords launch
Nukes / Neutrons, their targeting priority will be as follows:
The Pirate / Warlord will try to use one more Nuke / Neutron than the enemy has L-Stars / K-Sats on a given target, with any excess going to the next in line, and so on. In the event of a target type not existing (eg. no enemy units adjacent), then it will be skipped. The likelihood of a Warlord / Pirate being powerful enough to achieve most of the above against a Superpower is exceptionally low. But, it is not impossible. |
Step C - Missile Launch:
Open Silos - Attacker identifies which silos are being used to launch missiles. Only one missile can be launched per silo per round. A Boomer technically has two silos, so can fire two missiles - but needs to return to port after firing in order to reload. Ground-based silos are reusable.
Push The Button - Attacker launches his missiles. If his Nukes / Neutrons are not Tech Level 1+, a ‘Launch Failure’ die roll is made for each missile. On a six, the missile malfunctioned and is removed from play.
Champions Commit - Any other Players with L-Stars and/or K-Sats (and with a minimum Tech Level of 1 for them) may choose to be ‘L-Star Champions’ (help defend against the attack). Once they have decided (one way or the other), they cannot change their minds later.
Step D - L-Star / K-Sat Screen:
Five Minute Warning - If the missile was launched from a zone adjacent to all of its targets, it and its warheads automatically get one Edge Point against all L-Star / K-Sat defences at all steps.
L-Star Screen - The Defender gets to fire his L-Stars once at the missiles. Roll one die for each - on a 1-5 (adjusting for appropriate TLs), a missile is destroyed.
L-Star Champions - L-Star Champions fire their L-Stars at the missiles. On a 1-3 (adjusting for appropriate TLs), a missile is destroyed.
K-Sat Screen - The Defender fires his K-Sats at the missiles. On a 1-2 (adjusting for appropriate TLs), a missile is destroyed.
K-Sat Champions - K-Sat Champions fire their K-Sats. On a 1 (adjusting for appropriate TLs), a missile is destroyed.
Warhead Rolls - All missiles to escape destruction release their warheads. The Defender and any L-Star / K-Sat Champions use their satellites against them. Instead of Tech Levels being used as Edge Points, at this point they indicate exactly how many times each L-Star / K-Sat may fire at incoming Nuke / Neutron warheads (meaning TL1 to shoot once!), at the same basic odds as previously.
Destruction - The attacking Player should then determine effects as follows.
Nuke / Neutron Ocean Strikes - If a Dark Blue Ocean is hit by a Nuke or Neutron, one unit there is destroyed (Attacker’s choice, but Boomers may not be targeted unless they have been detected). If this seems low, bear in mind that the open sea covers a lot of surface area.
Nuke Sea Strikes - If a Light Blue Sea is hit by a Nuke, all units in it are destroyed. Any Resource Company in that sea is returned to the Resource Deck. No mushroom cloud is placed on the sea - it remains in play.
Nuke Land Strikes - When a Nuke strikes a city, that city is destroyed along with anything in it (such as Officers, Boomers being reloaded, etc.), with a black mushroom cloud placed on it to indicate this. The Attacker must also roll dice to see how many military units and Resource Companies in that Territory are destroyed. The Attacker rolls 2d6 for each Nuke to hit the Territory in a given round. The total is used twice:
To determine how many military units (Army, Tank, Spaceport, Silo) are destroyed. The attacker chooses the losses, with each unit being worth three points from the total (rounding in the Defender’s favour).
To determine which and how many Resource Companies are destroyed. Once again, the Attacker chooses, with each card being worth four points. ‘Destroyed’ Resources are returned to the deck and may be ‘found’ again later. Each Nuke strike on a Territory reduces the production of all its Resource Companies by one unit. If a Territory gets nuked in three separate locations, it is destroyed. No tribute or other benefit may be collected from any remaining locale there, all units and resources companies in the territory are destroyed, and no other units may pass through.
Neutron Sea Strikes - The Attacker rolls 2d6 for each Neutron to hit that sea in a given round. Four points will destroy a Navy or Boomer (plus whatever they are carrying at the time), and six will damage a Resource Company. Damaged Resource Companies produce nothing, but may be repaired during Stage 6 (by spending $200M for each Neutron used).
Neutron Land Strikes - as with Nukes, each Neutron must target a City, Port, Capital, or Religious Centre. Any locale hit by a Neutron is damaged and will not function, but may be repaired during Stage 6. Roll 2d6 for each Neutron that hits. To destroy a military unit (Army, Tank, Silo, Spaceport) costs six points. Damaging a Resource Company costs eight points. If the exact same target is hit three times by Neutrons, before any of the hits have been cleaned up, then the final result is the same as if a Nuke were used. The locale is destroyed, the Territory’s Resources are affected, etc.. If the same territory has taken three Neutron strikes on separate locales within it, then the entire territory is damaged - it is impassable, unproductive, and uninhabitable until at least partially repaired in Stage 5.
Space Blast - Nukes and Neutrons may be fired into space. All Players with L-Stars / K-Sats in orbit may co-defend against this. If just one warhead gets through, then all (repeat, ALL) L-Stars and K-Sats in orbit are immediately destroyed.
Step E - Defender May Counterattack
Defender may now counterattack (once) anywhere against the Attacker (no one else). L-Star / K-Sat Champions and/or Blockaded units may not counterattack.
*****
Each Envirowar card may only be used once per turn. To use it, the Attacker must have a unit adjacent to the Territory / Sea under attack (a “hidden” Boomer is acceptable, a Saboteur / Spy / Assassin is not).
To conduct an Envirowar attack, the Attacker identifies the zone targeted and the Envirowar weapon being used (at which point the card is revealed). The number of points indicated on the card is added to a 1d6 roll, with the total being used twice - to determine how many Resource Companies have been damaged and how many units destroyed. Players are allowed to pool Envirowar cards into one attack. All the cards must be of the exact same type and (no matter how many cards are used) only 1d6 is rolled. However, all points from all cards used are added to this die roll.
One cannot counterattack against Envirowar. The justification being the difficulty of proving that “weird weather” is a deliberate attack. On the other hand, Envirowar can itself be used in counterattack.
|
Name |
Zone Affected |
Resource Targeted |
Units Targeted |
|---|---|---|---|
|
Cloud Burst |
Territories |
Grain |
Armies |
|
Harvest Wind |
Territories & Seas |
All |
Armies, Navies, Tanks, & Spaceports |
|
Sun Dust |
Territories |
Grain |
Armies & Tanks |
|
Star Drop |
Territories |
Grain |
Armies, Tanks, L-Stars, & K-Sats |
|
Babbling Brook |
Territories |
Grain |
Armies, Tanks, L-Stars, & K-Sats |
|
Target |
Points Required |
|---|---|
|
Resource Cards |
7 |
|
Navy |
4 |
|
Army |
6 |
|
Tank |
7 |
|
Spaceport |
5 |
|
L-Stars & K-Sats |
7 |
*****
Step A - Declare Attack
Attacker indicates whom he is attacking.
Step B - Declare Tactics
Attacker declares weapon and firing tactics:
Weapon - Which are firing first - L-Stars or K-Sats?
Firing - Duel (one-on-one) or Volley (two or more against the same number).
Once Space Forces have committed to the attack, the Attacker cannot change his mind.
Step C - Getting The Dice & Counting Edge Points
Dice - Attacker and Defender each get one die.
Edge Points -
Weapon - In any clash between a K-Sat and an L-Star, the K-Sat automatically gets two Edge Points, even if it is the Defender.
High-Tech Edge - The side with the highest (relevant) Tech gets the difference in Tech Levels in Edge Points.
Step D - Roll Dice & Count Losses
The Player with the highest number wins (and destroys the other Player’s L-Star / K-Sat). If the attacking unit is a K-Sat, then defending units are also destroyed on a tie result. If the attacking unit is an L-Star, then both it and the Defender are destroyed on a tie result.
Step E - Defender May Counterattack
Defender may now counterattack against the Attacker.
Phase A (Blind Bid)
Phase B (Determine Player Order)
Phase C (Transfer Officers)
Phase D (Use Special Services Cards)
Phase E (Move Army & Naval Units): Starting with the winning bidder and continuing clockwise around the table, each Player moves units until all of the Players no longer wish (and/or are unable) to move. In general, units are moved by expending Grain and/or Oil from the Player’s Supply Centre.
Note that High-Tech alters the Resource cost. Basic Armies move by expending one Oil or Grain per unit per Territory moved into. They can airlift anywhere on the board by expending two Oil per unit. Tanks move by expending one Oil per unit per territory moved into. Boomers do not expend resources for movement. Basic Navies move by expending one Oil per unit per Ocean / Sea moved into / through. They cannot airlift, but they can Convoy (carry) Armies and/or Tanks. Each Navy can carry four Armies or two Tanks or two Armies and one Tank. To load them requires a friendly (undamaged) Port and expending one Oil per Navy used - this also covers the cost of unloading (whether at another friendly port or as an Amphibious Assault). Convoying Navies have the same movement costs as other Navies.
General: Units may peacefully pass through (but not stay in) another Player’s territories or Seas IF permission is given by the occupier. In certain cases, Armies can traverse Seas if the occupying Player gives permission - specifically, between Egypt and the Middle East, or between Greece and Turkey. The cost is the same as if moving one territory. If moved into / through an unoccupied Territory or Sea, a Player’s forces automatically take possession of that zone (and any resource cards there).
Suez Canal - A Player controlling both Egypt and the Middle East also controls the Suez Canal. He can thus prevent Navies from transiting between the Mediterranean and the Red Seas. If one side or the other is controlled by Warlords, the toll is $10M per unit. Boomers cannot use hidden movement through the canal.
Panama Canal - Whoever controls Central America controls the Panama Canal. Using it, Navies can transit between the Caribbean Sea and the Gulf Of Panama. Warlords controlling the canal charge a toll of $10M per unit. Boomers cannot use hidden movement through the canal.
Chunnels - Underground tunnels can be built (during Stage 6) in certain areas, enabling Armies and Tanks to transit under narrow seas - even if those seas are occupied by hostile Navies. The movement cost is the same as if the intervening sea did not exist. Player building a Chunnel must have control of the areas to be linked. Warlords will never consent to having a Chunnel in their territory.
Chunnels can be built in the following places:
North Sea - British Isles to Western Europe;
Baltic - Ruhr to Scandinavia;
Mediterranean - Iberia to Morocco;
Black Sea - Greece to Turkey;
Red Sea (North) - Egypt to Middle East;
Red Sea (South) - Ethiopia to Arabia;
Straits Of Malacca - Indonesia to Burma.
To destroy a Chunnel, a Player must control at least one end of it and expend a Nuke from his Supply Centre during the Attack Stage. Since the Nuke is being used as a demolition charge, it cannot be intercepted by L-Star or K-Sat. The chunnel is destroyed, though building a completely new Chunnel from scratch is allowable.
Phase A (Blind Bid)
Phase B (Determine Player Order)
Phase C (Transfer Officers)
Phase D (Use Special Services Cards)
Phase E (Build & Deploy Conventional Forces): Each Player builds and deploys Conventional forces (Armies, Navies and Tanks). See Cost List for details. Built units arrive at any unblockaded location(s) belonging to their Player. The Player that was drawn first from the cup for this Stage places all of his forces first, with order of deployment then going clockwise around the table.
There is no limit to the number of units a Player may place in one particular zone. Units cannot be built in zones occupied by other Players. Navies may not be built in a sea adjoining a Territory occupied by another Player or a Warlord - unless the building Player has a Navy there already.
Neutron Clean-Up - Players may clean up Resource companies and locales damaged by Neutrons, costing $200M for each.
Warlords / Pirates - Warlords / Pirates that took losses this turn for any reason now build additional units - roll 1d6 and add that number to their force. Any Territory or Sea that remains unoccupied for any reason at this point automatically becomes a Warlord / Pirate. Roll 1d6 for the number of black units to show up there.
Capital Replacement - If a Player has lost his Capital via warfare (nuked or captured), he must now build a new one for $2 Billion in any of his own Home Territories. The location of his new Capital must be announced to the other Players. Each player can only have one Capital, and only the declared Capital gets the extra die roll during battle. Ex-Capitals provide tribute the same as other Cities.
Chunnel Construction - Chunnels may be built. The base price is 1d6 x $1 Billion for each. The Player may decide to build, or pass without penalty, but the amount rolled will remain the base price for that chunnel throughout the game. When a Player does choose to build a Chunnel, they must pay the base price and then roll an additional 1d6 - representing the amount (in billions) that the cost went over budget. If not paid, the Chunnel is not completed, and Players will have to pay the base cost and roll for cost overruns again if they try to build it in the future.
Replacement Officers - Each Player is limited to a total of five Officers - three Generals and two Admirals. In the event of an Officer being killed, the owning Player can attempt to find a replacement. This is done by drawing from the Resource Deck ($200M per card) until a ‘Nuke’ card is found. The new Officer then has his Leadership rating generated (roll 1d6) and is deployed anywhere that the owning Player has units.
Phase F (Build & Deploy Strategic Weapons, Buy Unconventional Weapons): A Player may not build a strategic weapon until he has researched and developed the technology to develop such weapons (see Phase H).
A Player may launch (deploy) a maximum of one L-Star or K-Sat per Spaceport per turn. They cannot be stock-piled on the ground for future use. Until at least Tech Level 1 is achieved, the Player must roll 1d6 during each launch. On a 6, the satellite malfunctions and is destroyed. For those who have already done the appropriate R&D, costs are as follows:
Nuke = Mineral + $500M
L-Star = 2 Minerals + $1,000M
Neutron = Mineral + $750M
K-Sat = 2 Minerals + $1,500M
Missile Silo = $100M
Spaceport = $200M
Boomer (Empty) = Grain + Oil + 2 Minerals + $1,000M
Players may also buy Unconventional Weapons (Special Services, Biowar, Chemwar & Envirowar). For $500M, a Player draws one card from the deck. This card may be kept a secret from other Players until used. Players may not draw more than one card of each type per turn.
Phase G (Research & Development): Each Player participating in this Stage gets three chances for the following:
R&D - Players research and develop Strategic Weapons. Players do this one item at a time, working clockwise around the table. Each Player specifies exactly what he is researching (Nuke, Neutron, L-Star, K-Sat), and proceeds to draw cards from the deck, each card drawn costing $200M (cash only). If researching Nukes or Neutrons, the card sought is ‘Nukes’. If L-Stars or K-sats, the card is ‘L-Stars’. If/when the correct card is drawn, the Player must then pay full cost for one (1) of that type of weapon. If a Nuke or Neutron, an additional $100M must also be paid for one (1) Missile Silo. If an L-Star or K-Sat, one Spaceport must be built for $200M No additional units of that type may be built this turn. A Player must have successfully researched Nukes before attempting to research Neutrons.
If a Player does not pay for the prototype and any associated works, then the research has been wasted (shelved / filed / gone to committees / privatized / you name it). To acquire that weapon, the Player will have to repeat the entire process on a future turn. If a L-Star / K-Sat prototype is the victim of Launch Failure, the Player retains the R&D knowledge, but cannot research Tech advances for that weapon until the turn after it has been successfully deployed.
High-Tech - Players may now conduct High-Tech research for any unit type they have already deployed. This cannot be done for Strategic Weapons that were R&D’d in the same turn. Note that Tech advancement is only allowable if the Player has units of that type on the map at this time (eg. no Navies equals no Navy Tech advances). As elsewhere, the procedure is to shuffle the resource deck, specify what is being sought, and proceed to draw cards until a 'Nuke' or 'L-Star' card comes up. The cost is $200M per card drawn.
If / when drawn, the Tech Level must be deployed in order to be used (costing 1d6 x $100M). Each type of TL (Army, Navy, L-Star, etc.) may only be researched (and/or deployed) once per turn. Tech Levels need not be deployed straight away but will prevent further R&D in that area, and must be deployed (and paid for) in sequence (1 to 2 to 3, etc.).
Phase H (Arms Bazaar): Weapons sold will automatically change to the TL of the buyer, whether higher or lower. The sale of a Strategic Weapon to a Player also gives the Player the ability to build that weapon at TL0. Weapon Tech Levels must be acquired separately, with the usual restriction of no more than one TL of each type per turn (including TL0).
Pirates / Warlords - Players may sell weaponry to the Warlords / Pirates (who pay all moving costs). For Conventional or Strategic weapons, Warlords / Pirates will pay twice the standard cash cost. They will only buy High Tech they can use (eg. no Pirates will buy Army Tech, no Warlords will buy Navy Tech, and neither will buy Nuke Tech unless they have Nukes) for $500M times the level. As with Players, they cannot advance more than one Tech Level per turn in each field. Warlords / Pirates are assumed to always have enough silos to simultaneously launch all Nukes or Neutrons in their possession.
Regarding Unconventional Weapons, Warlords / Pirates will never buy Envirowar or Special Services cards. For Biowar cards, they will pay $500M + (Edge Points x $100M). For Chemwar cards, they will pay $750M + (Edge Points x $250M). They will only buy Biowar and Chemwar weapons if more powerful than what they already have. Warlords / Pirates will sell all but basic Army/Navy units for four times the standard cost. Each will never buy or sell more than three weapons per turn.
Other Players - Units (except for Special Services) and technologies may be sold or traded between Players, for whatever terms can be agreed to. Conventional units may need to be moved, and either the buyer or the