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Summary of Rules for the Strategic Game
Strategic Game
Index 0. Backstory 1. Introduction 1.1. Tactical Games Integration 1.2. What is a Campaign 1.3. Game Length 2. Basic Rules 2.1. Strategic Game Turn Sequence 2.2. Sector Map 2.3. Orders 2.4. Conversion to the Tactical Games 3. Game Mechanisms 3.1. Income 3.2. Purchase Points 3.3. Repairs 3.4. Production 4. Universe Creation 4.1. Hyper Streams 4.2. Types of Planets 4.3. Starting Position 5. Integration 5.1. From Deep Space to Ground Assault 5.2. Multi-player 5.3. Game Keeping 1. Introduction 1.1. Tactical Games Integration This game can only be played with at least 2 of the other 3 games. In this game, we play the strategic movement of fleets to reinforce and deploy troops in the quadrant. 1.2. What is a Campaign A campaign is a linked series of games, where the previous games will affect the following games. A campaign permits that individuals and crew gain experience and affect for better the next battles. The aim of a campaign can be Cosmos domination or previously agreed objectives, like taking the Homeworld of another player. 1.3. Game Length A campaign is always a lengthy process that can take months of playing. But it is also the unfolding of a story. In these rules we give you mechanisms to help you in the bookkeeping and creation of your unique sagas. 2. Basic Rules 2.1. Strategic Game Turn Sequence The Strategic Game Sequence envelopes the three Tactical Games. They are referred here in order, but there will be a book for each game, for easy consulting and bookkeeping. Strategic Game Turn Sequence 1) Strategic Phase A. Strategic Movement. What goes where. Transports and combat ships take small dropships into where they can drop it. 2) Tactical Phase. a) Deep space interception Step. (If there are spaceships and figters guarding the planet then combat happens. b) Orbital Combat Step. The dropships that passed the onslaught try to land. The orbital defenses, fighters and other defenses are activated. c) Land Combat Step. Land combat starts. Will it be decided in this turn? Or it lingers on if the defenders put up a good defense? 3) Strategic Phase B. End Phase a) Repair Step b) Income Step c) Production Step 2.2. Sector Map Where we give a Map of the stars where the known race inhabit. How to make and mapping a sector to play a campaign. 2.3. Orders All rules for movement orders in the Strategic Game. How to log movement, invasion and assault during the Orders Phase. 2.4. Conversion to the Tactical Games How to make the Strategic fleets play in the Tactical Games. How to convert from one game to the next, how to play using only two of the Tactical games. 3. Game Mechanisms Where all Strategic game mechanisms are explained. The core of the strategic game is Production. 3.1. Income Where all players add all the revenue that their Home Planet, colonies and annexed planets give them. 3.2. Purchase Points After maintain fleets and armies, the remnant of income will be the Purchase points that will be used to repair and produce units and buildings. 3.3. Repairs Repairs will be done in certain systems and only capital ships have to be repaired. Other units that survive the battle are considered to be repaired at the end of that battle. 3.4. Production What can a player build and where. Ships, units, buildings and defenses. What time does it take to produce something and what is the maintenance cost of that ship, unit, building or defense. 4. Universe Creation How to create a playable galactic sector. Creating Hyper Streams that connect several points of the sectors, different planets and starting positions to place the players Home Planets. 4.1. Hyperstreams Hyperstreams are long figments of the universe where our matter entangles with “other” matter giving the possibility to ships to move very fast through there. Ships can move from node to node of Hyperstream in one Strategic Movement. 4.2. Types of Planets Planets would be divided by habitability and atmosphere type. Habitability: Good, Poor, Barren, Inhabitable. Atmosphere: Oxygen, Hydrogen, Carbon-Dioxide and Methane. If a race breaths another type of atmosphere the habitability of a planet goes down one step. 4.3. Starting Position How to decide in the sector map the starting position of the players. 5. Integration Where rules for using units from one game to the other are offered, including strafing and deep space bombardment. 5.1. From Deep Space to Ground Assault All the Integration rules. 5.2. Multi-player Rules for playing a campaign with several players controlling planets and factions. 5.3. Game Keeping How to bookkeeping in a easy and fast way all the units and planets a player controls. |
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Sounds good. What about using resource points to upgrade planet production?
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Producing certain buildings will upgrade planets production.
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Great! I need to read this through thoroughly after dinner
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