187 Open Daily games
2 Open Realtime games
  • Status: Dev
  • Version: 0.1
  • Designer: psilofyr
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 7th Nov 2014
  • Release Date: n/a
  • Games Played: 2
  • #1:
  • #2:
  • #3:

Design Information
Territories 345
Continents 42
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Fortify Only Borders
Factories
 
Board Settings
Gameplay
Available Players
2 3 4 5
6 7 8 9
10 11 12 13
14 15 16
Card Sets Worth 7,7,7,7,7,7,7
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Terraforming Core
Weaponized Antimatter
Alien Artifact
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Terran Traditionalists 25 Default
2 Ecological Engineering Corps 25 Default
3 Uplifted Dolphins 25 Default
4 High Toposophic Blight 25 Default
5 Genetically Enhanced Raccoons 25 Default
6 Religious Universalists 25 Default
7 Cyborgs 25 Default
8 Benevolent AI 25 Default
9 Near-Baseline Mutants 25 Default
10 Spice Addicts 25 Default
11 Imperial Expansionists 25 Default
12 Space Merchants 25 Default
13 Hyperintelligent Chimps 25 Default
14 Telepaths 25 Default
15 Mercenaries 25 Default
16 Singularity Cultists 25 Default

Board Description

500,000,000 BCE: Ancient alien civilization constructs network of instantaneous wormhole conduits throughout this region of the Milky Way galaxy, then disappears forever.

2,000,000 BCE: First hominid tool use on planet Earth.

1969: Neil Armstrong walks on the moon.

2034: Space elevator completed on Earth, colonization of solar system begins.

2352: Development of ansible and hyperdrive allow faster than light communication and travel. Inception of first galactic empire.

2676: Corruption and administrative incompetence lead to the development of a number of factions, which seize control of various planets throughout the empire.

2694: With collapse of central authority on Sol, factions vie for control of mankinds tiny corner of the galaxy.

Your goal is to unite each planetary system and eliminate all opposition to your faction's arbitrarily chosen but undeniably correct way of life.

Scenario Modifications

- Homeworlds: Player seats are assigned randomly to their particular homeworlds (capitals) - if you lose your homeworld your cause is lost.

- Hyperspace relay system: as you travel through hyperspace, leave behind micro-wormhole relay stations for instantaneous transit. In other words, you can now fortify to any connected territory.

Solar Systems

- Each solar system is profiled along the sides of the board, and labelled with its name and sector designation (location in the central hex grid). Solar systems are outlined in a green frame.

- You must capture all planets (green circles) and near space (blue square) in each solar system to gain the continent bonus written in green. Each planet can attack its nearest neighbors at no penalty and next most distant neighbors at -15%.

- From near space, one can attack any planet in-system or the local space of other star systems in the same sector (outlined in blue), or jump into hyperspace (central hex grid) to move to other sectors.

- Profiles for solar systems in the same sector are placed next to each other around the board edge, and can be identified by the sector designation prefix in their name (written in blue).

- Capturing all solar systems in a sector as well as the 6 hyperspace territories surrounding it (blue circles in central hex grid) gives a sector bonus. This bonus accrues to the near space territory (blue square) of the solar system with the largest shipyard - this system will have the sector bonus written in blue next to its solar system bonus label.

- One can also bombard a system at significant disadvantage (artillery border) from interstellar space.

- Number of attacks is limited to 30.

Central Hex Grid: The Sirius Supercluster

- The central hex grid depicts the Sirius Supercluster, the group of stellar companions surrounding Sol, mapped to a two-dimensional hyperspace grid. Hyperdrive fails catastrophically upon encountering a certain threshold of equipotential thermonuclear flux, so it is impossible to travel between the blue and red giant stars labelled in white.

- Main-sequence dwarf stars with habitable planets and moons are labelled in blue, and the sectors are labelled on a grid system in green along the edges of the board, from I to IX top to bottom and alpha to lambda left to right. Thus, Sol can be found in sector V-Zeta, along with Fomalhaut and Alpha Centauri.

- You can't build capital ships in open space, so unit placement on hex grid territories is disabled.

- The sectors with habitable solar systems are outlined as blue hexagons. The 6 vertex territories (blue circles) surrounding each habitable sector as well as all contained solar systems must be captured for the sector bonus.

- Hyperspace territories adjacent to solar systems may attack the planets in the solar systems contained in the adjacent hexagonal region via artillery only borders, with a significant attack penalty. This represents long-range hypervelocity bombardment. Colonization requires a closer approach via system near space.

Wormholes

- Once you've conquered near space, you may choose to activate the ancient wormhole gate system found throughout this region of the galaxy. Reactivating the ancient technology and overcoming the automated defenses will be no small task, but once activated these wormholes allow instantaneous transfer of ships to any other friendly, activated wormhole.

- That is, any wormhole (orange diamond) can fortify any number of units to any other wormhole on the board. The wormhole can only be reached or viewed from the system near space territory.

Gameplay Settings

Gameplay TypeSimulGear
Allow reinforcement moves before attack moves5
Allow reinforced units to attack in the same roundOff
Allow order overloadingOff
Allow unit pumpingOff
Maximum number of orders allowed per turn30
Turn OrderLeast territories owned goes first
Allow fortificationConnected
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values7,7,7,7,7,7,7,7,7,7,7
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned5
Minimum bonus units per turn3
Elimination bonus10
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Chance of an attacker killing a defender60
Chance of a defender killing an attacker75
Fatigue: Chance of Attack success drops by0% per 1 turns

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOff
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Territory0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countMedium
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone