Questions, Answers & Rules

(Version 16, July 27th 2007)

What is it?

It's an open-ended single-viewpoint science-fiction play-by-web game.

But what is it?

It's a game of exploration, combat, trade, adventure, learning, acquisition. It's a toy in which players create their own goals and each other's problems. It's a puzzle to be solved by discovery and exchange of information. It's the result of designing to avoid the flaws in many similar games.

What's it not?

It's not a space empire game: you don't get lots of pieces or complex economies to control. It's not a wargame: combat is only one of many routes to power and attacks are motivated more by loot than conquest. It's not a role-playing game: it's computer moderated in everything but very long-term growth in the universe.

How do I actually play it?

You choose actions for your starship and crew using a web form, by selecting items on menus, then click the "Make It So" button, here's an example turn. All players' choices are combined and a turn report is put on the server as a web page, with an obscure name known only to you to prevent enemies seeing it. The report shows just what's visible from your ship, and contains a new form customised for sending in the next turn.

How do I start playing?

You are a new starship captain accompanied by four officers with no skill or experience, no crew, a ship made of primitive demo modules (one of each type), and $500. You start in a star system containing an alien homeworld, and usually other useful locations as well. If you start or restart during the game you'll probably begin at a homeworld too, but usually not one containing many other players.

How do I stop playing?

At the bottom of your turn report there's a button to drop out: press that. Damage to the game as a whole will be minimal because, unlike most games of this sort, it's designed to withstand deliberate abuse of the starting and stopping mechanisms: so genuine dropouts are fine.

There's also a restart button, which discards your current ship, officers and wealth entirely and gives you a new position. This can be useful if everything goes wrong, or you're doing so well that you need a new challenge.

For a short pause such as a holiday, you can use the normal movement menu to jump to "The Holiday Planet", which is a safe but unexciting place to leave your ship when you can't run it.

After 50 turns without orders, you're moved to "The Mothball Planet". Being moved to the Mothball Planet is much like being at the Holiday Planet, but any resources or position you hold other players might want (rings, prophethoods, etc.) is automatically removed from you.

Note that ships are removed after long inactivity as they're assumed to have dropped out without pressing the button: you normally have at least three weeks real-time before this happens, unless your ship is very new. Missing the first few turns gets a ship removed automatically.


What's an open-ended game?

There are no limits to time the game will last, and new players can join at any time. The game has been running for some 1700 turns, and new features and new challenges are added periodically. Visible design features such as power sorting and demo modules make it difficult and unappealing for long established powerful players to persecute weak new starters. Other less visible features make it useful for the old and strong to befriend the new and weak.

How do I win?

You don't. Winning is a way to end games that you don't like, or don't have time to play anymore. This one lasts forever because you like playing it, and it doesn't take much time per week. A better question is: How do I do well?

How do I do well?

You choose your own goals and play until achieving them or some disaster (usually in the shape of another player) destroys your position. Then you can restart, possibly with revenge as an extra goal.

What if it all goes wrong?

You can always start again as a new captain with a new demo ship and unskilled officers, by clicking on the restart button.

What's a single-viewpoint game?

You control only one starship: there's a small group of officers as distinct characters, but they always stay with the ship. While large empires are possible, they must be controlled with skill and diplomacy rather than just by having a lot of warships. As well as keeping the game mechanics simple and turns quick to enter, this encourages diplomacy and other interactions between players, which is a main point of a multi-player game.

What's diplomacy?

There are too many other players for you to defeat them all by force, and even if you could, they can just restart. It's much better to co-operate with at least some of them. Your ship displays a "flag" of text to players who see it, which you can put contact information in, and you can contact other players via internal mail to their shipname. It's possible to play without ever speaking to anyone, but the secretive loners are generally defeated by the players who talk and scheme together.
 

Can I have more than one ship?

No, or everyone would want them, and then it would be a complicated game instead of a simple one. Note that any use of a second position to enrich your first position is cheating, such as taking over a friend's ship and having it pass its good modules to your main ship. (It's OK to run a friend's ship for short holidays, but it must be run in its own best interests, not as an addition to your own ship.)

Is it really just a science-fiction game?

Most of the immediately visible parts of the game have a hard SF look to them. The treatment of very advanced aliens as deities and the cinematic special effects implemented as spells add a fantasy element.

How did I get to be a starship captain anyway?

You were given the ship by a group of weird aliens calling themselves the Great Old Ones. There's an obvious catch in that it's made of demo modules that won't last long, and possibly more subtle consequences as well.

What's a play-by-web game?

Traditionally based on postal games, email games normally have text input by the players mailed to the adjudication program and email results mailed back. This is too inconvenient really: in play-by-web games, players make their turns by submitting an order form using a web form and receive new results as web pages on the game's server.

WWW

World Wide Web pages, such as reports and forms for this game, are viewed using a browser program such as Internet Explorer, Mozilla Firefox, Netscape, or Safari. Since these rules are also a web page, if you can read this on a computer (or similar device) you can probably play the game.

How do I select more than one option from the same menu?

Most browsers allow this by just clicking on more than one option, though some need an alt or command key held down at the same time. For menus where you're not supposed to be able to choose more than one option, the form won't let you.

What if I select the wrong option or change my mind?

Most browsers allow a selected option (highlighted) to be unselected by just clicking on it again. If you have a big change of mind and want to redo the whole form from scratch, click on the "Reset" button.

Why does my web page still show the previous turn?

Web browsers often store old pages to save reloading them over the net, and sometimes don't realise that the page has changed and needs reloading. You can force a reload with suitable commands for your browser, usually holding down the shift key while clicking on the reload button.

Does everything happen at once, or what?

On each turn, all players' orders are combined and resolved together in phases. I.e. players don't take it in turns to do all their actions, but things do happen in a fixed order. It's useful to know this order to understand how various actions will interact: e.g., if you repair a broken weapon and attack someone, the weapon won't be usable because battles happen before repairing.

The order of phases is:

Spell Casting (officers use up favour with the appropriate gods for very special actions).
Ship Interactions (starships in the same starsystem may trade and/or fight).
Everything Else (in order of ship power within each starsystem, and in order it's on the results within a single ship's actions).
New ships (starting players and replacement aliens) appear.
Movement (starships move to other stars).
Mercenary hiring and contract completion.
End of turn processing, paying salaries, modules breaking and most favour effects.



What sort of things can I do?

Ways to do well (and things that help) include:

Buy trade goods at factories and sell them at colonies where the price is high (cargo pods and warp drives).
Find Popcorn and sell it on turns when other players don't sell much of it (impulse drives, sensors and shields).
Collect asteroid ore and/or skim stars for fuel (impulse drives and engineering skill).
Gain treasure by succeeding at adventures (high skill levels and spare crew).
Capture treasure and/or trade goods from other players or non-player aliens (weapons, shields and other combat gear).
Hunt and arrest non-player criminals (lots of expendable security crew and weaponry skill).
Extract protection money from militarily weak homeworlds (being the strongest ship around).
Extract protection money from other players, e.g. protect a trader from other pirate players for a fee (diplomacy, and a big stick).
Find new medicines in oceans and sell it to alien homeworlds.

How can I tell whether I'm rich?

Energy functions as money (symbolised by $), used to define the prices of all other items in trading. It's also used to move starships. Getting more energy is a basic step towards achieving many other goals, since it can be used to buy several other forms of success. But note that there are still some significant routes to success that can't be bought.

Each starship has a power plant that provides $50 each turn. Working modules consume energy each turn. To avoid paying these costs it's possible to "shut down" modules. Turning them back on requires a repair action.


Where are the rules?

If you haven't been tricked into reading them all via links yet, they follow in a more-or-less logical order.


The Board

Players move their starships on a board that represents a flattened star cluster containing 50 x 50 squares, amongst which are many detectable stars. Starships jump from star to star, never entering any of the squares without stars, which seem to contain nothing of interest. Each star has some locations (areas of significance to the game), which can be on planets or in space. All locations at the same star system are considered close enough that a ship at the star can use any of its locations in a single turn, there's no need to move within a starsystem. Half the stars have habitable planets, which can contain any type of location: these stars have names such as Arcturus. The other stars have no habitable planets and contain only locations of the types not associated with populations, e.g. asteroid belts. These stars have numbers instead of names.

Locations

Each location is in a specific star system and has a type (e.g. academy, asteroid belt etc.). It may also have features that distinguish it from other locations of the same type (e.g. a colony will offer its own price for goods it buys, and a school will teach only one sort of skill). Some locations also contain a criminal, though they will not be visible without some police work.

 The number of each type of location in the game is:

Homeworlds

These can be used as direct sources of income by demanding money with menaces (but only by the most powerful ship in their starsystem, so rivals may need to be dealt with first), and to earn credit with the medical god by fighting plague. They 're often also worth visiting because they contain shops and schools for all skills. They have 6 votes each in the Galactic Council.

Academies and Schools

These are used as sources of training for officers, which demands money and, for advanced academy training, varying levels of pre-existing skill. (Normally the number and skill of crew under an officer supply an increase in the officer's effective skill, but for academy entry only the officer's personal skill applies).

Asteroid Belts

These allow ore to be found for immediate cash sale. The amounts that can be collected depend on impulse drives and engineering skill, up to a limit for the whole star system's mining per turn. Profits and competition are usually light.

Shops

These sell ship modules for energy (i.e. money). They are displayed on reports in the format of ships, but are not ships for interaction and combat purposes, and don't move. They gradually restock with new modules chosen by the Minister of Industry as they sell out.

Hiring Halls

These are used to recruit new crew. Each officer may recruit crew to a limit of their personal skill level, and may train those crew up to an average of no more than that level. Crew provide an increase in the officer's effective skill for most purposes of the square root of their total skill, i.e at most they can double the officer's personal skill level.

Arsenals

These sell photon torpedoes. Torpedoes are different to all other weapons in being not re-usable and having no mass: they allow rich players to gain a significant but extremely expensive combat advantage.

Prisons

These are used to accept captured criminals from players and to pay energy rewards for them.

Factories

There's one of these for each type of trade good, selling them to players for energy. Goods can only be bought if the player's ship has cargo pods to store them, and each pod can contain only one type of good (though larger pods can contain multiple goods of the same type). Goods are not directly usable by players and are bought with a view to selling them at a profit somewhere else. The most valuble goods, marked with (!) in their names, are contraband and may not be sold without risk of annoying alien governments. All factories also buy the special trade good "Scrap" for $25 per unit.

Colonies

There are eight of these for each type of trade good, willing to buy that trade good from players for energy. Prices fall as goods are supplied, but rise elsewhere so players may wish to find high paying colonies and keep their locations secret and/or discourage others from reducing the price by selling there. Goods range widely in basic price, so low profit goods are common but there are a few very profitable types as well. The most profitable are contraband. Each colony has one vote in the Galactic Council.

Starnet Terminals

There are 32 of these, used to access the ancient computers for information, including the opportunity to guess passwords. Each starnet successfully accessed provides the player with favour from the Wise One each turn, until their access is purged by another player.

Stargates

Common but difficult to operate, these are shortcuts to other star systems. They are normally unusable without special artifacts associated with the Great Old Ones: each gate has a key number from 0 to 7, meaning it can be used (in either direction) by a ship carrying a key of that number, or casting a suitable spell. Movement through a gate costs no energy, unlike conventional movement.

Near Space and Deep Space

Most star systems have areas of space which may contain things of interest, usually popcorn sources.

Comet Clouds

Many stars have an associated cloud of comets beyond their planets, each can supply one unit of Chocolate to the first ship that tries to harvest it each turn.

Oceans

Common on habitable planets, these are the source of rare medicines.
 

Dangerous Locations

The following location types can only be entered for resource collecting by suitably equipped starships. Each needs a specific type of module to represent a minimum proportion of the ship (known as the "factor"), weighted by tech level and officer skill. The percentage required is shown in the location report, and the percentage a ship actually has is shown in the ship report. For example, a ship with 10 modules including 2 "primitive" (tech level 1) impulse drives would have an impulse drive factor of 20%, and would be able to enter gas giants with requirements of 20% or less. Replacing the drives with new ones of "basic" type (tech level 2) would raise the ship's impulse factor to 40%.

These locations may also be entered for combat purposes, either to hide from an attacking enemy or to hunt down a fleeing target. Willingness to enter them is set on the Hide/Hunt menu, and requires that all officers use the Stand By order, i.e. do nothing else for the whole turn. Hiding or Hunting in a dangerous location risks damage to every module of the ship with a chance equal to the danger level of the location minus the ship's factor in the relevant module. The decision to hunt in a location implies willingness to hunt in other locations of the same or lesser danger, which the prey might hide in.

Badlands

Leftover from ancient wars, these hostile environments need good life support for safe operations. They sometimes contain alien outlaws (rogues) who can be recruited as crew: these are better than raw recruits because they usually have some skill already and occur in larger numbers - the big drawback is that their government declares the recruiting player an enemy.

Gas Giants

Most star systems have gas giants, enterable only by ships with powerful impulse drives to resist the extremes of gravity and pressure.

Minefields

Leftover from ancient wars, these areas of space are extremely dangerous to ships without good enough cloaks to avoid attracting mines. They are a source of "free" photon torpedoes: each weaponry crew can find up to five with a chance related to the minefield's danger level and with a reduction in health sometimes avoided by good life support.

Stellar Coronas

Most stars have navigable outer spheres, used to gather free energy at the risk of damage from unexpected flares: they require strong shields for a ship to survive.


Officers

Players control their starship via its four officers (plus some minor trading and exploring commands which do not need the officers' full attention). Officers can be developed by training and experience, and cannot be gained or lost. Highly skilled officers are essential for operating and maintaining a powerful starship.

Officers have a specific skill (e.g. Engineering), a level of expertise in that skill, and may have crew under their command. An officer's skill will increase as they use it to solve problems and when they obtain specialised training in it.

Each officer may be given one standard major order per turn, such as having an adventure or attending an academy. Each officer may also execute one very special action, known as a spell, if they have sufficient favour with the appropriate god.

Crew

Crew are much less detailed, treated more as possessions of their officers than as individuals. The set of crew under each officer has a pool of skill, increased when the officer devotes a turn to training them, and decreased when crew die.

Basic unskilled crew can be recruited from hiring halls, and use of an appropriate spell allows recruiting of skilled crew from halls. Outlaw bands (rogues) with higher skill may be recruited, usually from badlands, at the cost of becoming an enemy of their government. Rogue recruitment produces a random number of randomly skilled crew, both number and skill limited to a maximum of the officer's skill. Skill is also limited by the tech level of the rogues' race, i.e. rogue ants tend to have lower skill than rogue elves.

The ship's crew as a whole have health, a single number which is the percentage chance of each one surviving the turn, normally kept very high (to a limit of 99.9%). Health decreases randomly each turn for general wear and tear (a larger amount the more crew that the ship has), and may decrease a lot during combat or adventures. It's also reduced by carrying popcorn on the ship, 0.5% for each unit. Health increases a small amount for the quality of life support modules the ship has (extra ones or higher tech help), and as a result of the medical officer devoting a turn to healing the crew. Health concerns do not affect officers, who live forever.

Skills

Skill levels range from 0 to 32: there are 32 things (adventures, training possibilities etc.) that provide +1 level each. There is no benefit to a particular character having the same adventure or training more than once, they either have it or they don't. Note that the levels are not ordered, i.e. achieving any 10 of the things produces a skill level of 10. Once gained, skills can only be lost to attacks from Evil Ring holders.

The 32 skill levels are made up of the following types:

16 Types of adventure
2 Types of repairing ship modules
2 Types of maintaining ship modules
8 Levels of advanced training at the appropriate academy (expensive and the officer needs a qualifying level of personal skill already: 0, 4, 8, 12, 16, 20, 24, 28)
2 Levels of basic training at appropriate schools (cheap and no minimum qualification level)
1 "Enlightenment" type, gained by casting the spell of the same name.
1 Starnet Hacking type, gained by using the correct password at a Starnet Terminal.

Skills and main examples of use are:

Science: used to gain information, associated modules are sensors and cloaks.
Engineering: used for movement, associated modules are warp drives and impulse drives.
Weaponry: used both for ship-to-ship and creature-to-creature fighting, associated modules are weapons and shields.
Medical: used to heal and maintain crew, associated modules are sickbays and life support.

An officer also has a role in leading landing parties for adventures in their own skill, and supporting landing parties attempting adventures in other skills.

For most purposes the effective skill of an officer is their personal skill plus the crew's contribution which is the square root of their total skill (their number times their average level). The effect of this is and other training constraints is that an officer can at most double their own skill by acquiring as many crew as possible and training them as fully as possible.


Starships

A starship is a collection of modules of various types, e.g. warp drive, weapons, cargo pods. Each player has one ship, any modules they control form part of that ship, and their people are the officers and crew of that ship. If a player loses their ship completely, they are normally eliminated and may restart with the basic set-up, as if they're a new player (optionally, players may choose to continue without a ship, which is useful if they still have large amounts of money and high skill levels). In practice a position may be hopeless before the whole ship is lost, and players may give up and restart at any time.

The modules in a player's initial starship are special "demo" components, which decay over time until becoming useless. They cannot be maintained or sold to shops, and lose 1% reliability per turn in addition to any other penalties. The intention is that players will use this first ship as a stepping stone, acquiring the modules to form their real ship before the demo expires. If not, they can always restart with a new demo ship and try again. Pods are a special case, and do not have reliability, repairs or maintenance. Standard pods always work, but "demo" pods are destroyed on being unloaded with a chance in percent equal to the value of all the non-demo modules in their ship, valued by their tech levels.

Modules

Starship modules, skills needed to repair and maintain them, and places they allow entry to, include:

Warp Drive: used to move between star systems (Engineering).
Impulse Drive: used in asteroid mining and to change range in combat (Engineering): gas giants.

Sensors: used to detect hidden adventure possibilities and to overcome hostile cloaking (Science).
Cloaking: used to thwart hostile sensors, mainly to open fire at shorter range (Science): minefields.

Life Support: maintains or even improves crew health without special actions (Medical): badlands.
Sick Bay: improves crew health, fights planetary plagues or researches new medicines, as special actions (Medical).

Shields: used in defence (Weaponry): coronas and the popcorn source.
Weapons (various types): used to attack other ships (Weaponry).

Cargo Pods: used to carry trade goods or mercenaries (none).
Artifacts: unique items with varying uses and properties (Great One Favour)

A module has a tech level rating that reflects how well it performs, on a scale of: Primitive (1), Basic (2), Mediocre (3), Advanced (4), Exotic (5), Magic (6). In most cases a level X module is X times as useful as a level 1 module (players start with only Primitive level 1 modules). But a weak or low-tech ship can still attempt most actions with some chance of success or at high cost, e.g. a ship with small or low-tech jump drives can still make large jumps, they merely cost an excessive amount of energy.
 

Factors

The effectiveness of modules for many purposes (weapons and shields in combat are the main exceptions) depends on the percentage of the ship they make up, weighted up for tech level and with a bonus for the skill level of the associated officer and crew (up to a maximum of tripling the module percentage). This means that a ship's factor for one item can be increased by removing other items, and that carrying around modules that are always breaking or much lower tech than the rest of the ship is usually wrong.

The game includes many modules, with a random assortment of efficiency, reliability and energy cost. Initially they are scattered around the board in various place: shops (where they can be bought for energy), adventure finds (where they can be salvaged with appropriate skill) and both player and alien ships (which can be robbed in combat).

As a special case to prevent otherwise viable players becoming stranded by accidental loss of their only engines, a primitive demo warp drive may be bought anywhere for $500. This is a last resort deal not offered to players who don't need it, in case they are unwise enough to accept it.
 

Reliability and Usability

Confusion must be avoided between these similar but distinct properties of modules.

A module has a reliability factor of 1-99%, being the chance it will work each turn without going wrong and becoming unusable. Becoming unusable reduces reliability by 1%, but more significantly prevents the module being used again until it has been repaired. If reliability falls below 1% the module is destroyed. An unusable module can be repaired using the repair order, with a chance of success equal to the item's reliability factor plus the skill level of the character making repairs.

Reliability can be increased by successful use of the maintenance order, maintaining an item improves reliability by the skill level of the character doing the maintenance, less the square of its tech level (i.e. low skilled characters can't maintain high tech items at all). Note that even an unusable module can be maintained, it doesn't have to be repaired first.

For example, an old and battle-damaged but patched up module can be reliability 20% and usable, meaning that it will function but will probably break down at once. Or a new and well-maintained module with a minor blown fuse can be 99% reliable but unusable.

Some kinds of maintenance is easier to do than other kinds, and for badly damaged modules, there's an additional option, Priority Maintenance. When an officer elects to perform priority maintenance their crew can work on several modules at once. The maximum number of modules that can maintained at a time this way is one quarter of the officer's skill, and when an officer performs this action, they automatically maintain the lowest reliability modules (up to the number allowed by their skill level). Each is maintained just as it would be if the officer had maintained it individually, but cannot have it's reliability increased beyond the officer's skill level.

Scrap

Scrap is a special type of trade good, which can be made by players as well as produced by the Scrap factory and traded in the normal way. Players make Scrap using the Scrap menu to select modules and/or trade goods, which are then converted to Scrap trade goods and put in the player's cargo pods, ready for sale (including on the same turn). Demo modules cannot be converted to Scrap.

Artifacts

Each artifact has an individual name and its own set of properties, mainly from the sets below. They may also have unique and initially unknown features. Artifacts have no mass for purposes of diluting other aspects of a ship, e.g. adding an artifact to a ship won't increase its movement costs.

Blessings: each blessing gives a 50% bonus to the effects of one type of item, e.g. an artifact that blesses Impulse Drives has the same effect as increasing all the ship's Impulse Drives' tech level by 50%. Owning an artifact costs five favour per turn from the Great Old One concerned with the items it blesses: if the owner can't pay this favour, the artifact breaks.

Curses: each curse causes a 50% reduction in the effects of one type of item, e.g. an artifact that curses Warp Drives has the same effect as halving all the ship's Warp Drives' tech levels. Curses can be removed with a suitable spell, which also changes the name of the artifact because the name encodes its properties. An artifact is given an extra curse whenever it changes hands, whether in combat or peacefully.

Keys: each key allows the use of any stargate with the matching lock: there are 8 keys and locks.

Note that although a single artifact won't bless and curse the same items, a ship with multiple artifacts may have multiple blesses and curses on the same items. Duplicates produce no additional benefit or penalty, and the combination of bless and curse leads to a penalty down to 75% efficiency as the curse applies before the blessing.

Artifact cursing and blessing is the same process as spell cursing and blessing, so there is no additional benefit to using both an artifact and a spell to bless the same type of item.


Magic Rings

There are 8 magic rings: 4 good and 4 evil, one associated with each skill type (engineering, science, medical and weaponry). Rings start in random locations and are reported when discovered by normal exploration. Evil rings can be picked up freely, good rings can be collected using an expensive spell.

Holding rings brings benefits and penalties. In combat with other players, the officers holding evil rings gain all the skills of their counterpart that they don't already have: the victim loses these skills. Ships with evil rings must move (at no cost) to the star where the most other ships are at the end of each turn. An officer who loses their evil ring loses all their skills, even ones they had before they picked up the ring. Evil rings provide an extra crew recruit every turn up the officer's command limit.

Good rings' cost is that the wearer gives 10 favour to each other player at the same star at the end of the turn. The benefit is that they mutually annihilate with evil rings of the same skill-type, before the evil ring can steal any skills. Destroyed rings are recycled as new exploration finds.


Mercenaries

There are 64 units of mercenaries, ground troops willing to fight for pay but in need of transport to battlefields at other stars and expecting to be paid even when there's no work for them to do.

Each mercenary unit is one of eight types with varying strengths in different types of battle: doubled in their best terrain and halved in their worst terrain. They are carried in standard cargo pods, they fit into any size pod but cannot share it with other units or regular cargo.

Each turn one unit is auctioned, in terms of rate of pay in energy per turn. The unit joins the winning ship after the movement phase. Depending on employment levels (ie very rarely at first) units already employed will demand pay rises to stay in service, awarded automatically as needed. Units cannot have their pay reduced, but can be demoblised (lost) at any time.

Demobilising a mercenary unit makes a player unpopular with mercenaries, and they can hire no more until forgiven. Forgiveness may occur with a 5% chance each turn.

The only use of mercenary units is to fulfil contracts, of which there is one per turn, at a random star and with a random terrain type, with a fee relating to how many contracts were fulfilled lately. Contracts are resolved after movement, so it's possible to get to them in time by jumping at once. Contracts are won by the strongest mercenary force in the right place, allowing for the terrain effects on their units. There are no losses in fulfilling contracts - mercenaries wouldn't fight if it was that dangerous.

Ties in bidding for new units and in combat strength at a contract site are all resolved using total weaponry skill.
 
 

Name Strength Best Terrain Worst Terrain
Regular Infantry 6 Ruins Badlands
Mobile Infantry 12 Ruins Badlands
Hover Tanks 8 Ocean Ruins
Cyber Tanks 16 Ocean Ruins
Rocket Artillery 10 Badlands Factory
Orbital Lasers 20 Badlands Factory
Jump 'Mechs 12 Factory Ocean
Assault 'Mechs 24 Factory Ocean


Medicine

Medicine can be collected from oceans, with a chance of success equal to the player's sickbay percentage. Success provides a type of medicine which can be sold to a specific alien race's homeworld for a specific price usually around $2500, related to sickbay percentage: sale is automatic when the player enters the right star system.

A player may carry only one type of medicine at a time, finding a new one causes any old one to be discarded. Selling the medicine also removes it, it cannot be sold again.


Aliens

Each homeworld, colony and non-player ship is associated with an alien race, which has an attitude towards each player - Enemy or not. Enemy means that their ships will attack the player whenever they have the chance (even at poor odds, because they will then expect the player to attack them anyway). Each alien race has a basic mood of friendly, neutral, hostile or chaotic, and these control how its attitude to each player is decided. Friendly races forgive attacks on their people (e.g. Elves), or lack an integrated state and don't care about them (e.g. Cats). Neutral races are friendly at first but become permanent enemies when attacked (e.g. Dogs).

Hostile races always demand a gift from ships they meet, and will attack if it's not given. Chaotic aliens may be randomly friendly or hostile at each meeting, regardless of what's happened before: i.e. they demand a gift but will sometimes attack if it's not given, and other times will be bluffing and not attack. Aliens demand as gift the pod containing the least valuble trade good other than Scrap, or a random module if the player doesn't have any non-Scrap trade goods.

Aliens who attack will sometimes hunt in dangerous locations, and if at their homeworld will heroically self-destruct as close to the player's ship as possible in order to damage it.

The hostile aliens are Goblins, Rats, Snakes and Weasels. The chaotic aliens are Hamsters, Squirrels and Worms.

Annoying Aliens

The player with the most powerful ship at an alien homeworld may use the Intimidate Homeworld option to extract money from it, gaining an amount that depends on the tech level of the aliens, how badly they're suffering from plague, and how long since they were last hit in this way. For all types of alien, this will make them become a permanent enemy of that player.

Aliens will also become a player's permanent enemy if the player is detected selling contraband to a colony of the race, or releases a criminal of that race for a bribe.

Enemy status can be removed by using the appropriate spell.

Helping Aliens

Each alien homeworld has a plague level of 0-99%, causing a reduction in the amount of money available to intimidators, and making the aliens unhappy. Players may use their medical officers and sickbays to fight plague, gaining favour with the Merciful One.
 

The Galactic Council

There is a loose federal government of the 32 alien races, with minor powers over them. However, the aliens are a weak-willed bunch and none of them wish to serve in their own government - for that they need the players.

The Council consists of a President, elected every ten turns, a Vice President, a Tribune, plus six Ministers, appointed by the President as needed. Only certain players, "candidates", can be elected as President or appointed as Ministers. Candidates are players who have controlled at least 10 votes at some time since the previous election.

Members of the council may receive bonuses to their percentages under some circumstances, as well as recruiting benefits.

Votes

In theory the President is elected by the aliens: each homeworld has 6 votes and each colony has 1 vote (32 x 6 + 256 x 1 = 448 in total). In practice each homeworld and colony votes the way the player with the most influence there tells it to vote. So an election consists of the players casting the votes they control, if any, for the candidate of their choice.
 

Influence

Each alien race is politically interested in one skill area, Engineering, Science, Medical or Weaponry. Officers of that type can spend a turn campaigning for influence at the homeworld or colony.

If no-one controls the location, or if the player already controls it, they gain influence equal to the sum of their ship's factors in the appropriate modules. I.e., a warlike homeworld is impressed by a ship with good shields and weapons.

If the location is already controlled by another player, then that player's influence must be removed before the campaigning player can take control: influences just cancel out one for one and only the surplus remains.

Influence decays each turn, 10% if the alien race is an enemy of the player, 5% if not (both rounded up).

President

The President has several benefits:

They may appoint Ministers from the candidates (although no person may be appointed to more than one ministry).

The president's crew serves as their staff, and the government picks up their crew salaries.
 

Vice President

The Vice president may propose a module of any type or tech level to the industry minister each turn, and takes over for the president if the president drops out of the game. The Vice President is the candidate with the second highest vote total in the presidential election, and traditionally serves as the voice of the opposition. The Vice President is ineligible to serve as a minister, but does receive an alien report like the ministers.

Tribune

The Tribune of the People may propose a module of Primitive or Basic tech and any type to the industry minister each turn, and is ineligible to serve as a minister, but does receive an alien report like the ministers. The Tribune is elected each turn by captains of ships that are less than 100 turns old.

Ministers

There are six ministers, the Engineering, Science, Medical, Weaponry, Industry, and Justice ministers.

The Engineering, Science, Medical, and Weaponry ministers each have the power to propose modules of any tech level and the type they're responsible for to the Industry Minister.

The Industry minister may direct all shops to restock with modules of a specific type and tech level from the proposals made by the other ministers.

The Justice Minister may choose the race and skill type of new rogue bands, and decides the outcome of court cases between aliens.

Each minister's results include location reports from various aliens. Each alien reports to a particular minister, and makes a report during a random turn once every 30 turns.


Passwords

Passwords allow a player to gain various special benefits from the ancient Starnet Terminals. Passwords are made up of four fragments each, and are valid for one turn only. Ending the turn in the same system as a terminal which the player has already accessed will provide both a password fragment and the option of trying to guess the full password for the next turn.

Guessing the wrong password does no harm beyond using up an officer's action for the turn, guessing the correct password gains the appropriate officer one skill level the first time they do it. Subsequent successes with the same officer gain one of a variety of special powers initially undocumented. These powers last until the same power is offered again and then lost (unless the officer guesses the correct password again).


Great Old Ones

Four extremely powerful aliens are known to take an interest in events of the local cluster. Each has a preference for specific types of activity and will reward players for engaging in that activity. In particular, each Great One accepts a single player as their Prophet, providing them additional favour related to how many other players also accept them and follow the ways of that Great One. While they are not strictly deities, the effect of these beings on normal characters is much the same as if they were.

The Fierce One, rewards players for having enemies and for scoring hits on enemy ships.

The Wise One, rewards players for success at accessing the ancient computers.

The Merciful One, rewards players for healing work, fighting plague amongst the various alien species.

The Mighty One, rewards players for having powerful starships (excluding weapons and cargo pods, which are not proper engineering) and lots of energy.

Favour

Favour is the currency of support for a player from the Great Old Ones. Favour may also be expended at any time to allow officers to carry out extraordinary actions (known as spells) depending on great luck and skill in the Old One's area of interest. It is transferred between players in several ways.

Favour should not be hoarded by most players: 5% of favour is lost when carried over to the next turn, except for Prophets, who suffer decay of favour in their own field of only 2.5%.

Spells

The spells and their effects include:

Charm Recruit (of a specific skill type), must be used in conjunction with recruiting from a hiring hall, and will attract a crewperson as skilled as the recruiting officer, rather than the zero-skill crew normally recruited from halls.

Bless (specific class of module), makes all the player's modules of that sort work at 50% higher efficiency for one turn.

Report from all Terminals, provides the player with star location reports from a random selection (based on their science skill level) of the stars where they've accessed Starnet Terminals and not been purged.

Report from Some Terminals, provides the player with a star report from a random selection (not based on science skill level) of the stars where they've accessed Starnet Terminals and not been purged. Generally, if you've got a good science officer skill, and a lot of terminals, Report from all Terminals will give you more information.

Purge Rivals, removes Starnet Terminal access for all other players to a terminal in the player's current starsystem.

Improvise Key (for a specific lock number, 0-7), must be used in conjunction with jumping through a stargate locked with the same number lock. It acts as a single-use key to allow use of an otherwise sealed stargate.

Pacify (a specific enemy alien race), removes the player's enemy status with one race, so that their ships no longer attack the player at every opportunity. It gives no immunity from making an enemy of that race by annoying them again in the future.

Uncurse (of specific type), removes one part of an artifact's curse on all artifacts. This will also change the artifact's name, which has no additional effect.

Bless Ground Combat, gives a bonus to any kind of ground combat the player engages in on the same turn, whether for adventures or catching criminals.

Bless Away Team, reduces the chance of accidents to crew on adventures when the medical officer is present by giving a bonus to medical skill.

Enlightenment (in a specific skill type), gains the skill of the same name for the casting officer, and may provide clues on various subjects from the appropriate Great One.

Become Prophet (of a specific Great One), only successful when there isn't already a Prophet for the specific Great One, or if the casting player has more favour than the current Prophet and can therefore displace them. It provides various benefits and allows other players to give or take favour with the spells below. Casting this when there's already a prophet with more favour in office is taken as a schismatic attempt to undermine the current prophet and costs them 100 favour too.

Praise Prophet (of a specific Great One), provides favour to the Prophet player.

Denounce Prophet (of a specific Great One), takes favour from the Prophet for the casting player (the only spell that yields favour rather than costing some, though players must have at least 15 favour to cast the spell anyway). This spell is modified for heretics, who pay favour to cast it instead of gaining favour by it.

Retire as Prophet, (of a specific Great One), only available to the Prophet player, ends their term of being Prophet.

Trace (ship in the same starsystem), gives reports on where the target ship is each turn, and allows the View Trace spell. Only one ship can be the target of a player's active Trace spell at a time.

View Trace, gives a location report on the star where the traced ship is.

Remove Trace, removes any trace spells which have been put on the casting ship, not that they're detectable.

Hide System, prevents players not in the star system where the ship ends its turn from being able to get reports on that system, by spells, political office or other means.

Deploy Probe, places a mechanical device or live agent at the current starsystem to report on it later. Each player can have only one probe active at a time, deploying another removes the first.

View Probe, gets a report on the system containing a previously deployed probe.

Destroy Probes, removes all other players' probes in the current system, if any.

Micro-jump Flee, attempts to avoid combat by unprepared and very short warp jump, with chance of success equal to warp factor and even then can be cancelled by the counter spell.

Counter Micro-jump, cancels enemy attempt to avoid combat with the micro-jump flee spell.

Discover Adventure, reveals an adventure at random which the player has the skill to tackle, but doesn't exclude adventures already done or already known.

Power-Up, increases ship's rating for power sorting by 25%, so it tends to meet stronger opponents and have priority on order of actions.

Power-Down, decreases ship's rating for power sorting by 25%.

Lucky Module, usable only on a module that's the only one of its type in the ship, it makes that module act as tech level 0 for repair and maintenance that turn and prevents it being targetted in combat. An officer on standby (and not involved in hunt/hide actions) will automatically repair or maintain a lucky module (useful for modules they cannot otherwise repair/maintain).

Atone, allows you to atone for past misdeeds. Specifically, some actions/spells make the Great Old Ones unhappy with you, which can cause some problems. Casting this spell will make them less unhappy with you. It can be cast by all of the officers, and is more effective the more officers that cast it in a given turn. As a hint, most of the spells/actions that make the Great Old Ones unhappy are not documented here in the rules.

Prophets

Each Great Old One may have one player as their Prophet, chosen by the player themself casting the appropriate Become Prophet spell, at a time when there's not already a Prophet for that Great Old One. Prophets gain varying amounts of bonus favour directly, and can gain or lose favour according to other players casting the Praise and Denounce spells.

Prophets may designate other players (in the same starsystem at the time) as Chosen for their Great Old One. Chosen players may use the Commune action with the appropriate officer to gain favour equal to that officer's skill (including crew bonus). Chosen players get a bonus of +16 in the effective (officer + crew) skill, and are automatically "demiblessed" in the two areas governed by the appropriate Great Old One (e.g. warps and impulses for Mighty chosen). A demiblessing works like a normal blessing, but only half as much. Demiblessings don't add to other blessings. Chosen players gain other undocumented benefits too.

Prophets may remove Chosen status from other players at any time, they do not need to be in the same starsystem. Prophets pay favour each turn for their Chosen, equal to the square of the number of Chosen (counting the Prophet too). Chosen players may always cast any spells in their field, using their Prophet's favour if they don't have enough of their own.

Each turn a Prophet may excommunicate one of the players who denounced them or tried to replace them on the previous turn. This makes that player a heretic, and penalises them with a "demicurse" on the modules associated with the Prophet's skill area, and prevents them from gaining favour using the denounce spell again (instead it costs both the caster and the prophet 15 favour).

The Prophet gains favour each turn equal to about 6% of the basic and adventure favour gains of all players except for Chosen (doubled and added) and Heretics (subtracted).

If a Prophet's own favour score falls below zero they stop being Prophet.

Prophets are always blessed in the two areas associated with their Great Old One, e.g. the Mighty One's Prophet is blessed in warp drives and impulse drives.

On any change of Prophet (replacement, retirement of lack of favour dismissal), all players lose their Chosen and Heretic status in that field.


Trade Goods

Trade goods are made by Factories, which sell them for a fixed price, and are consumed by Colonies, which buy them for a variable price. Each of the 32 types of good has a basic value of $25 to $500: factories sell for the basic value per unit. Each colony only buys one type of trade good, and there are 8 colonies that buy each type of good. The initial price at all colonies is double the basic value, and a colony will buy a unit of the good it likes as long as the price is at least as high as the basic value.

When a colony buys a trade good, the price there is reduced by 35% of the basic value, and increased at all other colonies which buy that type of good by 5% of the basic value. So the average price of each good remains constant, but demand varies and prices tend to rise where there are no sellers.

Scrap and Chocolate are special trade goods.

Contraband

Certain types of trade good (weapons, recreational drugs and dodgy software) are illegal, and indicated by having a (!) in their names. Selling these risks detection (with a chance according to the seller's cloaking factor) and becoming an enemy of the colony's government if detected. There is no direct punishment involved, merely being attacked by any ships of that race encountered later.

Popcorn

Popcorn is very strange matter/energy, only loosely connected to the space that it occupies. It can be teleported around the universe easily and cheaply, so is much in demand for many communications applications. This also allows for rapid trading so that there is a single price for Popcorn everywhere on the board. Players can both buy and sell Popcorn in the Popcorn auction, which occurs at the beginning of the turn.

For reasons which aren't yet clear, Popcorn can be collected only from a single unusual place that moves around the cluster, settling in near or deep space locations for a while. It can be detected at long range (i.e., from a different starsystem) by ships with good enough sensors (as a science officer option). Harvesting popcorn needs good impulse drive, sensor and shield factors, and tends to get harder with each successful harvesting.


Criminals

Each location may contain a criminal, defined by race and rank. Races include all the standard aliens in the game, ranks are in seven steps from Heavy to Godparent. Initially no criminals are visible to players, they must be identified by exploring new locations or by getting a captive criminal to inform on their comrades.

Weaponry officers can attempt police work as a standard action in any location with a visible criminal, as long as they have some crew (who may be needed as casualties - the officer must survive). This is an attempt to capture the visible criminal, with risk of combat and casualties relating to the criminal's level and the weaponry officer's skill and crew numbers. Success takes the criminal into the player's ship as a prisoner. Each player may have only one prisoner at a time - the previous one escapes to make room if necessary.

A player with a prisoner has extra options for the weaponry officer, interrogation and various releases. Interrogation may reveal the location of the prisoner's boss, or of a low ranking criminal of another race, or it may reveal nothing. After a player learns the location of a new criminal in this way, they will be able to see that criminal when in the same star system.

Releases are either: releasing for bribery, which gains cash but makes the player an enemy of the criminal race's government, or releasing for information, which identifies the prisoner's boss as if by interrogation.

A prisoner may be delivered to a prison location for a cash reward. Criminals who are delivered to prison or are released for bribery or information immediately escape and/or change identity so that they will no longer be visible to the player until identified all over again.


Adventures

Each star system can have any number of adventures outstanding at any time, averaging about two. When an adventure is completed successfully it disappears and another (related but different in detail) adventure appears at a random place on the board to replace it.

Each adventure is of a specific skill type (science, weaponry, medical, engineering), determining which officer can attempt it, and needs some level of that skill for success. As well as the officer primarily concerned with the adventure, any or all of the other three officers may be assigned to the landing party in support. For any adventure, there is a 50% chance that each supporting officer will have some useful effect as hinted at below.

An adventure has a concealment level, which depends on the skill level of the adventure. Low-level adventures suitable for newbies will have concealment levels that are fairly low, while the most difficult adventures have concealment levels of 300-600 or more. Players can detect and attempt an adventure if their Sensor Factor is at least as high as the adventure's concealment level. An adventure may also be discovered, regardless of concealment, by exploring the location it's in. Once a player finds an adventure, they will be able to see it afterwards even if they leave the system and return later.

Players may also learn of adventures' locations as the result of success in other adventures: this makes the adventure visible to that player without exploration and regardless of concealment level. (Informally, a player may also learn the location of an adventure from another player, but that helps only to guide exploration: the adventure must still be visible in game turns before the player can attempt it).

Successful completion of an adventure may need victory in combat (with success much more likely if the weaponry officer joins the away team). Success gives a skill increase (if the officer has not already succeeded at an adventure of the same sort), a module as treasure (often in poor condition, better if the engineering officer is in the away team) and possibly some information about where other adventures can be found (especially if the science officer is in the away team). Some crew may be lost to accidents (less likely if the medical officer is in the away team).

Some adventures are of particular interest to a specific Great Old One, and success brings extra favour in their area.



Exploration

Adventures and criminals are always in specific locations in a star system, generally the less hospitable ones for adventures and the more populated ones for criminals. Each turn, a player may explore one such location in addition to all other actions, and will learn of any adventures or low ranking ciminals in that location regardless of their concealment level.

Alliances

Although players' major alliances are purely a matter of diplomacy, there is support within the game system for two-player alliances, allowing ships to protect their allies in combat.

Each ship may have up to one other as its ally, selected from the alliance menu which shows all other ships in the same star system. An ally can be replaced by a new one, or simply declassified at any time, leaving the ship with no ally.

Alliances, in this sense, only have an effect when both ships have selected the other as their ally and they are in the same starsystem. The ships are then treated as a pair for interaction purposes, with the stronger having an encounter and the weaker meeting no other ship, i.e., it is protected from any kind of attack.

Allies may also give up to 10% of their current energy to their ally, when in the same starsystem.



Ship Interactions

Interactions are resolved for each star system in turn, one pair of ships at a time. To decide which pairs of ships interact, all the ships in a each star system are sorted by their Power Index, a measure of their size and technology level. Pairs are then assigned from this list, i.e. the two most powerful ships interact, the third and fourth most powerful interact, and so on. If there are an odd number of ships, then the least powerful will not have an interaction.

The list of interactions is determined at the end of each turn, and the interactions occur at the start of the next turn, so orders can be issued for the specific interaction desired, or feared. An interaction can include trade, diplomacy and/or combat, according to the players' orders.

The orders which control an interaction are diplomatic at the highest level: economic and military elements may come into play according to the result of diplomacy. The diplomatic option is one of: Attack regardless, Make demands and attack if demands not met, Make demands but don't attack, Retaliate if Attacked, Flee.

Retaliate if Attacked and Flee both mean don't start a battle if the other ship doesn't. The difference is that "Flee" means start trying to break off from combat at once, even if there's no immediate danger. Note that all options involve fighting back if attacked.

Demands consist of asking for one module of the other ship. On the other side, orders can be given to hand over any or all modules if the other ship demands them. If demands are made and met, the items are transferred and there is no combat.

If demands are made but not met, or one side orders Attack regardless, combat occurs. Players should set combat orders even if they don't expect to have to fight, in case the enemy is unreasonable, though default orders will apply if none are given. (Because outguessing the opponent is a significant element of combat, it may be fatal to rely on default orders that can be predicted, or it could be brilliant if your opponent doesn't think that's what you'll do...)

Combat

Because the whole battle is resolved during a turn, with no detailed instruction from the players on what to do, each ship needs a combat strategy for how to fight if combat occurs. The strategy consists of the following set of decisions: All other details of how the ship should fight are derived from these directions during the battle.

Hide/Hunt actions affect whether the combat occurs at all (as can certain spells). If either ship selects a Hide option, combat is cancelled unless the other ship selects a Hunt option of equal or higher risk. The cost of Hide/Hunt options is that all of the ship's officers can do nothing else for the turn, and the risk is for each module being damaged (minimum 1% for any hide/hunt option).

Combat is fought in a series of rounds (each divided into 7 phases), each at a specific range. After each round, ships attempt to change or maintain the range using their Impulse Drives to manoeuvre closer to, or remain at, their ideal range - i.e., the one where their weapons will be proportionally more effective than their enemy's weapons. Changing range is somewhat easier at the shorter ranges.

Initial range is determined by comparing each ship's sensor strength with the other's cloaking strength, to find the range at which each detects the other. Sensor and cloaking strengths are calculated as the proportion of a ship's mass that is sensor/cloaking modules, weighted by their tech level, plus effective skill levels of science officers and crews. Sensor conditions in different star systems may allow detection at different ranges. The sensor conditions are called the "terrain" of the star system. There are seven different terrains, corresponding to the seven possible ranges:
TerrainDefault Range
ImpenetrableAdjacent
BusyClose
NoisyShort
MixedMedium
OpenLong
ClearDistant
EmptyRemote
If one ship's cloaks or sensors are better than the others, then the starting range may be shorter or longer than this. Increasing the range by one range band requires a 10% advantage in sensors. Increasing the range requires progressively larger advantages in sensors, going from +1 range band to +2 requires an additional 20% (for a total advantage of 30%). Cloaks work similarly. For example, in clear terrain a ship with sensor factor 10% will see a ship with cloak factor 20% only at Long range (Distant reduced by 1). But in busy terrain a ship with sensor factor 40% will detect a ship with cloak factor 10% at Medium range (Close increased by 2). The cloak/sensor advantages required to increase the range by a certain amount are summarized below:
Cloak/SensorRange
AdvantageChange
10%1
30%2
60%3
100%4
150%5

If only one ship is hostile to the other, the other's ideal range is treated as Remote, i.e. the ship that doesn't want to fight will begin attempting to break off combat as soon as it detects the other ship - even before the attacker is close enough to open fire.

If both ships meet conditions for opening fire simultaneously, the tie is split by favouring the one with larger minimum of its ideal range and the range at which it detects the other. So one ship always fires first and it has to be one that's declared hostile to the other.

Every weapon has a maximum range, and fires during some phases in the round. The strength of a ship's attack in a given phase is the sum of all its in-range functional weapons' strengths that fire in that phase, each weapon doing 5 points of damage per tech level. The whole attack is applied to one module of the enemy ship, chosen randomly from the target set in the player's strategy (except that any module that is both demanded as a gift and included in the target set will be targetted first). If that set is empty or all hit already, targets are chosen randomly from the remaining modules.

Weapon details are:
 

Weapon Maximum Range Phases
Ram Adjacent 1-7
Gun Close 2-7
Disruptor Short 3-7
Laser Medium 4-7
Missile Long 5-7
Drone Distant 6-7
Fighter Remote 7

Photon Torpedoes can attack at any range, but what phases they fire in depends on the range. 1-7 at Adjacent, 2-7 at Close, etc. When using more than 1 torpedo per phase, damage is related to the square root of the number used, i.e. 4 torpedoes do twice as much damage as 1, and 9 do three times as much as 1.

Alien ships defending their homeworlds may self-destruct to harm their opponents, doing damage of 10-70 points (according to range) for each Primitive module they have left, multiplied by tech level for more advanced modules. They will delay exploding if they are either giving more damage than they're taking, or closing the range with a view to doing more damage when they do blow up.

All modules have a basic defence capability of 25 points per tech level, but shield modules increase this basic defence by 360 points per tech level of the shield. Shield strength is allocated to any number of modules using the shields menu. Any modules selected for this extra protection are also defended by having the shield bonus shared between them. (Note that the more modules selected for extra defence, the less bonus shield strength they each receive: applying shields to all modules is the same as applying it to none, they're shared equally either way.) The module's defence is reduced by the enemy attack, and if reduced to less than zero the module is hit directly and removed from the ship, then kept aside as loot until after the battle. Half the remaining damage points are passed on to the next module to be targeted.

After each phase, the ship that was attacked is checked for whether the number of lost modules match or exceed the ship's retreat threshold. A ship will also try to retreat after losing all its weapons, or at once if its diplomatic option was Flee. Note that an alien ship defending its homeworld will self-destruct rather than flee, possibly doing a great deal of damage to its opponent. Player ships cannot self-destruct.

A ship attempting to retreat from combat needs a combination of time (to prepare a micro-jump away) and distance from the enemy ship. Specifically, it scores "escape" points equal to the range number plus 4 each round, and escapes when it has collected enough (and there is an additional bonus of escape points to a ship whenever it loses a module). The number of escape points needed is set by the relative masses of the ships, and is equal to 50 for ships of the same mass, with a limit of 10 for a ship fighting a much larger opponent, or 90 for a ship fighting a much smaller opponent. After escape, all lost modules from both ships become unusable and more damaged (i.e. less reliable) and are split between the combatants. Each ship gets loot approximately proportional to the number of modules they shot off (doubled for the ship that didn't flee). Which modules each ship gets is determined in part by what modules each ship demanded targeted or shielded. Damage is applied to each lost module in turn, starting as a small percentage reduction in reliability and increasing for each extra module on the loot list.

Combat is further modified by each player's strategy in that they can "favour" one of weapons, shields, engines, sensors, cloaks or fleeing. The favoured equipment or activity is 50% more effective then it would be otherwise. Spells can also increase a ship's combat effectiveness.


Movement

Movement within a star system is automatic as needed, i.e. a ship can act at any location in its star system without explicitly needing to move. Movement out of a star system is always to another star system, ships cannot move to squares on the board that do not contain a detectable star system.

The distance a ship can move is affected by its warp drives and total mass, it can move further if it has a high proportion of its mass made up of warp drives, and even further if they are high technology modules. The cost of a jump increases exponentially with the distance divided by what fraction of the ship is warp drive modules (weighted up by tech levels) with a bonus for the skill level of the engineering officer and crew. The starmap included with your turn shows jump costs to different systems.

A special type of movement is to "chase" another ship in the same star system, meaning jump to wherever that ship jumps. It succeeds if the other ship's destination is one that the chaser can legally jump to. Chasing is possible where the chased ship is itself chasing another ship, as long as the chain ends with a ship using normal movement: mutual chasers don't move. (Remedies for being chased by a stronger ship include discarding modules until your ship can jump beyond the hunter's range, or jumping into a group of friends waiting to ambush the chaser.)

Movement is also possible via stargates, which costs no energy but needs an artifact with the specific type of key that matches the stargate being used (there are 8 types of key), or a suitable spell. Stargates connect pairs of stars with the distance between them having no effect.

A very special case of movement is a free jump to or from "The Holiday Planet", which is more of an administrative feature to make a ship inactive while the player is absent from the game. Being at the Holiday Planet does not completely freeze a ship (but almost), the single big plus of being there is that no combat is possible. Once there, any orders submitted by the player will automatically return the ship to the star from which it originally jumped to the Holiday Planet. Most, however, will not be executed.


Press

As well as individual turn results for each player, there is a web page of common information known as The Subspace Times. This contains game-generated news such as the locations of shops, aliens announcing the names of their enemies, and assorted rumours about the locations of things. It also has free format text messages from players, which can be almost anything except content likely to lead to libel or obscenity charges against the adjudicator. The messages are treated as HTML so can contain links, pictures, sounds etc., but should not use the <hr> directive or make global changes to the document as a whole.