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GALACTIC SUPREMACY




INTRODUCTION
You guessed it. Rival space empires are at it again.
A card game for 2 or more players.

THE DECK
The deck contains 75 cards:
#	Card Type:
15	Research
15	Fleet
15	Colony
15	Command
15	Leader	
# = Number of that card type in the deck.
The game can be played with a single common deck, or with each player having 
their own individual deck. If playing with multiple decks, make sure all 
cards are returned to their proper owners at the end of the game.

OTHER MATERIALS
A handfull of ten sided dice (D10's)
Coins (to represent credits)
One homeworld card for each player.

OBJECT
Conquer the homeworlds of all of your opponents.

SETUP
Each player starts with a Homeworld in play.
Each player draws 2 cards.
Players begin at level one in all nine technologies.
Players roll 1D10 to determine turn order. High roll goes first.

UNITS & WORLDS
Homeworlds and colonies are collectively referred to as worlds.
Worlds and fleets are collectively referred to as units.

TURN SEQUENCE
Players take turns.
Each turn is divided into 7 phases:
Draw Phase
Production Phase
Command Phase
Build Phase
Attack Phase
Move Phase
Research Phase

DRAW PHASE
Draw one card from the top of the deck
You may draw an extra card for 5 credits.
Exploration: You may discard a Fleet card to draw a card. 
If the card drawn is a Colony card you may keep it, otherwise discard the 
drawn card.
The Draft: You may discard a Colony card to draw a card. 
If the card drawn is a Fleet card you may keep it, otherwise discard the 
drawn card.
Military Intelligence: You may discard a Research card to draw a card. 
If the card drawn is a Command card you may keep it, otherwise discard the 
drawn card.
Military R&D: You may discard a Command card to draw a card. 
If the card drawn is a Research card you may keep it, otherwise discard the 
drawn card.
Maximum hand size is 5. Discard excess cards.
If the deck runs out, shuffle the discard, and continue play.

PRODUCTION PHASE
Homeworld generate 5 Credits.
Colonies generate 1 credit each.
A leader attached to a world generates 1 credit.
For each level above the first a player has in all of the technologies of 
Terraforming, Industry, and Energy, the worlds of that player generate one 
additional credit each.
Hand size is increased by a similar amount.
For example: a player has Terraforming = 3, Industry = 5, and Energy = 4. 
The extra levels of Industry and Energy do not count.
That player's worlds produce +2 credits per turn and that player has a maximum 
hand size = 7.
Credits may be saved from turn to turn.

COMMAND PHASE
Unless otherwise specified, the special uses of command cards are enacted in 
this phase.
Command cards are always discarded when used.

BUILD PHASE
Pay 10 credits to put a Colony card into play from your hand.
Pay 10 credits to put a Fleet card into play from your hand. 
The Fleet card must be attached to a colony or homeworld.
Pay 5 credits to put a Leader card into play from your hand. 
The Leader card must be attached to a fleet, a colony or a homeworld.

ATTACK PHASE
You may attack an opponents world with one or more of your fleets.
If both players have the same level of Jump Speed Technology or if the 
attacker is faster then the defender can only defend the attacked world 
with whatever fleets are currently there.
If the defender has a higher level of Jump Speed Technology then the defender 
can use some or all of his fleets to defend.
The defender may decide not to defend with a Fleet at an attacked world. 
Move the fleet to any other friendly world. 
Fleets and colonies use one die in combat. Homeworlds use 5 dice.
Players compare their respective levels in the following 5 technologies:
Firepower, Range, Defenses, Computers, and Sublight Speed.
If one player has a higher level in a technology then that player is said to 
have a technological advantage. 
For each advantage, each of a players units gets one additional combat die. 
Presence of a Leader gives the attached unit one additional combat die.
Roll dice separately for each unit involved. These are referred to as 
combat rolls.
Each unit simultaneously destroys an opposing unit with an equal or lower 
combat roll. 
Colonies win tied combat rolls.
All of the defenders Fleets must be destroyed before the colony is destroyed.
Repeat this process until only one side remains.
If the attacker wins he may put the colony card in his hand. 
If a players homeworld is destroyed, it goes out of play, and that player loses. 
Leaders are destroyed with their units.
Destroyed Fleets and Leaders are discarded.
Units can combine their combat rolls to overcome the combat roll of an enemy
unit. For example:
6 Fleets attack a Homeworld. The homeworld rolls a 30. The Fleets collectively 
roll a 40. One of the six Fleets is destroyed, and the Homeworld is destroyed.

MOVE PHASE
Attach your Fleets in play to any of your worlds in play.
Attach your Leaders in play to any of your units in play.
A unit may only have 1 Leader attached.

RESEARCH PHASE
Pay 10 credits to play a Research card. 
The card is discarded and the player rolls once on the Technology Table.
The technology indicated by the roll is increased by one level for this 
player only.

TECHNOLOGY TABLE
1D10	Technology:
1	Jump Speed
2	Fire Power
3	Range
4	Defenses
5	Computers
6	Sublight Speed
7	Terraforming
8	Industry
9	Energy
0	Pick one of the above

TRADE & NEGOTIATIONS
Players may at any time trade cards or make deals.

COMMAND CARD USES
Command cards are discarded when played.
A command card can be played to produce any of the following effects:
Misinformation: Opponent must discard one random card.
Spy: Look at opponents hand.
Strategic Planning: Look at the next 1D10 cards in the deck.
Tactical Superiority: Target unit gets one additional combat die this 
combat phase.
Surprise: Defender can only defend with fleets already present at world.
Ambush: Defender may defend with some or all of his fleets.
Peace Talks: Opponent may not attack you this turn.
Exceed Quotas: Gain 1D10-2 credits.
Steal Secrets: Steal 1 random card from opponent on a roll of 1-6 on 1D10.
Counter Espionage: Negate any use of a command card on a roll of 1-8 on 1D10.
Military Sabotage: Opponent must put target fleet or colony back in his hand 
on a roll of 1-3 on 1D10.
Industrial Sabotage: Opponent loses 1D10-2 credits. 
Assassination: Kill target Leader on a roll of 1-3 on 1D10.
Strategic Initiative: Get a second attack Phase this turn.

OPTIONAL ADVANCED SETUP RULE
Each player starts the game with 3 random technological advances, 1D10 credits, 
and 1D5 cards.

GAME DESIGNERS NOTES
If you are illustrating the cards, every card of each card type can 
easily have its own unique illustration (and subtitles and quotes). 
For example, you can depict 15 different Leaders or 15 different ships.  
This works well if each player is assumed to control a different species, 
or culture. For example: one player's illustrations may portray a reptillian 
race while his opponent's deck depicts a feline empire.
Play using a Common deck can represent a civil war.






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