PLANETISMALS
PLANETISMALS
In the year 2112, a group of corporations on Earth formed the Federation
for Free Commerce in Space. The goal of the FFCS is to exploit the asteroid
belt for its natural resources. The FFCS has built a space station called
Federation Station I in the center of a cross section of the asteroid belt.
This cross section has been made available for commercial and industrial
exploitation. In order to promote free commerce, the FFCS sponsors
entrepreneurs (players) to set up installations on the asteroids. The
sponsorship includes 5,000 MegaCredits (MC) and a shuttlecraft. The first
player to increase his economic worth to 25,000MC becomes the sector
governor and wins the game.
PLAYING MATERIALS
Play is conducted on a hexagonal grid. A sample Planetismals Game Map is
included at the end of the instructions. Players can keep track of their
finances and installations using the sample tables also included at the end
of the instructions. These tables consist of an Asteroid Record Sheet and a
Player Record Sheet. Counters may be used as shuttle craft and to show
ownership of asteroids. D6 and D10 are used for movement of the shuttle
craft and for various events affecting players.
THE ASTEROID FIELD
The playing map is a grid overlay of the pristine asteroid field. In the
center is Federation Station I, which is also referred to as the Base.
This large space station is where players' shuttles start and where
installations are purchased and goods are sold. All spaces at the edge of
the board are considered to be part of the black market trading zone.
Goods may be purchased or sold in the BMZ at any time for 10% more then
the base values at Federation Station I. The rest of the board is filled
with empty space and asteroids.
THE SHUTTLE CRAFT
Each shuttlecraft contains 100 Cargo Space Units or CSU. A shuttle can move
up to 2D6 spaces per player's turn. Shuttles can move into and through any
space even though it may be occupied by another player or an asteroid.
Players may buy an extra shuttlecraft from the Base for 5,000MC.
ASTEROIDS
The size and type of an asteroid are unknown until a shuttle enters the
space it is in. Once an asteroid is explored, this information stays the
same for the rest of the game. The first player to reach an asteroid may
also choose a its name.
ASTEROID SIZE
The size of an asteroid is measured in zones. A zone can contain 1
installation of any type. All zones on the same asteroid are considered
adjacent. Roll D6 to see how many zones an asteroid has.
ASTEROID TYPE
Roll once for an asteroid. All zones on the asteroid produce this type of
resource.
D10 Type
1-4 Organics
5-7 Base Metals
8-9 Precious Metals
10 Radioactives
INSTALLATIONS
There are 7 types of Installations. Installations may only be purchased
from the Base and all installations occupy 100CSU. Goods produced at an
installation are kept in storage there until they are moved. If 2
installations are adjacent and one uses the product produced by the other
then the goods are transported automatically. Otherwise goods may only be
transported by shuttles. Installations will start functioning the turn
after they are placed on an asteroid. Installations can be picked up as
easily as they are dropped off.
INSTALLATION TYPE: Cost(MC)
Ore Extractor or Research Base 250
Refinery 500
Farm, Factory, or Power Plant 750
Colony 1000
Ore Extractor: These mine ores from the asteroids. They extract 1 unit of
any type of ore per turn.
Refinery: These process ore mined by extractors. They process up to 10
units of ore per turn. There is a different refinery for each of the 4
types of ore. The type of refinery must be declared when purchased.
Hydroponic Farm: These turn processed organics into food. They convert up
to 10 units per turn.
Power Plant: These turn processed radioactives into energy cells. They
convert up to 10 units per turn.
Factory: These turn processed base metal ores into manufactured goods.
They convert up to 10 units per turn.
Research Stations: These generate 1D10MC of income every turn. If adjacent
to a factory, the combined industrial complex will turn processed precious
metal ores into high-tech goods. They convert up to 10 units per turn.
Colony: These are population centers. They can convert up to 1food unit per
turn into 200MC of taxes. They will also buy up to 5 luxury items per turn
for 200MC each. Food units can be stockpiled at colonies. If a colony is
not fed, it is forced to survive on emergency rations shipped at great
expense from Base. These food shipments cost the player 200MC every turn.
If the player cannot or will not pay for the emergency rations, then the
other players may bid to take control of the colony. Bids are written in
secret and revealed at the same time. If there is only one other player
then that player may pay 1000MG to take control of the colony.
OWNERSHIP
The first player to put an installation on an asteroid is considered the
owner. Other players may place installations on an asteroid owned by
another player. However they must pay rent to the owner in the amount of
10MC per installation per turn. If the owner sells or loses all his
installations on the asteroid, then all players with installations on the
asteroid may make monetary bids to the previous owner. The highest bid
pays the old owner and becomes the new owner.
GOODS
The Base sets standard prices per unit, or base values, for all goods.
However these base values may be subject to market fluctuations. Luxury
items may be purchased from the Base at a cost of 40MC per unit.
GOOD TYPES Base Value(MC)
Base Metal Ores 10
Processed Base Metal 30
Organics 10
Processed Organics 30
Precious Metal Ores 15
Processed Precious Metals 45
Radioactive Ores 20
Processed Radioactives 60
Food 90
Fuel Cells 180
Manufactured Goods 90
High-Tech Goods 135
RECORD SHEETS
The Player Record Sheet is used to keep track of the individual player's
installations, their locations, and ,if they are on another player's
asteroid, to whom rent is due. A column is provided to track the number of
units held in storage. Another column is used to track the transfers of
stored units. For example, up to ten units of mined ore may be
transferred, and automatically processed, to a refinery per turn. If the
ore extractor and the refinery are on the same asteroid then the transfer
is made automatically and transport by shuttlecraft is unnecessary. The
line number of the refinery is placed in the transfer column to show where
the mined ore was transferred to. The player's MC are also tracked on this
sheet. On the Asteroid Record Sheet, each newly acquired asteroid is listed
along with its owner and basic characteristics.
TURN SEQUENCE
At the beginning of the game players determine turn order. This order stays
the same for the rest of the game. A 'round' is when all players have
taken 1 turn.
I. Fate Segment:
Roll for 1 random event on the Random Event Table.
II. Production Segment:
1. Extraction Phase: All of player's extractors dig up ore.
2. Refinery Phase: All of player's refineries process ores.
3. Production Phase: Farms, Power Plants, Factories all convert
processed ore into goods.
4. Income Phase: Colonies convert food into taxes. Collect rent
from other players. Earn money from research.
III. Movement Segment:
Roll 2D6 to determine how many spaces a shuttle can move during
the turn. A shuttle can do any one of the following and keep on
going until its number of moves runs out:
1. Pick up cargo
2. Drop off cargo
3. Buy cargo
4. Sell cargo
5. Pick up installation
6. Set down installation.
SALE OF GOODS
Players may sell or trade anything to each other at any agreed upon price.
Transportation must be arranged. Payment may be made later with interest.
MARKET FLUCTUATIONS
These occur when the value of goods changes due to rolls on the random
event table. A resource cannot be increased above 100% or below 50% of its
Base value.
RANDOM EVENT TABLE
01-Random asteroid you control is mined out for rest of game.
02-Salvage operation-Don't move ship this turn to collect 2D6 units of
scrap worth 25MC each.
03-Comet Flyby-All research stations generate an extra 1D100MC this turn.
04-Breakdown-1 Random extractor you control is broken for 1D6 turns.
05-Explosion-1 Random installation you control is destroyed.
06-Cheap Installation available-One random type of installation is
available for 100MC less at Base for next 3 rounds.
07-Piracy-All storage on 1 random asteroid you control is stolen.
08-Embezzlement-Loose D1000MG
09-Contraband-5D6 Luxury items at 20MG each available in BMZ until end of
your next turn.
10-Shortage of Base Metals on Saturn- Sell ore to Base for 20MC each for
next 2 rounds.
11-Power Shortage on Earth- Sell Radioactive products at Base for +20MC.
12-Engine Problems-Shuttle cannot move this turn.
13-Union Strike-All factories close. Players pay 10MC at end of their turn
to reopen each of their factories.
14-Union Strike-All refineries close. Players pay 10MC at end of their turn
to reopen each of their refineries.
15-Black Market Trading-Trade manufactured goods for luxury goods on a 1
to 1 basis in the BMZ for the next 3 rounds.
16-Solar Flare-No shuttles may move until your next turn.
17-Missed Shipment-No installations are available at Base for next 3 rounds.
18-Collision-Destroy all installations on 1 random asteroid you control.
19-Sabotage-Destroy an opponents noncolony installation.
20-Hostile Takeover- Pay player 1000MC and take over ownership of one of
that player's asteroids.
21-Leveraged Buy out- Give opponent 1000MC to take control of 1 of his
installations.
22-Market Flooded- Base will not buy Base Metal Ore for next 4 rounds.
23-Raise the Rent-On one asteroid +1MC.
24-Accidentally Jettison Cargo
25-Land Taxes-All players pay 10MC for every installation they own.
26-Income Taxes-All players pay 5% of their bank accounts.
27-Scientific Breakthrough- One of your research bases
generates D10 xD10MC this turn.
28-Significant Research-One of your research bases generates 2D10MC every
turn for rest of game.
29-Tourist Attraction-One of your cities generates an extra 3D6MC per turn.
30-Industrial Espionage-Steal D10xD10MC from opponent.
31-32-Value of Organics +D10%
33-34-Value of Organics -D10%
35-36-Value of Base Ore +D10%
37-38-Value of Base Ore -D10%
39-40-Value of Precious Ore +D10%
41-42-Value of Precious Ore -D10%
43-44-Value of Radioactive Ore +D10%
45-46-Value of Radioactive Ore -D10%
47-48-Value of Refined Organics +D10%
49-50-Value of Refined Organics -D10%
51-52-Value of Refined Base Ore +D10%
53-54-Value of Refined Base Ore -D10%
55-56-Value of Refined Precious Ore +D10%
57-58-Value of Refined Precious Ore -D10%
59-60-Value of Refined Radioactive Ore +D10%
61-62-Value of Refined Radioactive Ore -D10%
63-64-Value of Food +D10%
65-66-Value of Food -D10%
67-68-Value of Fuel Cells +D10%
69-70-Value of Fuel Cells -D10%
71-72-Value of Manufactured Goods +D10%
73-74-Value of Manufactured Goods -D10%
75-76-Value of High-Tech Goods +D10%
77-78-Value of High-Tech Goods -D10%
79-80-Value to buy Luxury Goods +D10%
81-82-Value to buy Luxury Goods -D10%
83-Political Interference- Any other player may pay 10MC to prevent you
from buying installations this or next turn.
84-Increase taxes on one colony you control D10%
85-Decrease taxes on one colony you control D10%
86-100 No Effects.
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