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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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