GODSFIRE A science fiction simulation designed by Lynn Willis Sequence of Play: I. Movement Phase -Initiative System: -determine player order randomly at start of turn -1st player moves at least 1 counter or passes initiative -if he moves, each player in order may move counters -after 3 rounds of this (4 in 2-player game) or when the first player passes, initiative is passed to next player and works the same way with players responding, including the original first player -each player gets a chance to have initiative -each counter may only move once per turn; rotate counters to which have already moved -Squadrons (SQD) and Attack Groups (AG) move 4 -Planetary Defense Forces (PDF) move 3 -each nebula cell costs 2 -cannot end movement on an enemy unit -stationary units may make Transit Attacks on units moving through them; the moving units defend as individual counters; alternatively, may Block Transit by forcing moving units to stop and then retreating 1 cell away (not the cell the movers came from). -ground to space or vice-versa is a free move for land units -on the ground, may only move to an adjacent area -SQDs never go on ground -you may build up or break down units all you like during Movement -Stacking: -max 3 of any type in space -max 6 of any type on ground normally -during ground combat, 12 ground units total per system, only 7 of which can come from any one player -it is OK to overstack as a rsult of builds and at start of game, but must move off before Movement Phase is over II. Combat Phase -all simultaneous; announce all attacks beforehand Space Combat: -is between adjacent cells, cell-to-cell, no splitting of forces -in nebula, attack and defense is halved -a SQD has no effect on a planet -AGs use the smaller number unless on a system sheet or cell -when attacking a system cell, units on the ground are counted as part of the defense force System Combat: -It is necessary to hold the system cell in order to land forces on a planet -only AGs can land on hostile planets -AGs in space can attack units on the ground or in adjacent cells -AGs on the ground can attack the system cell or units in the same region -on a planet, combat occurs within a region -a PDF can only attack when on a system -PDFs don't take losses unless at least half the enemy is also on the ground -Two or more players may combine forces vs. a common foe =============================================================================== CRT: Combat Odds (round in attacker's favor) | Transit Attacks Roll 1-3 1-2 1-1 2-1 3-1 4-1 | -2 -1 0 | 1 Ar Dr D-1 DE DE DE |1 ME ME ME 2 Ar ne Dr D-2 DE DE |2 ME ME M-1 3 A-2 ne Dr D-1 D-2 DE |3 ME M-1 Ms 4 AE Ar ne Dr D-1 DE |4 ME Ms ne 5 AE AE Ar ne D-1 D-2 |5 Ms ne ne 6 AE AE A-1 Ar Dr D-2 |6 ne ne S-1 "E" = eliminated "M" = movers "1","2" = enemy picks that many units to be lost "S" = stationary "r" = retreat "s" = units stop =============================================================================== III. Last chance to Declare War until next Movement Phase. -sides at war must physically transfer subversion money to a cell adjacent to the target system IV. Social Interphase A. Tax Phase 1. Receive Revenue in taxable systems + 1 per planet (regions in revolt or with enemy units do not produce revenue) -I-2 generates 2 in taxes, I-1 and A-2 generate 1 tax -money goes into the system bank 2. You can extort one extra tax per region, but this lowers the Allegiance of that region by 1. 3. Make loan repayments (cannot win if loans outstanding) a. pay the amount on the marked loan box b. move the loan marker up by 1 on the track c. if you cannot pay the full amount, i. all regional and national allegiances fall by 1 ii. if defaulting by more than 4, that number of economic levels must be deducted from regions in your systems iii. you cannot get further loans until all regional and national allegiances are at 3 or better 4. Borrow money. -you may not borrow if you failed a loan repayment this turn a. put the borrowed money on the system b. put a marker on the bottom box of the amount borrowed B. Transfer Phase 1. Transfer money to/from Money in Transit Box and/or National Government (NG) -other than for subversion, money must be moved through space (carry in a ship or at speed 3 if by itself) to reach another planet C. Purchase Phase -- all purchasing is completely optional -- in purchasing, be aware of regional "jealousy" -- see step 5. 0. Purchase Units (Allot SQD, Allot AG or Allot PDF boxes). -each region can only purchase units of the type wanted by the party in power -each type of unit costs 1 -I-2 regions produce 6 units max, I-1 regions only 4; other regions nothing (I=Industrial, A=Agricultural, S=Subsistence) -may not purchase squadrons if enemy units on system cell -may not purchase units in regions containing enemy units 1. Increase Allegiance and Economic levels. a. Allegiance (Loyalty box). -spend 1 to increase the curent party allegiance by 1 -extra money may be spent on Loyalty for "jealousy" purposes (see step 5), but max increase is still 1 per turn b. Economic (Econ box). -only Moderate (M) governments not in revolt can raise economic levels -pay the cost listed between the levels -- see Economic Scale -cannot raise economic level if system under siege or enemy units in the region 2. Attempt to change party affiliations. -only allowed if regional party level=2 (Allegiance Index) a. pay 1 from NG or lower NATIONAL party loyalty for the current party in the system by 1 b. roll 1 die: 1-3=revolt, 4-6=change to adjacent party (if party was Moderate (M), make dr: 1-3=Extremist, 4-6=Reactionary) (hint: try to have neighbor regions at allegiance 3 when trying to change a region's party; also good to have PDF's on planet) 3. Deal with any revolts in progress. For each region, you can try ONE of these options per turn: a. Negotiate: roll a die. a 1-2 restores allegiance at 3. b. Bribery: pay 2 from the system bank; dieroll=1-4 restores allegiance at 2. Only works for Reactionary (R) revolts. c. Police Action: make dieroll less than or equal to the number of PDFs in the system to restore allegiance at 2. If the entire system revolts, it is considered neutral, unless only 1 player had subversion money in it, in which case it has a 50% chance of becoming his. 4. Resolve subversion: a. regions with undefended subversion lower allegiance by 1 b. remove Counter Subversion money c. move Subversion money down 1 on the track 5. Lower Allegiance by 1 in regions which are ... a. adjacent to regions in revolt. b. "jealous" over uneven spending (if you spent more money for any purpose in another region of the same system, lower allegiance by 1 for every $ the region was shorted; exception, money for bribes spent on revolt) 6. Lower Economic Level by 1 in regions ... a. which are in revolt b. which are I-2 with no A-2 in the same system c. which are I-1 with no A-1 or A-2 in the same system (each A region can only feed one I region) d. where the player wishes (i.e. voluntarily) e. occupied by enemy units 7. Place Subversion money using initiative system. -must be physically transported if at war -Subvert costs by system type: A-2, I-2: 2; others: 1 -place subversion money at top Subversion Attempt circle 8. Place De-subversion money. -Costs per system: S: 3; others: 2 -Remove Subversion and De-subversion money after placement 9. Place Counter-subversion money. -Costs per system: S: 2; others: 1 10. Place new units unless the region is in revolt or has lost its industrial capacity. Party changes do not affect builds. =============================================================================== Neutrals -Neutral systems at start of game have 3 SQD, 3 AG and 3 PDF. -Systems which go neutral have 1 PDF. -Neutrals are controlled by another player. -If the attack is broken off, neutrals go back to starting strength. -A conquered neutral system has its allegiance and economic levels rolled for randomly (see below), but all parties are Reactionary (R). =============================================================================== National Government -Moves at speed 3 if alone. If lost, player is out of the game. -Once per game, a player may announce "Change Ministers!" and move all regional allegiances up one step, except those in revolt. =============================================================================== Setup: -All National Government Allegiances start at the highest levels. -Only use the "In Power" box if using the optional National Elections rule (p. 12). -If not stated in the scenario, the National Government starts on the system of the player's choice. -If not stated in the scenario, use the following tables to determine starting regional parties, allegiances, and economic levels: Dice roll Party --------- ----- 2-5 Reactionary (R) 6-8 Moderate (M) 9-12 Extremist (E) Starting Allegiances: Die roll Allegiance Level -------- ---------------- 1 2 2-3 3 4 4 5-6 5 if Moderate; 4 otherwise Starting Economic Levels: Die roll Allegiance Level -------- ---------------- 1-2 Subsistence (S) 3-4 Agriculture-1 (A-1) 5-6 Agriculture-2 (A-2) =============================================================================== Last updated: Sat Oct 31 02:09:29 PST 1998 Summary by Rick Heli