The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

Solar Empires-My spaceships are made of card.

NorgothNorgoth cardiffRegistered User regular
edited December 2009 in Critical Failures
So, recently some friends and I felt there was a distinct lack of CCGS based around the pew-pewing of lasers and set out to fix this. What we came up with, we thought, was pretty fun, and seeing as we typed it all, its a simple copy+paste to share it with all the lovely CF people.

So spoilered below, hopefully for your enjoyment, is Solar Empires-A space battles card game. We found printing out the rules, sticking card names on slips of paper in card sleeves and referring back to the printouts for card info was the easiest way.

Main rules
Solar Empires
A card game for two or more players

Solar Empires is a card game designed for two or more players. Each player brings a deck or cards representing their fleet and do battle for control of a randomly generated solar system.

Victory is earned by conquering all the planets remaining in the system, or by forcing the opponent to both run out of cards in his fleet deck, run out of cards in his hand and have no ships in play.

Each player brings two sets of cards. One solar bodies deck, and one fleet deck.
A solar bodies deck contains
1 Star Card
7 Solar bodies cards


A fleet deck contains
A minimum of 40 cards maximum of 60
All cards must be of the same race or have no race
No more than 4 of each card
No more than one legendary card
No more than one commander card (if using the optional rules)


Game set up and the solar bodies deck
The game board for a game of Solar Empires is called, somewhat unsurprisingly, the Solar System. The Solar System is generated randomly at the start of each game unless players agree a system set up before hand (if they wish to play a themed game. Maybe they fancy fighting over Terra and the sol system). To generate a Solar System do the following
Take the Solar bodies decks of each player and shuffle them together, then place them face down. If players are using custom card sleeves ensure the backs are adequately hidden or ask another person to generate the system for you.
Turn over a card from the top of the pile. The first planet turned over becomes the planet closest to the star (referred to as position one), the second placed next closest (position 2) and so on until you have six Solar bodies. If you draw a star place it next to the planet in position one. If not, keep turning over cards until you reach the first star card. Any star cards or solar bodies drawn when there is no a free space are ignored.

Once the solar system has been generated players place their fleet decks face down in any order they wish and draw six cards from the top.(Once you place your deck down you cannot change the order)Then roll or flip a coin, the winner gets to decide whether to take priority in the first turn or not

(Designers note: As players get to choose the Solar Bodies cads they place into the pile used to generate the solar system, it is obviously in your best interests to bring cards that favour your race. In lore terms this represents the efforts on both sides to find a battlefield best suited to their purposes.)

Turn sequence and order of play
A Solar empires turn is split into distinct phases of play. The player with priority completes his part of a phase, then his opponent gets to perform his part(I.e. Player one has priority, he gets to construct his ships, then player two builds his. Then player one deploys his ships, then player two and so on). At the end of the turn, priority for the next turn changes to the player who did not have it last turn.

(Designers note: Priority is a key mechanic. Having priority in a turn grants significant advantages, notably the ability to attack first in combat. However going first also means you opponent is more easily able to counter your deployments. Going all out on a single massive attack with priority means you opponent can simply sacrifice one world to capture several of yours.)

Phases of a turn
Draw Phase
Construction Phase
Deployment Phase
Combat Phase
Construction phase
Clean up Phase

Draw Phase
During the draw phase, starting with the player with priority, each player draws enough cards to bring their hand to six cards. There is no maximum hand size.

Construction phase
During the construction phase, starting with the player with priority, players can play any ship, event or building cards they can currently support (see support value). Once the priority player has declared he has finished playing cards his opponent can play his own in the same manner. There is a second construction phase after the combat phase, should players wish to use more cards.

Deployment Phase
Staring with the player with priority, the players declare which ships are being deployed to a planet to fight during the combat phase. To do this, simply take a ship card and place it next to a planet. A player can place any amount of ships he wants next to a planet, he can even choose not to deploy a ship if he wishes. A player is free to change his mind at any point whilst he is deploying, but once he has passed to his opponent, deployments cannot be changed.

Combat Phase
During the combat phase, ships deployed to a planet will attempt to attack enemy ships also deployed there, using the combat rules detailed later on in the rules

Clean up phase
During the clean up phase, all event cards end and all ships have their damage reduced to zero.



Card Types and Support Values.
Solar Empires uses three types of cards to represent the conflict between two fleets of ships. Ship cards, Event cards and Buildings. Each of these cards require a player to have enough Support Points.

Support Points.
Support points represent the players ability to adequately provide the supplies required to use the objects and events represented on the cards. Support points are intended to provide an abstract representation of supply lines and chain of command. There are three types of support points, and cards will have a support value for each specific resource.

Organics
Organic Support points mainly represent the need for food, air, water and indeed even new members for a ships crew. It also represents the general level of food and water in system. Some cards also require organics for neural computing systems or similar biotech systems.

Minerals
Minerals represents raw materials needed to construct and repair cards. Nearly every race requires minerals to use cards, making it an important Support point maintain. As well as ores and alloys, it also represents synthetic fabrics, silicon based computers and other similar items.

Energy
Energy represents a players ability to power his ships, and combines all energy generating methods, including renewable, nuclear and fossil fuels. It also represents a players access to magical power, should his fleet deck contain spells.

Calculating support points and using cards.
Each player will always have one point in each resource. Each planet and building card under a players control increase these point totals (generally expressed on a card as +X Resource).

If you are victorious in combat over a planet, that planet comes under your control and will remain so until your opponent wins a combat deployed at that planet

For example a player controls one volcanic world with a barracks cards (+1 energy and + 1 metal from the planet and +1 organics from the building) this gives him a total of 2 energy 2 metal and 2 organics. Your support values will change should you lose or gain control of a support point increasing object during a turn.

(Designers note: Yes this means you can use newly conquered worlds to play more expensive cards in the second construction phase than you could in the first)

Playing cards.
During a construction phase, you can play any card in your hand provided its support values are equal or lower than your support points. Support points are a fixed value and do not decrease with each card played. Continuing the example above, the same player has three ships in his hand that cost two of each support point. As none of the three ships has a cost higher than his current support points he can play all three ships.

Card Types
As mentioned previously, fleet decks are build of ships, buildings and events. Each card has an important effect on your overall strategy and can dramatically change the game. Some card types will have a specific race attached to them (I.e A Terracorp Fighter, Shadow Spell or Chain building). You may only have cards of the same or no race in a deck. You cannot have both chain and shadow cards for example.

Ship cards
Ship cards are possibly the most important card type. Without ship cards you cannot win the game. Ship cards can be played in any construction phase and have several major statistics.
Support value cost
Attack bonus (expressed as +X)
Armour Value (Expressed as a number)
Ship Type.
It may also have a skill (Skills are described under the combat rules)


Attack bonus and Armour value are used during the combat phase. Generally the higher the better. Ships also have a type. Fighter is the basic type. They are cheap, and have the lowest attack bonus and armour value. They do however strike before other ship types in combat, and can add a huge support bonus in large numbers (see combat)
Cruiser is the next type, larger, slower but more powerful cruisers are more expensive but make better point ships than fighters. They also generally have more skills than other ships. Battleships are the third and final ship type. Far more expensive and more powerful than other ships, battleships strike last in combat but do so with a devastating attack.

Unless deployed ships exist on the game board in “reinforcements area”. Place your ship cards in a place which cannot be confused with deployment. If not deployed a ship has no effect.

Buildings
Building cards require a planet to be used. When using a building card you must declare a planet under your control to be the target. Once used place the building card on the planet card. Whilst in play, a building provides a benefit (usually a support point increase) as described on the card to whoever currently controls the planet it is built on. If an opponent takes control of a planet you own he also takes over the bonus the building provides. Conquering worlds does significant damage to the surface. When a planet changes hands, the conquering players rolls a dice. He must equal or beat the survival value listed on the building card or it is destroyed and sent to the discard pile of the player whose deck it belongs to. This value will be listed as X+ (where x is the value that must be equalled or beaten.). Like all cards buildings have a Support point cost. A planet may only have one building at one time. Using a new building card automatically destroys the old one.

(Designers note: Buildings are a vital part of your deck, as they allow you to focus on defending one or two planets at the start whilst still increasing your Supply points. In later turns you’ll need more expensive buildings to be able to afford the most powerful ships)

Events
Event cards represent actions by your forces against the opposition, supply line bombings, commando actions and the like. Events have a support value like all cards. Once played place the event card on the table. You may only play on event card a turn (and one spell), so choose carefully. Each event card lists and effect on the game as a whole. Some effects will only work on you, some only work on your opponent, the exact text on an event card will be specific. If an event card contradicts the rules, the event card wins. During the clean up phase, all events end and the card is discarded.

Spells
Spells are a sub-type of events. A spell is played like an event, but rather than a general game wide effect, spells will have a specific effect on a handful of targets (as specified in the text). Work out the spells effect immediately then discard it. You may only play a single spell a turn, note however you may play one spell and one regular event card on the same turn. Any decks containing cards with the Chain race descriptor cannot have spells in it.

Legendary Cards
Legendary cards have a profound and hugely game changing effect. They are almost always very expensive to play. You deck may only contain one legendary card, regardless of card type.

(Designers note: Though one card in 40 may not seem that useful, remember you control the order in which you draw cards. Try placing a legendary halfway in your deck so you draw it just as you should be gaining enough resources to play it.)


Combat
Combat is possibly the most important phase, it is here games are one and lost. The player with priority chooses the order in which the combats are decided. One combat must be fought at each planet unless no ships at all are deployed there. If your opponent has no ships deployed but you do, you automatically win (Note that you still “fought” a combat).

Combat order.
Each combat has its own set order in which it is resolved.
Select point ship
Work our attack order
Calculate total attack bonus
Fire!



Select point ship
When fleets engage in combat one ship takes command of the battle group. In Solar Empires, we represent a “flagship” with the point ship. The player with priority chooses his point ship, then his opponent chooses his. Others ships deployed are said to be supporting the point ship.

Work out attack order
Smaller faster ships can close to weapons range and fire faster than larger ships can react. Fighters are faster than Cruisers and cruisers are faster than battleships. Use your point ship to decide who gets to fire first. In the event of a tie, the player with priority fires first. Remember Fighter>Cruiser>Battleship. If your point ship changes later in the combat for any reason, your attack order does not change

Calculate attack bonus.
Before we make our attack, we work out our total attack bonus for the attack. We take the point ships base attack bonus the add +1 if there is one or more supporting ship of equal or larger size and +1 for each ship smaller than the point ship. For example a battleship will get +1 for the presence of one or more battleships and +1 for each individual cruiser and fighter. This obviously means that slower ships are going to have a much higher attack bonus.

Battleships get +1 for having further battleships then +1 for each cruiser and fighter.
Cruisers get +1 for having another cruiser or battleship and +1 for each fighter.
A fighter will only ever get +1 regardless of whatever ships are supporting.

Fire!
Staring with the faster ship, roll a standard six sided dice (or d6) and add the total attack bonus. This is the amount of damage the fleet deals. The opponent then chooses which ship takes the damage. He must place the maximum possible amount of damage on his chosen ship and may not spread it around. A ship is destroyed and discarded if total damage equals its armour value. The player must then choose another ship to place any outstanding damage dealt remains. This continues until the player has placed all damage or run out of ships. Should he survive the attack he then gets to make his own attack roll back. Note that any ships destroyed will change his total attack bonus. Bear this in mind when placing damage. Try to place damage so it doesn’t alter your support bonus. If you point ship is destroyed, immediately choose a new point ship of equal or smaller size,. If none is available, you automatically withdraw (as below).

Once the second player has fired the first player has a choice. Either fire again or withdraw. Choosing withdraw concedes automatic defeat. Place all remaining ships back into the reinforcement area. If he chooses to fire again roll the attack as normal. The second player now has the option of attacking or withdrawing. This attack/withdraw option continues back and forth until one player runs our of ships or withdraws.

Destroying all an opponents ships, or having him withdraw is a victory, and the combat for this planet is over. Place the planet under the control of the victor and roll for building destruction before choosing the next combat. Continue until all the combats have been fought and proceed to the clean up phase.

(Designers note: Withdrawing may seem like the cowards option, but a well planned deployment and withdraw can chip away at the enemies fleet with hit and run attacks. Cruisers make the best point ships of this, having the balance of speed and firepower needed. Clever use of skills can also increase the effectiveness of such a tactic. Of course, sometimes its just best to cut your losses and run!)


Skills
Some ships have a skill, an ability which increases its combat effectiveness. Listed below are all the current skills and their effects.

Shield X
Shields are rare and expensive in solar empires, so shielded ships generally fly ahead of the fleet protecting smaller ships. If a ship with the shield skill is point ship, reduce all enemy damage rolls by the X value. Note that a shielded ship can only be supported by ships smaller than itself, larger ships may join, but they provide no attack bonus

Accurate
Ships with highly accurate weapons are not only deadly in their own right, but often allow the fleet to calculate their weapons fire similar to artillery batteries used in ground combat. If your point ship has the accurate value you may re-roll and 1’s on the attack dice. The second result stands

Bomber
Some ships are designed to carry a large payload weapon inside a larger ships fire arc. Point ships with bomber get an additional +2 Attack value if the enemy point ship is larger than them.
Interceptor.
Fighters are a dangerous nuisance and often specialist fighters and cruisers are built to deal with them. A deployment which contains a ship with the interceptor skill may choose to have his opponent assign damage to a fighter of the attackers choosing first. The defender may choose to assign damage freely if this ship is destroyed.

Ship stats
Terracorp

Fighters
TCS-13 Rapier Fighter +2 6 1E 1M 1O
TCS-15 Stilletto Fighter +3 5 1E 1M 1O
TCS-17 Dagger Fighter +2 6 2E 1M 1O Interceptor
TCS-19 Mace Fighter +4 4 2E 1M 1O Bomber

Cruisers
TCS-21 Scimitar Cruiser +4 8 1E 2M 2O
TCS-23 Longsword Cruiser +6 6 2E 2M 1O
TCS-25 Longbow Cruiser +4 8 2E 3M 2O Interceptor
TCS-27 Catapult Cruiser +6 6 3E 3M 2O Accurate

Battleships
TCS-35 Broadsword Battleship +6 10 2E 3M 2O
TCS-37 Battleaxe Battleship +8 8 3E 2M 2O
TCS-39 Defender Battleship +6 10 3E 4M 3O Shield 3
TCS-391 Trebuchet Battleship +10 6 4E 3M 3O Accurate

The Chain

Fighters
Drone Fighter +1 6 1E 1M 0O
Missile Drone Fighter +3 3 1E 1M 0O
Drone Gunboat Fighter +2 5 2E 1M 0O Bomber
"Streaker" Drone Fighter +2 5 1E 2M 0O Interceptor

Cruisers
Control Cruiser Cruiser +4 7 2E 2M 0O
"cocoon" Cruiser Cruiser +2 9 3E 3M 0O Shield 2
"Firestorm" Cruiser Cruiser +6 5 3E 3M 0O Bomber
Defense Cruiser Cruiser +4 7 3E 3M 0O Interceptor

Battleships
Mothership Battleship +6 9 3E 3M 0O
Stripminer Battleship +3 12 2E 4M 0O
Control Ship Battleship +8 7 5E 4M 0O Accurate
World Eater Battleship +6 9 5E 5M 0O Legendary
When you win a combat with a fleet containing world eater you may choose to destroy the planet.
Remove the planet card from the solar system and destroy any buidlings on it.
If you choose to do this you may place three ship cards from the discard pile into play


Shadow Infestation

Fighters
Infected Rapier Fighter +2 6 1E 1M 1O
Infected Shuttle Fighter +3 5 1E 1M 1O
Infected Dagger Fighter +2 6 1E 1M 2O Interceptor
Infected freighter Fighter +2 6 1E 1M 2O Sheild 1

Cruisers
Infested Scimitar Cruiser +4 8 1E 2M 2O
Infested Cruiser Cruiser +6 6 1E 2M 2O
Infested Derelict Cruiser +4 8 1E 2M 4O Sheild 3
Infested Cargoship Cruiser +2 10 2E 2M 3O Shield 1

Battleships
Hive Ship Battleship +6 10 2E 2M 3O
Defiler of worlds Battleship +8 8 2E 2M 3O
Hulk Battleship +6 10 3E 4M 3O Shield 3
Infector Battleship +9 7 2E 3M 5O Accurate

Event Cards
Neutral Events


Solar Flare
1E 1M 1O
Choose two planets. No ships may be deployed to them this turn
A little nudge here, a little nuke there….

Asteroid Swarm
1E 2M 0O
Choose two planets. Any fleet deployed there takes d6+3 dmg dealt before combat attacks are made.
So what if their inaccurate? Find me more ordnance that only needs a swift push to work?

Spy Network.
2E 0M 10
After all ships are deployed you may change the deployment on one of your ships.
A whispered word in the right ear.

Battlefield Reclamation
2E 1M 2O
Each time you capture a planet this turn draw a card.
Its amazing what you can learn from “just scraps”

Sabotage
1E 2M 2O
Each time your opponents rolls to save a building this turn, deduct one from his roll.
Cant let it fall into enemy hands, or well tentacles, you get my drift.

Precision bombing
3E 2M 0O
You may re-roll failed building saves this turn
Rodger squadron leader, be warned, strike is danger close.

Flack Load
2E 3M 2O
Each enemy fighter engaged in combat with you this turn takes 4 damage before fleets attack.
Incoming fighters! Spray em!

Order 101
3E 3M 1O
If you lose control of a building this turn, you may choose to have it automatically fail its survival roll
Someone’s gotta stay and hit that self destruct.


Mass Conscription
2E 2M 3O
Put two ship cards from your discard into play
Sometimes you’ll take anyone you can get.

Terracorp Events

Ion Storm
Spell
2E 0M 1O
Deal 3 damage to up to three fighters

Fusion Burst
Spell
3E 1M 1O
Destroy one ship of cruiser or smaller.

Shielding gaze
Spell
3E 0M 2O
One ship of your choice gains shield 3 until the end of combat.

Teleport Jump
4E 2M 1O
Search your fleet deck for any ship and put it into play


Shadow Infection Events

Hidden Infection
Spell
0E 1M 2O
Deal six damage to target ship

Pillars of flesh
Spell
2E 0M 3O
Deal 6 damage to target ship of cruiser or smaller. If destroyed place one ship of equal size or smaller from your discard pile into play.

Greater Rift
3E 0M 4O
Roll a building save for each building not under your control. If they fail they are destroyed.

Blackest Night
Legendary
3E 2M 3O
The systems star becomes a black hole. All star effects end. Each cleanup step, the planet closest to the star is destroyed. When the final planet is destroyed the player with the most ships remaining wins the game.

Buildings
Neutral Buildings

Hydrogen Power Generator
1E 1M 1O
3+ Save
+1 Energy

Biodome
1E 1M 1O
3+ Save
+1 Organics

Mines
1E 1M 1O
3+Save
+1 Metal

Fusion plant
2E 2M 1O
4+ Save
+2 Energy

Terraforming centre
2E 2M 1O
4+ Save
+ 2 Organics

Deep Core Mine
2E 2M 1O
4+ Save
+2 Metal


Re-supply Base
2E 2M 2O
5+ Save
+1 Organics
+1 Metal
+1 Energy

Support Turrets.
2E 2M 2O
5+ Save
Deals 4 damage to each enemy ship deployed here before shots are fired in combat.
+1 Metal



Missile Silos
2E 2M 2O
5+ Save
Deals 15 Damage to one enemy ship deployed here before shots are fired in combat
+1 Energy

Command Center
2E 2M 20
5+ Save
Attacks made by your fleets deployed here get a +3 bonus
+1 Organics

Terracorp Buildings

Pre-fab Base
1E 1M 2O
5+ Save
+1 Energy
+1 Organics

Trade Outpost
2E 1M 1O
5+ Save
+1 Metal
+1 Energy

Solaris Cannon
Legendary
3E 3M 3O
6+ Save
Once per turn you may fire the solaris cannon in the construction phase. If you, destroy one planet of your choice. It is removed from the game and all buildings on it are destroyed. You may only fire the cannon if you have enough support points to pay its play cost.

Chain Buildings

Automated facility
2E 2M 0O
5+ Save
+1 Energy
+1 Metal

World Stripper
3E 3M
5+ Save
+3 Metal
+1 energy

Shadow Infection buildings

Infected Zone
1E 0M 2O
6+ Save
+1 Organics
+1 Energy

Infected City
2E 2M 2O
6+ Save
+2 Energy
+2 Organics
+2 Metal

Solar Bodies
Stars

Sol Like Star
Third planet gains +1 Organics

Dyson Sphere
Third planet gains +1 Energy

White Dwarf
Sixth planet gains +1 Organics

Binary Star
Fourth plane gains +1 Energy

Super giant
First planet gains +1 Metal

Quark Star
Sixth planet gains +1 Metal


Solar Objects

Terra Like world
+1 Organics

Gas giant
+1 Energy

Asteroid belt
+1 Metal

Volcanic world
+1 Metal

Starbase
+1 Energy

Ringed Planet
+1 Metal

Liquid Dense World
+1 Organics




Infected World
Legendary
+1 Organics
+1 Energy

Chain Forge world
Legendary
+1 Metal
+1 Energy

Terracorp Colony
Legendary
+1 Metal
+1 Energy
+1 Organic

Things of note, the commander card reference refers to additional rules which do not yet exist (said rules intend to allow you to link together games into a campaign, complete with a custom player character). And support values are shortened to their initial E=energy, M=Mineral O=Organic.

Feel free to do what you like with this. Race names and restrictions refer to a specific setting used by us, but feel free to strip it down, steal what you like and so forth. Also do post comments! Suggestions, loop holes and insults telling us we are horrible people with too much time are all very welcome.

Norgoth on

Posts

  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    Am I missing something, or did you forget to include the event cards for The Chain?

    Also, it doesn't seem to specify under Buildings, but is this a d6?
    When a planet changes hands, the conquering players rolls a dice. He must equal or beat the survival value listed on the building card or it is destroyed and sent to the discard pile of the player whose deck it belongs to.

    Darian on
  • NorgothNorgoth cardiffRegistered User regular
    edited December 2009
    Darian wrote: »
    Am I missing something, or did you forget to include the event cards for The Chain?

    Also, it doesn't seem to specify under Buildings, but is this a d6?
    When a planet changes hands, the conquering players rolls a dice. He must equal or beat the survival value listed on the building card or it is destroyed and sent to the discard pile of the player whose deck it belongs to.

    Good catch, yes it is infact a d6.
    And no leaving the chain out is intentional. They are a Self replicating machine race Note all the non-neutral events are spells, and the chain are explicitly forbidden from using them. Ideally this should be balanced out by them ignoring an entire resource.

    Norgoth on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited December 2009
    Looks interesting; I think you should Bold Victory Condition or do something with that line to make it stand out more, but the game looks pretty solid.

    A CCG without randomness or deck manipulation in the play feels odd to me, though. Do you end up just playing exactly the same game every time, or does the built in solar system randomness do enough for it?

    Also, there is a MtG card generator that could work well for concept stuff for you

    Blue for E, Black for M, Green for O, giving you cards like this, with slots for rules text:
    1259705085.png

    Building = Artifacts
    Planet = Land
    Ship = Creature with subtype
    Event = Sorcery

    Darian on
  • NorgothNorgoth cardiffRegistered User regular
    edited December 2009
    Generally, the System randomness and the fact that combat is dice based means games are sufficiently different. We've found we've started developing RTS style build orders to decks, aiming at getting certain ship combos or events out at the right time. Of course, a well timed ion storm, or blackest night can force you to scrap your plan and think on your feet. Your better off having an idea of an order, but include utility as much as possible in there too.

    Norgoth on
Sign In or Register to comment.