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Budget Conquest Core Rules Part 1



Budget Conquest is a board game that focuses on two or players competing against one
and other for dominance over a space region. This region is composed of many types of
planets that produce resources to be used to increase a players fleet size and the ability to
research new technology keeping them ahead of other players. The first player to achieve
one of five different victory conditions is the winner.

In order to play the game you will need to print off the various sheets that are required
including a copy of this rulebook can be advantageous in the early games until the rules
have been mastered. In addition to the printed content you will also need several six sided
dice (referred to as D6), a pencil for each player to keep track of various things, white
card stock to print the counters on to, coins or chips to be used as resources collected, a
table to play the game on, a pack of playing cards, and some people to play against.

Setting Up: The Space Deck and Board

The game components are broken down into 3 areas: Space Deck, Factions, and Ship
Counters.

The Space Deck consists of all the cards you need to create the actual board itself that are
split up into classic playing card style suits. Spades, Clubs, and Diamonds are the main
source of board cards that form the main playing area that each have a set of territory
included on them, though the suit isnt important at the start but is discussed later. The
Hearts suit is mainly used for non-essential territory but usually has the players starting
Home World card that is added to the board when it is setup.

Once the space deck has been printed on to white card and cut up it
needs to be shuffled but make sure you leave out the Black Hole card,
or the Ace of Spades, as this is the card that placed in the centre and all
other cards go around it. The taking the first card from the deck place it
above face up next to Black Hole and so on and so forth with 3 more
cards until you have something like that on the left.

Then place another 4 cards diagonally to the Ace card so it looks like the
diagram here on the right. This forms the basic setup for all games and
from here you can expand on how many cards you wish to play with
from half to the full deck if you so wish. You can even print more copies
of the Spades, Clubs, and Diamonds suits and use them also as there isnt
any restriction how many cards you can use, it just makes the playing
area a hell of a lot bigger with more territory to move across and conquer!


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For this rulebooks example we are going to go with a basic two
player setup and follow it through from start to finish so you get an
example of how the basics are played before getting into a bigger
game with more players. For a two player game it is generally a
good idea to have perhaps 14 cards from the space deck and the
Player 1 and Player 2 Home World cards and deploy them like the
diagram on the right here.

By now you will notice all the words, icons and various values on
a majority of the cards and it is crucial to know what these mean as
they essentially run the game, this is the game board. A board
game such as Classic Risk has a set world that never changes and
you know what to expect from each game. In Budget Conquest
there are only a small selection of cards that are always there; the Ace card and the player
Home World cards. Other than that the rest of the board is shuffled and then laid out as
above so youll have an idea of what to expect but not the order of which they come out.

Anyway the icons from the card below need to be explained as I said earlier they keep the
game moving and they are the game board, though split into pieces.

1) The Suit: denotes which suit it comes
from which is more important in
multiplayer games and will be
discussed later.
2) The Planet Class: more territory is
split into planet classes that determine
how valuable they are. The planet
classes are based on the classifications
from Star Trek.
3) Resource Amount: the amount of
resources this territory makes should
you control it. The silver diamond is
the universal symbol of all types of
resource; money, metal, etc.
4) Dip Value: this is the Diplomacy value
for the planet and is the alternate non-
hostile way of taking control of the
planet.
5) Cqt Value: this is the conquest value for the planet and the score you need to beat
via attacking the planet with your ship or fleet.
6) The above symbols and values are mirrored at the bottom/top so that both players
can see whats what without having to tilt their head or ask.

Now that the board has been setup it is time to select a faction to play as; this core
rule book starts with 9 playable races from the Star Trek universe from 2271 to 2300.

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3
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Setting Up The Factions
All factions, either for this core game for Star Trek, or for other faction expansions, all
come with their own Faction Board and ship counters.

Above is Starfleets Faction Board and on it you can see it has a LOT of information but
a majority will only be used when a specific time comes up. I will start with what you
actually start with when you choose a faction at the beginning of the game.

Starting Units is exactly as it sounds; these are the
units that start at your Home World at the
beginning of the game and should prove useful for
expanding or even defending early on.

Starting Technology can span from one Tech
Ladder to all four (more explained in the Research
section later) but this section helps your race at
the beginning for the best, some times though
some factions wont have nay starting technology.







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The Special Abilities section will have
many types of advantages or even
disadvantages that define the faction you
have chosen, but in most cases though it
will be a benefit and the main reason for
choosing that race.

While mainly looking at the Special
Abilities area is helpful in choosing a race
it is very beneficial looking at the Unit
section at the bottom of the board.

The section above shows what type, cost, attack and defence strength each unit has for
that faction. Values for cost, attack, and defence will be different for a majority of races
as not everyone builds their ship exactly the same unless you are playing against the
exact same race. Starfleet and the Klingons are one of the few races that have every type
of ship in their arsenal meaning they have more choices in game.

Cost is the amount of resources (the silver diamond icon) it takes to produce a single ship
at a Space Dock. Like I have said previously, these costs will vary depending on what
faction you choose and the rule of thumb is that if it costs more then it more than likely
stronger!

Attack is total strength of a single unit and this number will range from the basic 1 to 15
for all playable factions. Combining multiple ships together to form a fleet will add these
attack values together and create an even larger number that could total from somewhere
between 10 or even 80 in some cases! This value is countered by the Defence value.

Defence is the total strength of a units armour, hull thickness, and shields, so a lower
number means a weaker ship for defending. Like Attack, combining high Defence value
ships together in a fleet can make for an almost impenetrable defence fleet for a high
value planet that you own, or even your Home World.

The Special column is where additional information is noted and a majority of is very
easily understandable without much explanation being needed. In many cases it may say
Requires Special Technology and this will be explained on the next page as it will
come up for many factions in this game as well as future expansions.
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The Special Technology will be your first glance at a
Tech Ladder as it is on every Faction Board for all
races. While Research is explained in detail later a
brief summary of what you do with this ladder.

In the Fabrication phase (see Playing The Game
section) you have choice of either building as many
ships as your Space Dock allows or Researching new
technology. Lets say we are going to Research this
turn.

Youll have sheet with 3 basic tech ladders on that is
used for all races and this one on your Faction board.
This is unique to your race and no other race can
research these items. Most of the time you will only
be able to research up to two items from all 4 ladders
but mainly it is your own factions research that can
make all the difference in future battles.

You declare what you are going to do, pay the
resources for one or two items, then say which ones
you have researched.

Why declare?

Lets say Im playing against a player that is rushing
me with frigates but Im repelling him thanks to
previous research in Defence Technology. If I tell
him I have researched something that benefits me
greatly like Industrial Grade Replicators he will rethink his strategy as now, I will be able
to out produce him on ships in a single turn. Researching items and declaring it at the
right time can potentially put a spanner in the works of another players master plan!

Finally; in the middle of
every board there is a
summary of how to play
the game, from start to
end.

There is also summary of
how Tactical Combat is
performed, taken directly
from this rulebook!

This concludes the Faction Boards, the only thing next to do is print off the counters for
your chosen factions as well as the faction board.
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Setting Up Ship Counters
Ships Counters can also be referred to as Units and Fleets when combined into a stack in
the game. As you have seen in the Faction Board section there are many types of ship to
choose from but knowing what does what and which one to build at the right time is
tricky unless you know what you are doing. So here is a little guide to get you going.

Below is the Faction Counter sheet that shows what ship counter represents what unit it is.
Very useful for those who have only played one or two games but also handy to know
what your enemy has on the board also.
*Battleship column also include Battle Cruiser units also!
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Ship counters, as you can see, are very nice to look at when printed off in colour even at
that size. You may notice that there isnt a column for Fighters, this is due to the fact that
you can denote what ship has X amount of fighters by simply using a single D6, in most
cases, on top of the carrier ship

First thing first; Frigates! These ships on a vast majority of counter sheets for all factions
will be the most numerous. While initially weak at the start they are to be used to hold
territory that you have taken over, essentially a police ship so that the bigger ships can go
off and find new territory while it stays there holding that planet while it produces
resources. In the later game Frigates, when combined in a large fleet, with the right
research behind them can make devastating attacks in to enemy held territory or hold off
smaller fleets.

Destroyers, Light and Heavy Cruiser; will form the bulk of your fleets, some classes
more than others. In this game youll see more Heavy Cruiser action than in most other
games though I have seen test games where players mass produce the cheaper Destroyer
and bulk it up to cruiser standards. Best use these classes to support larger classes of ship
for the inevitable fleet-on-fleet clashes.

Battleships/Battle Cruisers are the spearhead of conquest and attacking as their unit
attributes on the faction profiles will no doubt tell you. While their defence values will
often be low their attacking value is high as is best used for fleet engagements or
conquering new territory. Add a few cruisers to it for added defence if you find yourself
on the defensive.

Carriers and any ship that has a Fighter Capacity excel at multi-roles as either defending
or attacking. The Carrier class itself reflects the need for defensive ships in the game as
one player expands and the other player is on the receiving end. It is very important to
now note the attributes of the Fighter class.




Fighters are two separate units but are produces as if they were only classed as a single
unit (hence the x2), so you get one for free! The Attack and Defence values have a +1 to
them meaning they can only do one or the other. During a turn if you are attacking the
fighters on board a carrier ship will add a +1 to a Carriers attack value. If you are being
attacked then it adds +1 to the Carriers defence value. For that turn the fighters can only
be used for one or the other not both circumstances. Fighters can ONLY be produced if
you have a ship capable of carrying them.

Finally Dreadnoughts; these are almost an entire fleet attack and defence strength in
themselves. If you are able to produce one these bad ass ships during the early stages you
will have a clear advantage but only if they are supported. In the mid and later stages of a
game; Dreadnoughts can be used to make or break an onslaught of enemy players coming
at you. Also the words that you are producing a Dreadnought have the fear effect.
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Playing The Game The First Phase: Economy
Now that you and your opponent have your factions chosen, fleets printed off and cut,
and the game board ready to play on it is time to get to it. The first phase is probably the
most important as it brings in that all important necessity; Resources.

At the start of the very first turn, you and your opponent are only going to have your
starting Home World with your starting ships on, and a Space Dock. The Home World
doesnt produce enough resources to keep your faction supported but in the early stages it
is a constant source of income and should provide enough for some Frigates of a
Destroyer a turn. In this game you really have to expand a little before you can play a
defensive strategy.

Anyway in the first, second, and third turns you need to look for planets that
have a number next to this icon shown here on the left, the silver diamond.
This represents all manner of resource in any universe but it all summed up
with this icon. Nearly every territory card in the Space Deck will produce some value
from this, the maximum being a great value of 10, though this is a rare planet indeed.

As mentioned earlier when explaining the Space Deck cards, it is a very good idea to
have objects to represent the resources in the game. In many of my games I use small
copper coins to represent single denominations of resources and poker chips to represent
tens of resources. You can use paper and pen to keep track of how much you get and
spend but it is far easier to do it this way. Other types of object can be used as long as
there is enough to represent a resource value of up to 200.

Playing The Game The Second Phase: Fabrication
This is the phase where you get to spend all that resource you have collected on one of
two things; Ships and Research. Everyone does this phase in unison as waiting for
everyone to think, do, and declare saves valuable time in game.

Fabrication: Build Ships
Ships are produced at a Space Dock that is always located at your Home World; in the
case of the Romulans they have 2 Space Docks. A Space Dock can usually only produce
a single ships per turn so that means researching to expand the efficiency of the Space
Dock is mandatory for anyone wanting to become the Genghis Khan of space!

You see what unit type you wish to build and pay for it using your resources putting the
resource object back into the pile you just got it from. Place the counter over the space
dock that produced it then declare what you have done aloud to the other players.

Some Space Docks, especially those upgraded, may or will gain the Produces 0-X
amount of units, where X represents a higher value. This means a Space Dock can
produce more than one unit per turn as long as your resources allow the construction of
more ships.

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Fabrication: Research Technology
Research is just as important building units to put out on to the board to expand or defend.
The only difference is that Research leads to making what units you have a lot better if
you put your resources into the appropriate tech ladders. Tech Ladders are split into 4
categories: Attack (red), Defence (blue), Economy (orange), and Special Technology
(green). Each Fabrication phase you must choose only one of these Tech Ladders to
research from but if you have the right amount of money you can research up to 2 items.

All research starts off costing 7 Resources per item including those on the Special
Technology ladder. However an initial investment of 7 is required for the first of the core
3 technologies but you gain the benefit of -1 Resource needed for all the rest. Some races
may even have these first ones already part of their Starting Technology on their faction
boards. Hence it is a good idea to have your own sheet for the core technology ladders
and tick off the ones you have researched or begin with so you can keep track of what has
been done.

Keep this sheet handy as when it comes to Tactical Combat or the next Economy phase;
knowing what research affects what units or territory will give you significant bonuses
over the enemy. As with Fabricating Ships you must declare what you have done this
Research phase and made sure you have paid for what items you have done. By now you
will see arrows pointing downwards for each research item, this denotes the direction of
the research and it must be followed in the core rule version of the game.

Fabrication: Build Stations (currently not used in a core rules game)
This isnt used in this initial version of the core rules as it represents future plans to
include different kinds of stations that give benefits to the player who builds them but for
now players will skip this option. For now players start with, and only have, 1 or 2 Space
Docks to produce ships from. Once lost all is lost!

Playing The Game The Third Phase: Initiative
Once everyone has done what needs to be done in unison and declared what they have
planned on doing it is time to declare who goes first this turn. Each player rolls a D6 and
the highest score wins meaning that player goes first. In the case of a tie the player the
next highest number goes first.

Once a player is declared of having the highest number the turns go clockwise around the
table. In the case of a two player game a tie will cause both players to re-roll until one has
a higher number than the other.

The Initiative gives the player who now has it the first turn this time allowing him or her
to go first before everyone else. The first player takes their Fourth and Fifth Phase in their
entirety. Once declared they are complete the player to their left takes theirs, and so on
until all players have had their go at the fourth and fifth phase.


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Playing The Game The Forth Phase: Diplomacy & Trade
This is where multiple participating players can negotiate cease-fires, military alliances,
or even buy off other players to attack your rivals! Very player orientated with the
Diplomacy part while the Trade part has a basic market system in place. However both of
these options in this phase are due to be updated with better rules and more involving
actions that provide better benefits to the player but for now the basic system works.

TRADE
Trade is perhaps the first action you should take in this phase as you collect a card from a
deck of shuffled playing cards (as noted on the first page of this rulebook) for every
territory you take over. This is also explained in the next phase; Tactical Combat.
Collecting these cards are important as it enables you to trade a set of 5 cards, random or
in numeric sequence, and gain additional resources that can be used straight away.

You can only ever have up to 7 cards in your hand but you can exchange ones you dont
want by using the market system below.

TRADE MARKET
(Any Suit) 5-7 Number Cards [in numeric order 2-10] = 5
(Any Suit) 2-4 Random Cards [2-10] = 1
(Any Suit) 4 Face Cards [in order J,Q,K,A] = 10
(Any Suit) 4 Random [including any duplicates] = 3

(High Suit) 5-7 Number Cards [in numeric order 2-10] = 5
(High Suit) 2-4 Random Cards [2-10] = 1
(High Suit) 4 Face Cards [in order J,Q,K,A] = 10
(High Suit) 4 Random [including any duplicates] = 3

The High Suit
The high suit in the trade market is the card suit; Clubs, Spades, Diamonds, that have the
most territory that make up the game board from the ones drawn from the Space Deck.
Just count the amount of a card that are from the same suit making up the board area and
that makes them the high suit. However the Ace of Spades, the Black Hole, does not
count toward the total of Spade cards that make up the board.

DIPLOMACY
This will be between other players if there are more than two of you playing as it allows
you to barter with them to not attack you or better still create a military alliance against
another player. Usually they will ask resources from you or perhaps a particular territory
so it more negotiating than anything else. If a deal is struck the other player MUST
accept the deal for a minimum of the rest of this turn otherwise pay the price of missing
their next turn.

Some races allow alliances with other players, while some like The Klingons and Lyrans
dont play well with others and prefer to attack than ally. This can be overcome by
research for the Klingons, and in turn that allows a Klingon and Lyran player to team up
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against one that is not so fortunate. In the case of a Cardassian player where you can only
ally to some one if they have something more than you do then it is a good idea to accept
an alliance with some you know that has a bigger fleet than you do, or at the very least
ask for a non aggression pact for a few turns until you can get your fleet to rival theirs.

Playing The Game The Fifth Phase: Tactical Combat
This is the key phase where new territory is acquired through Diplomatic and Aggressive
means depending on what faction you take. Most forces have access to both types of
taking over neutral territory and this where it all happens.

Tactical Combat: Movement
You can only move up, down, left, or right. Simple! You can NEVER move diagonally
even if you are boxed in and that is the only way you can go, but other players may be
sportsmanship enough to allow a redeployment of a ship or fleet back to your Home
World. Pick 1 Fleet or ship from all others and this is the main fleet/ship for this turn that
you plan to take over territory with. You can only move Fleets (grouped ships of 2 or
more) 1 territory card, where as a single Frigate can often move 2 territory cards per turn.

Tactical Combat: Taking Over Territory Diplomatic
In order to take over a neutral territory via Diplomatic means look at the Dip value on the
territory you have moved your fleet/ship on. For this example we will go back to the
Class I territory card from the second page and its Dip value of 6+. In order to take over
this territory successfully you need to have a Defence value of 6 or more by adding the
total Defence for all ship on that territory card. If you surpass the number then you have
successfully taken over your first territory. If you are below the number you may increase
the score by adding any resources you have to beat the score. If you have no money in the
early stages then it is classed as having failed the challenge and the Phase is instantly
finished for you.

Tactical Combat: Taking Over Territory Conquering
In order to take over a neutral territory via Conquering them then look at the Cqt value
on the territory you have moved your fleet/ship on. Still using the Class I territory card
we need a 6+ to beat it. Add all ships on the territory card Attack strengths together and if
it surpasses the value you have successfully taken over your first planet. If you are below
the value needed; you may add a Special Weapon D6 outcome to it by rolling it when
trying to conquer the planet and if surpasses then it is conquered. If you fail to conquer
the planet, even with the Special Weapon D6, then your phase is instantly finished for
you.

Tactical Combat: Expansion or Engagement
In the first few turns of the game all players will be expanding their territory to gain
resources and increase the number of ships they want or research to make the ones they
already have even better. However the player may only choose to expand or engage other
players. At some point, this is a definite, there is going to be a conflict or clash between
one or multiple players fleets, this leads to an engagement. Now to the explanation:
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Tactical Combat: Fleet/Ship Engagements
As stated on the Faction Boards in steps follow them to the letter and you will know how
to win or defend in combat. However between each step here a little more will be
explained.

1) & 2) Players may only move 1 Fleet 1 space per turn unless otherwise stated.
Exactly the same as the previous pages movement rules.

3) If you are attacking another fleet then add all the Attack values in your fleet against
that of the enemys total Defence value of all ships in that territory; the highest wins.

4) Roll a Special Weapon D6 to add to your combat resolution should you have the
research.
Both players may use their Special Weapon D6.

5) If the attack is repelled the fleet moves back to your own territory but suffers damage
equal to the difference you lost by.
Say I lost against a Starfleet Dreadnought by 4; I would have to remove 4 ships from my
fleet as it sustained casualties If I attacked with a single ship then the ship is completely
destroyed.

6) Remove ships equal to the damage sustained if possible. Fighters may be used to
reduce the damage taken but are removed in turn.
Fighters are classed as having a weight of one for fleet damage and therefore can be a
useful meat shield if you can afford a carrier.

7) If the attack is successful then the Defender must follow Steps 5 & 6 suffering any
damage taken equal to that of the difference their fleet or ship lost by.
This is not stated in the summary but it is assumed players will understand the inner
workings after playing with rules for a short time.

If the attacking fleet is repelled then the attacking players phase is instantly over as they
have failed to do anything significant like failing take over neutral territory. However if
you are lucky enough to have successfully taken over new territory or defeated an enemy
fleet then you entitled to a final action.

Tactical Combat: Support Movement
You may only use Support Movement if you have successfully taken over neutral
territory or attacked an enemy fleet and won. This action allows you to move another
ships or even fleets you have a single space to where ever you please. This can be
particularly useful to plug gaps in your lines or increase a fleets size for a possible
counter-attack.

IMPORTANT NOTE: At all times there must be at least 1 ship on any territory you
have conquered. If there are no ships on a territory card you own then that card is
now considered to be neutral again.
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Playing The Game The Sixth Phase: Resolution
In the sixth and final phase players check to see whether they have successfully achieved
one of five winning objectives that will instantly win them the game should they finish
that very turn with it.

The winning objectives will come with
a handy reference card that at least 1-in-
2 players should have to make sure they
know what to strive for.

It is up to you, the player, on what to
aim your winning sights on as most are
very difficult to achieve in the short
term if you plan on rushing the other
players or if you have access to the
territory that doesnt produce as much
resources as the others.

The 5 objectives on the left here are for
the core game and were primarily
written with Star Trek in mind.
However with further expansion on
their way it is safe to assume new
objectives may be introduced in the
near future that reflect the expansion
faction you are playing.

And this pretty much covers the core
rules on how to play the game, hope to
see battle reports soon.

CREDITS
Inspiration:
Twilight Imperium Edition 3 by Fantasy Flight Games 2005
Imperium Galactica 2 by Digital Reality 2000

Images:
Starfleet, Klingon, Romulan, Gorn, Hydran, ISC, Lyran ships: Starfleet Command 2 by
Taldren
Cardassian ships from Star Trek Armada 2
Dominion ships from Star Trek wiki.
Icons from Google Image search and Starfleet Command 2



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Budget Conquest Optional Rules
While you dont have to print the next two pages it might be wise to keep them handy as
they supply additional rules to help mix up, enhance, or even extend the length of games
for that extra feeling of galactic conquest! So no more chit chat, to the rules!
Optional Rule 1 Weight of 2
Battleships, Carriers, and Dreadnoughts now have a weight of 2 in the game. This means
they are classed as being able to soak up to two points worth of damage if defeated but in
turn means when being built you need a space dock that can produce more than one unit
as theses ships are like building 2 ships at once.
Optional Rule 2 3-8 Players
For playing with more players it is a good idea to increase the amount of territory cards
from the Space Deck with an additional 4 cards per player playing. If you run out of cards
it is a wise idea to print off perhaps 3 copies of each page for the planet cards (see and
download Budget Conquest Core Rules 2) as it contains the Space Deck, all the factions
and their corresponding ship counters.

You will also come across new cards such as the Jack, Queen, and King of Spades and
Diamonds. The Spades say they are Empty Space that has no Conquer or Diplomatic
values nor do they produce resources, essentially they are there to plug in gaps in the
board. The Diamonds has a small red circle on it with a line through it and says Nebula;
this means you can not enter this territory no matter what ship you are. These can be
useful to split straight territory lanes from one player to another.

Diplomacy can be used to its fuller extent when played with 3-6 players and even more
so to create whole military alliances in 8 player games as there is far more competition to
be had. All other rules apply however players who have the last turn may find themselves
waiting a short time before their turn begins however as the last player that turn you
could potentially ruin other peoples plan as it has already been made.
Optional Rule 3 From the Beginning
This can be combined with all the other optional rules as it still uses the core game in
effect but alters the players faction ship attributes so that all classes start off with exactly
the same Cost, Attack, and Defence but the only difference between them would be what
types of units you can build and what Special Abilities your race has.

Special Technology and all other technology still counts as any new types of ship can still
be constructed, just that the primary types of unit are exactly the same as the other
players. Additionally this optional rule allows the construction of additional Space Docks
to be constructed should your race allow it meaning more ships can be built in the game
but they can only be built in territory you own. Should you loose that territory to the
enemy then the Space Dock belongs to the enemy!


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The Reference card here on the left is like
the reference card for the winning
objectives and there should be one for
every two players playing.

For some factions they have Battle Cruiser
not Battleships but in this version it is still
classed as a Battleship and uses the
attributes as stated on the left.

As stated before technology hasnt
changed except it is no longer a ladder but
instead each item can be researched
individually and in any order you wish
making the faction you have chosen more
unique than it already is that also gives the
opportunity for multiple versions of the
same race.

This game type can be further enhanced
with the optional rule below:



Optional Rule 4 Fleet Capacity & Loss
Loss: If a ship is destroyed it is completely destroyed and can never be remade and must
be put into a destroyed area near the playing area. The Dominion ignores this rule.

Fleet Capacity: Each faction has a basic amount of ships they can produce each game, see
the list below; Fighters dont count toward Fleet Capacity.

Starfleet: Frigates: 12 / Destroyers: 10 / Light Cruisers: 8 / Heavy Cruisers: 6
Battle Cruisers: 4 / Carriers: 2 / Dreadnoughts: 1

Klingon: Frigates: 12 / Destroyers: 10 / Light Cruisers: 6 / Heavy Cruisers: 9
Battleships: 3 / Carriers: 2 / Dreadnoughts: 1

Romulan: Frigates: 12 / Destroyers: 10 / Light Cruisers: 8 / Heavy Cruisers: 6
Battleships: 4 / Condor Battleships: 4 / Dreadnoughts: 1

Gorn: Frigates: 12 / Destroyers: 10 / Light Cruisers: 8 / Heavy Cruisers: 9
Dreadnoughts: 1

Hydran: Frigates: 12 / Destroyers: 10 / Light Cruisers: 8 / Heavy Cruisers: 6
Carriers: 2 / Dreadnoughts: 1
16
ISC: Frigates: 12 / Destroyers: 10 / Light Cruisers: 8 / Heavy Cruisers: 6
Battleships: 5 / Carriers: 2

Lyran: Frigates: 12 / Destroyers: 10 / Light Cruisers: 6 / Heavy Cruisers: 6
Battlecruisers: 6 / Battleships: 4 / Cave Lion Battleships: 4

Cardassian: Destroyers: 22 / Heavy Cruisers: 18 / Dreadnoughts: 3

Dominion: Light Cruisers: 30 / Battleships: 6 / Dreadnoughts: 1

You can increase the basic Fleet Capacity by printing off more counters for each faction
that in turn can create bigger fleets but will also extend the game significantly or
completely eliminate the need to build bigger ships when stacking multiple smaller ships
together to form a massive fleet.

Optional Rule 5 Stack of 10
This rule essentially limits players fleets to a total unit count of ten ships in each fleet so
it stops players hording massive frigate fleet stacks or cruiser stacks and moving it to the
another players Home World and conquering them instantly. If this is combined with
Optional Rule 1 then a Battleship, Carrier, and Dreadnought would class as having 2
units in the stack instead of 1.

Optional Rule 6 Alternate Setups
See the images below for alternate ways of setting a board. Players discretion of where
they place their Home Worlds.

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