TRAVELLER TRADERS
By C Gerard Luft
A SOLO CARD AND DICE GAME OF TRADING IN THE IMPERIUM INTRODUCTION
In this one player game you play the Captain and crew of the FREE TRADER
BEOWULF. The Goal is to profit 73 Mega Credits (i.e., 73,000,000Credits),
which is just enough to but a SUBSIDIZED LINER and become a Merchant Prince.
But in the 1350th year of the GALACTIC EMPIRE, this great utopian
civilization of Humanity is far from civilized. Trading in the Spinward
Marches Sector, even close to its ducal capital REGINA, can still be
dangerous.
SET UP
You will need to make three decks of cards: TRADER DECK (which you start with
all five cards of), ENCOUNTER DECK, MERCHANDISE DECK, and STARSHIP DECK.
You will also need some six sided dice (d6).
You begin with all the cards from the TRADER DECK: FREE TRADER BEOWULF,
CAPTAIN, FIRST OFFICER, SECOND OFFICER, and THIRD OFFICER.
Players begin with 1,000,000Cr at the start of the game to purchase
their first cargo.
CARD NAME POWER
Captain 3
1st Officer 2
2nd Officer 1
3rd Officer 0
Free Trader Beowulf 2
BUY AND SELL! ROUND PURCHASE PROSPECTING TURN
You must first find merchandise to buy, so you can sell it at the next planet
for profit (The game begins on the PLANET REGINA).
You obtain merchandise from a PATRON.
Draw cards from the ENCOUNTER DECK until you draw a PATRON CARD.
FIRST COMBAT TURN
All the cards you drew before reaching the PATRON you must battle (Space
Ports can be a dangerous place). Your Captain and Crew may battle one card
at a time, unless more than one of like cards are drawn. In that case they
battle together. If the ENCOUNTER DECK runs out, reshuffle its Discard
Pile.
" ENCOUNTERS ATTACK FIRST: The each opponent chooses a target. They select
targets in the following pattern: CAPTAIN, 1ST OFFICER, 2ND OFFICER and 3RD
OFFICER.
" Each OPPONENT rolls 4d6 and adds its POWER to the roll. The CAPTAIN OR
CREW who is targeted rolls 4d6 and adds their power to the total. If the
ATTACKER'S score is greater than the DEFENDER'S score, then the defender is
defeated (and dying; blasters (Fusion Pulse Guns) cause a lot of damage).
If the 3RD OFFICER is present and active at that point of the battle, he can
stabilize that officer's wounds, and prevent him from being defeated (dying;
though he is inactive for 1 week, which is explained below).
" The surviving CAPTAIN and CREW may now be the attackers. Each Crew surviving
and present targets one opponent (They may choose to attack the same opponent
as well). The ATTACKERS roll 4d6 and add their POWER to the roll. The
DEFENDERS roll 4d6 and add their POWER to the roll. If the ATTACKER'S
modified rolls are greater that the DEFENDER'S modified rolls, that the
target hit is defeated.
" If opponents remain, then the COMBAT TURN is repeated until all the
opponents in that battle are defeated, or the CAPTAIN and CREW are defeated
(at which time the game is over).
" DEFEATED CHARACTERS: OPPONENTS are discarded and defeated CAPTAIN or
OFFICER is removed from the game. If both the CAPTAIN and 1ST OFFICER are
removed, then the game is over.
" INACTIVE CHARACTERS: Characters who were defeated but saved by the 3rd
Officer are inactive. The other Officers may still deal with the PATRON. If
the CAPTAIN and his 1ST OFFICER are both inactive then there is no one to
pilot the FREE TRADER. The surviving Officers are effectively grounded.
" HEALING: An Inactive Character becomes active again when they reach planet
fall on the next planet. If the FREE TRADER is grounded, then the CAPTAIN
and 1ST OFFICER are active again after the player draws 7 more ENCOUNTER
CARDS (repeating the COMBAT TURN if necessary).
ENCOUNTER CARD LIST CARD NAME # IN DECK POWER
Patron 4 -
Bounty Hunter 4 1
Space Pirate 4 2
Vagyr Space Pirate 4 2
Imperial Army Soldier 2 3
Mercenary 2 3
Imperial Marine 1 4
Zodani Invader 1 4
PURCHASE TURN
After all the OPPONENTS are defeated, the surviving and present officers may
conduct the deal with the PATRON. Draw a card from the MERCHANDISE DECK.
This is the merchandise available. Using the two tables below, roll a 4d6.
Subtract from the roll the POWER of the highest officer present. Multiply
this by the BASE PRICE OF THE MERCHANDISE. This is the price the PATRON
requires for the merchandise.
If you do not have enough Credits for the merchandise, or the price is too
much to pay, then draw cards from the encounter deck to find a new PATRON and
battle any OPPONENTS drawn.
MERCHANDISE CARD LIST MERCHANDISE CARD BASE PRICE
Tools 9,072,000Cr
Luxury Items 4,800,000Cr
Vehicles 2,800,000Cr
Machinery 907,200Cr
Clothing 546,000Cr
Robotics 108,000Cr
Consumables 70,560Cr
Synthetic Foods 70,560Cr
Weapons 403,200Cr
Spare Parts 546,000Cr.
Metal Part 1,092,000Cr
Electronics 2,016,000Cr
Synthetic Materials 2,856,000Cr
Gravitic Equipment 3,528,000Cr
Pharmaccuticals 8,440,000Cr
Protective Equipment 13,440,000Cr
ACTUAL PRICE 4D6 PRICE 4 20 5 30 6 40 7 50 8 60 9 70 10 80 11 90 12-16 100 17 110 18 120 19 130 20 140 21 150 22 160 23 170 24 180 SPACE TURN
The Beowulf has a HYPERSPACE JUMP FACTOR of 1, so its path through the
subsector is limited. Below is a text flow chart of the Hyperspace Jump
course of your Ship.
Share with your friends: |