Introduction to Warpspawn Games


TRAVELLER TRADERS By C Gerard Luft A SOLO CARD AND DICE GAME OF TRADING IN THE IMPERIUM



Download 8.66 Mb.
Page223/270
Date31.03.2018
Size8.66 Mb.
#45297
1   ...   219   220   221   222   223   224   225   226   ...   270

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.

TRADER CARD LIST

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.



Download 8.66 Mb.

Share with your friends:
1   ...   219   220   221   222   223   224   225   226   ...   270




The database is protected by copyright ©ininet.org 2024
send message

    Main page