CONTACTS PHASE
Put Contact cards in your hand into play (face up on the table) under your control.
WRITING PHASE
You may remove Junk tokens from your writer.
Each token so removed is converted into 5 written pages.
Max hand size is 7 cards. Discard excess cards.
# = number of copies of that card in the deck.
D = Drugs
J = Junkie (Drug Addict)
K = Doctor (Members of the Medical profession)
A = Action
M = Monster
KG = Doctor & Agent
MJ = Monster & Junkie
GJ = Agent & Junkie
G = Agent (Government or Political professionals)
A = Action that requires a Junkie
AK = Action that requires a Doctor
AM = Action that requires a Monster
AG = Action that requires an Agent
CARD LIST
Card Name # Type Notes
Junkie 8 J
Doctor Benway 1 KG Draw +1 card per turn
Doctor Doodles 1 K
The Lobotomy Kid 1 K
Autopsy Ahmed 1 K
Mugwump 1 M
Talking Asshole 1 M
Bradley the Buyer 1 MJ
Black Centipede 1 M
The Exterminator 1 G
The Sailor 1 GJ
Dream Police 1 G
District Supervisor 1 G
Unnecessary Surgery 1 AK Kill target contact
Experimental Surgery 1 AK Kill target contact
Toilet Plunger Heart Surgery 1 AK Kill target contact
Ritual Sex Hanging 1 AM Kill target Junkie
Overdose 1 A Kill target Junkie
Conditioned to Shit on Sight 1 AK Control target Junkie
Total Demoralization 1 AG Control target contact
Extermination 1 AG Kill target contact
Stash Stolen 1 AJ Remove all Junk Tokens from Junkie
Flush Stash 1 AJ Remove all Junk Tokens from Junkie
Undifferentiated Tissue 1 A Convert target Junkie into a Monster
Brain Washing 1 AG Control target contact
Imprison 1 AG Control target contact
Strangled by own Penis 1 A Kill target contact
Assimilation 1 AM Kill target contact
Flamethrower 1 A Kill target Monster
Easy Score 1 AJ Draw 2 cards
Dealer 1 AJ Draw 2 cards
Cold Burn 1 A Kill Junkie with Withdrawal Tokens
Telepathic Pictographs 1 AM Control target contact
Hooked 1 AJ Control target contact
Pusher 1 AJ Control target contact
Junk 2 D Worth 7 Junk Tokens
Horse 2 D Worth 7 Junk Tokens
Coke 2 D Worth 5 Junk Tokens
Morphine 2 D Worth 6 Junk Tokens
Opium 2 D Worth 6 Junk Tokens
Eukodol 2 D Worth 6 Junk Tokens
Dropper & Needle 2 D Worth 2 Junk Tokens
Black Meat 2 D Worth 4 Junk Tokens
Hashish 2 D Worth 3 Junk Tokens
Yage 2 D Worth 3 Junk Tokens
Mugwump Gism 2 D Worth 4 Junk Tokens
GAME DESIGNERS NOTES
The rules & card list is a little thin.
As I find time to reread the book I will add material from it to flesh out the game.
Deck construction: there has to be a balance between the number of Junkies and
Drug tokens available (and accessible).
SPACE INSURRECTION INTRODUCTION
"The Universe is Mine! Mine! All Mine I tell you!"
----Lord Phallius, Space Tyrant----
PLAY ONLINE
Click here to Play Online.
MAP
Draw 10 Planets indicated by circles. Devise names for all the planets.
Make each circle large enough to hold a dozen or more chits.
The terms: Planet, World, and System are interchangeable.
SETUP
Each player starts with a base on one loyal world and 7 random Unit chits in his reserve pile.
All other worlds are neutral.
VICTORY
All Worlds loyal to your side at the end of the turn, or
Elimination of all of your opponents units from the board.
UNITS TYPE ACTIONS
Assassin EP Kill (Public Personality)-3
Security PP Kill (Espionage Personality)-3; Deploy Personality-3
Star Cruiser M Transport Troops; Attack Cruiser-3; Blockade; Bombardment-3
Troops M Attack (Troops, Rebels, Installation)-4; Control World-3; Subdue Uprising-4
Diplomat PP Incite uprising-3; Control World-3; Deploy Personality-4
Agent EP Surveillance, Spy-4; Deploy (Personality, Rebels)-3
Sabateur EP Sabotage (Military unit)-3; Sabotage (Installation)-4
Governor PP Recruit-5; Deploy (Personality, Troops)-5; Subdue Uprising-3
Rebel Leader EP Deploy (Rebels)-5; Incite uprising-4
Rebels M Attack (Troops or Installation)-3, Incite uprising-3; Deploy Rebels-4
Base MI Deploy (Troops, Star Cruiser, Installation)-5
Force Field MI Planet Immune to Bombardment
Ion Gun MI Attack Star Cruiser-3
Loyal World --- Recruit-5; Deploy Base-4; Deploy Personality-4; Repair-2
Worlds are part of the Map.
TYPES: PP = Public Personality Unit; EP= Espionage Personality; M = Military Unit;
MI = Military Installation
TURN SEQUENCE
1-Recruit Phase
2-Blockade Phase
3-Surveillance Phase
4-Movement Phase
5-Action Phase
COUNTERS
Each player needs a set of 10 "Loyal World" counters of a color unique to that player.
Each player needs a set of 30 blank "Identification" counters of a color unique to that player.
Identify your units by placing your Identintification counters under them.
RECRUIT PILE
Chit Mix: Make 10 of each unit type. Force Fields & Ion guns only 5 each.
Include 1 or 2 each of each of the special chits.
When making chits write the name of the unit and an identification number #1-10.
RECRUIT PHASE
Draw 1 chit from the recruit pile per successful recruit attempt by
Loyal Planet and Governor (on a loyal planet) you control.
Only 1 governor per planet gets this benefit.
If the planet is blockaded by enemy Star Cruisers the ability of
Loyal Planets and Governors becomes Recruit-3.
Worlds disrupted by bombardment cannot recruit.
Governors on worlds disrupted by bombardment cannot recruit.
Recruited chits go into your reserve pile.
Neutral worlds and worlds with uprisings do not recruit chits.
You can have a maximum of 7 chits in your reserve before you
must discard back to the recruit pile.
Share with your friends: |