REGINA -> HELFRY -> FORBOLDN -> KNORBES -> WHANGO -> UAKE -> EFATE ->ALELL -> WHANGO -> KNORBES -> FORBOLDN -> HELFRY -> REGINA
It is easy cruising at sublight maneuver speed out of a system you have been
at a week, and making the Hyperspace Jump to your next destination. The
tricky part is exiting Hyperspace into the next system's space. Bounty
hunters, mercenaries and space pirates could be waiting for you (and they
probably will). So when coming out of Hyperspace into the next system, you
must draw one card from the STARSHIP DECK and battle it.
" You have a "souped up" Free Trader and a 1st Officer with a keen eye, so
you get to attack first in space. Roll 4d6 and add the Beowulf's POWER to
the roll. Then roll for the opponent's ship and add their POWER to the roll.
If your modified roll is higher than their modified roll, you cause one hit
to their ship.
" Now the step above is repeated with the opponent's ship as the attacker and
the Beowulf as the defender.
" DAMAGE: On the first hit received the ship is sided (rotated 90 degrees)
and receives a -1 to POWER.. On the second hit received the ship is inversed
and receives -2 to its POWER. On the third hit received it is dead in space
and defeated. If the Beowulf is defeated, then the game is over.
" REPAIRS: OPPONENT ships repair 1 hit if they do not receive any damage for
three consecutive turns. If the 2ND OFFICER is active and present, the
Beowulf repairs 1 hit if it does not receive any damage for two consecutive
turns (because your 2nd Officer is a top class engineer)! If the 2nd Officer
is inactive or defeated, the Beowulf has no one to repair her.
STARSHIP DECK FIGHTER (IMPERIAL NAVY) 4 0 SCOUTSHIP (BOUNTY HUNTER) 4 0 FREE TRADER (SPACE PIRATES) 4 1 SUBSIDIZED MERCHANT (PIRATES) 4 2 PATROL CRUISER (IMPERIAL NAVY) 1 3 PATROL CRUISER (VAGYR SPACE PIRATES) 1 3 PATROL CRUISER (ZODANI INVADERS) 1 3 MERCENARY CRUISER 1 4 SALE PROPECTING TURN
The PURCHASE PROSPECT TURN is repeated, except now you are looking for a
PATRON to buy the merchandise off of you.
SECOND COMBAT TURN
This is the same as the FIRST COMBAT TURN except you are now on another
planet.
SALE TURN
This is the same as the PURCHASE TURN except when you roll the 4d6 to figure
the actual price the PATRON will BUY this merchandise from you you ADD the
POWER of the highest ranking officer present (the higher the more the
profit).
ALL SUCCEEDING BUY AND SELL! ROUNDS
After selling your merchandise it is time to repeat the turns sequence
starting on this next planet (HELFRY if this is your SECOND ROUND).
WINNING
You win when you accumulate 73MCr. Then its time to get a big ship and build
your Merchantile Principality.
FOR FREE TRAVELLER THOTH FILESHere
TRAVELLER MERCHANT PRINCE AN EXPANSION TO TRAVELLER TRADERS INTRODUCTION
You've got a SUBSIDIZED LINER and you are now a MASTER TRADER. It's time to
build your MERCHANTILE PRINCIPALITY.
CARD DECKS
You have a SUBSIDIZED MERCHANT (with a POWER of 3 instead of 2) . And you
will not need a MERCHANDISE DECK (people are coming to you now to cart around
their cargo). And you will not need the ENCOUNTER DECK (no need to leave the
comfort of your new Captain's Cabin between HYPERSPACE JUMPS).
ROUND SEQUENCE HYPERSPACE JUMP TURN
Each Round you receive 873,000 Cr for middle passage and low passage
accomidations and 200 tons of cargo transport to the next planet. Leaving
the star system you are at at sublight speed and making the Jump to
Hyperspace is uneventful. But when coming out of Hyperspace into the
destination system's space, you must draw 1 card from the STARSHIP CARD DECK
(no changes to this deck)
SPACE COMBAT TURN
This is done exactly as it is in TRAVELLER TRADERS.
This Simplified round is repeated for each Jump to a new system. If you want
to expand beyond the course plotted above (which is limited to the Regine
Subsector) you can adapt other maps of the SPINWARD MARCHES for your course.
Because you still have a HYPERSPACE JUMP FACTOR of only 1, and because
Subsidized Liners gain more profit with parsec to parsec transport, the coure
you set should be between star systems one parsec from each other. Try it!
It's a beautiful senic route around this corner of the Imperium.
WINNING
You win when you have accumulated another 73 MCr (time to build a merchant
fleet).
TANK KILLERS INTRODUCTION
2 player card game.
Simulates a battle between two tank formations during WW2.
The current version of the game has decks for:
Germans, British, and Americans circa 1944-5.
THE DECKS
During play there are 3 decks.
Players share a common Tactics Deck.
Each player also has his own unique Formation Deck.
The tactics deck has 80+ cards.
The German deck has 40 cards.
The American and British decks have 50 cards.
DISCARD PILES
There is one common discard pile for the Tactics deck.
Each player keeps two discard piles for his Formation deck.
One pile is the Reserve discard pile.
The other is called the Casualty discard pile.
VICTORY
You win if half of your opponent’s formation cards are in his casualty pile.
Your opponent’s forces break and either rout or surrender.
Other Scenario conditions are possible.
SETUP
Each player starts with 3 Tactics cards in their hand.
Formation cards never go in your hand.
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