FEDERATION
INTRODUCTION
Star Trek Theme.
Module for the Warp Empires system.
You must use the Warp Empires system to play this game.
DICE
Six-sided dice are needed in this scenario.
MAP
Over half the territories are empty space.
Revenue generating spaces are planetary systems.
Other territory types include:
Supernovas: No entry possible.
Nebulas: Ships must stop upon entering.
Worm Holes: Allow instant transport to other Worm Holes.
VICTORY
You win if you control over 60% of the systems on the map.
RACES
Each player picks a race:
United Federation of Planets
Klingon Empire
Romulan Star Empire
Ferengi Alliance
Cardassian Union
Borg Collective
SETUP
Each player starts with a Homesystem with 10 random units.
UNITS & ACTION DECK
Players share a common Action deck and unit chit pile.
EXPLORATION PHASE
Include an exploration phase after movement phase.
When entering an unexplored system for the first time roll three six sided
dice to determine The presence of Resources, Minor Races, and Enigmas.
1D6 Resources: Revenue:
1-2 Poor 1
3-4 Moderate 2
5-6 Rich 3
1D6 Minor Race: Revenue:
1-3 No Minor Race -
4 Primitive Race +1
5 Modern Race +2
6 Advanced Race +3
1D6 Enigmas:
1-4 No Enigma
5-6 Enigma
ENIGMA PHASE
Include an Enigma phase after exploration phase.
If the planet has an Enigma roll 1D6.
Add +1 to the Enigma roll if the stack contains a Command ship or Science Vessel.
On a roll of 5 the Enigma is solved.
On a roll of 1-4 the Enigma causes unintended consequences. Roll 1D6 to see what they are:
1D6 Consequence:
1-3 The Exploring stack is destroyed.
4-5 The Exploring stack must retreat.
6 Roll again plus if there was a Minor Race Present, it is destroyed.
A system cannot be controlled by diplomacy or conquest if it has an unresolved Enigma.
If the stack is destroyed the Enigma remains and must be faced again.
If the Enigma is solved, it goes away forever.
DIPLOMACY PHASE
Include a Diplomacy phase after Enigma phase.
If the newly explored planet has a Minor Race roll 1D6.
On a roll of 6 or better, the race willingly joins your empire.
If you roll a 1-2 the race will never join your empire through diplomacy.
The Federation and Ferengi players get +1 to the Diplomacy roll.
The Federation cannot conquer newly discovered Minor races, they can only use diplomacy.
If a diplomacy attempt fails, you can try again next turn.
REVENUE PHASE
Each system generates revenue equal to its:
Resource type + Minor Race Type.
If the system has no minor race, you must first build a colony.
Terraformed Systems generate +1 Income.
Homesystems generate 10 Revenue points per turn.
Cardassians generate an extra point of revenue from Minor Races due to their
oppressive rule of The subjugated race
Borg generate an extra point of revenue from Minor Races due to their
assimilation of manpower.
Ferengi generate one less point of revenue from Minor Races because their
control is based strictly on trade.
RECRUIT PHASE
Units must start at your Homeworld, a Starbase, or a planet with a Shipyard.
You may build colonies and shipyards and Terraform on
systems other than your Homesystem at will.
A system can have a maximum of 1 colony and 1 shipyard and 1 Terraform.
A Minor Race Planet cannot be Terraformed.
A system must first have a colony to have a functioning shipyard or to Terraform.
A Starbase may be built in a non-system space adjacent to a system you control.
BATTLE RULES
Opposing stacks in the same space do not have to attack each
other if they both declare that they are on Diplomatic missions.
If the Borg win a battle (engagement) they get to keep and control (assimilate) half
the enemy casualties.
Treat Leaders like other units with respect to casualties.
Players may attempt to conquer minor races.
The Minor Race will generate 1D6 x 1D6 Force in its defense.
When attacking a colony or Minor Race controlled by an enemy the defender will
get +10 Force. (Garrisons, Planetary Defenses)
When attacking a Homesystem controlled by an enemy the defender will get +20 Force.
Klingons get +5 Force when battling at a system.
Units in Battle adjacent to a friendly Starbase get +5 Force.
UNIT DECK
Name # Move F Notes
Command Ship 8 F 10
Strike Cruiser 10 M 8
Warship 12 M 6
Raider 12 F 4
Scout 12 FF 2
Science Ship 6 M 1 Costs 2
Legendary Commander 8 - 10 Leader
Starbase 10 No 20 Costs 10
OTHER UNITS
Type Cost
Control Markers 0
Colony Markers 6
Shipyard Markers 5
Terraform Markers 10
RACE NOTES
Federation:
Shield Cards generate +5 Force
Scanner Cards generate +5 Force
Heavy Weapons Cards generate +5 Force (Photon Torpedoes)
Special Card: Use as a Diplomacy, Peace treaty, Research, or Science Officer card
Federation Leaders have +5 Force
Klingons:
Surprise cards generate +5 Force (Some Cloaking)
Evasion Cards generate +5 Force (Fast Ships)
Boarding Party Cards generate +5 Force (Hand-to-Hand Ferocity)
Special Card: Use as a Warp card
Klingon Warships have +1 Force
Romulans:
Surprise Cards generate +10 Force (due to espionage & Cloaking)
Special Card: Use as an Espionage, Revolt, or Sabotage card
Romulan Raiders have +1 Force
Ferengi:
Heavy Weapons Cards generate +5 Force (Federation Torpedoes)
Shield Cards generate +5 Force
Special Card: Use as an Increase Production, Steal, or Heavy Trade card
Ferengi Strike Cruisers have +2 Force
Cardassians:
Phaser Cards generate +5 Force
Strong Hull Cards generate +5 Force
Special Card: Use as an Increase Production or Security card
Cardassian Scouts have +1 Force
Borg:
Shield Cards generate +10 Force (Subspace Shields)
Strong Hull Cards generate +5 Force (Quick Repairs)
Special Card: Use as a Security or Boarding Parties card
Borg Command Ships have +3 Force (Cubes)
ACTION DECK CARD LIST
Card Name # Notes
Warp 15 Move 1 Stack
Warp Fleet 6 Move 2 or 3 Stacks
Phasers 2 Battle: Each ship Gains Force +2
Shields 2 Battle: Each ship Gains Force +2
Surprise 2 Battle: Gain Force +10
Scanners 2 Get +1 on Enigma Roll or Battle: Gain Force +3
Heavy Weapons 2 Battle: Gain Force +5 (Torpedoes & Disruptors)
Boarding Parties 2 Battle: Gain Force +5
Strong Hull 2 Battle: Gain Force +5 or negate one casualty
Diplomacy 2 Get +1 on Diplomacy Roll
Science Officer 2 Get +1 on Enigma Roll
Sabotage 2 Opponent must discard 2 Cards
Raiding 2 Opponent generates 5 less Revenue points this turn
Espionage 2 Look at opponents hand
Reconnaissance 2 Look at target stack
Special Card 4 Specific to Race
Intelligence 2 Steal one random card from opponent
Security 2 Negate an Espionage, Sabotage, Steal, or Recon card
Peace Treaty 2 Opponent cannot attack you this turn
Decoys 2 Negate Target Move
Steal 1 Take 2 revenue points from target player
Warp Core Breach 1 Battle: Opponent loses an extra casualty
Increase Production 2 Gain 5 extra Revenue points this turn
Heavy Trade 2 Gain 2 extra Revenue this turn per Minor Race you control
Research 2 Draw 2 cards
Revolt 1 Target System with Minor Race becomes neutral
Intercept 2 Move 1 Stack any time during opponents Move Phase
Retreat 2 Battle: Neither side suffers casualties
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WARP EMPIRES RULESET
INTRODUCTION
Generic ruleset for a series of empire building/conquest games.
MAP
The map depicts an irregular, interlocked set of territories.
CONTROL MARKERS
Use chits to represent control markers.
UNITS
Use chits to represent units.
Units include Leaders & non-leader units.
DECK
Players share an action deck.
In some games, each player will have their own action deck.
The action deck cards allow you to move your units.
SETUP
Most Leader units will be in play.
Others will be mixed into the unit chit pile.
Each player will start with several non-leader units in play.
Starting points of units will be determined by the scenario.
TURN SEQUENCE
Players take turns. Each turn has 7 phases:
Draw Phase
Move Phase
Battle Phase
Revenue Phase
Recruit Phase
Upkeep Phase
Control Phase
DRAW PHASE
First discard any cards you don't want.
Each player draws 5 action cards.
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.
MOVE PHASE
Use Action cards to move stacks or units in stacks.
A Fast unit can move 1-3 spaces.
A Medium speed unit can move 1-2 spaces.
A Slow unit can move 1 space.
Units can move into but not through opposing stacks.
Fortifications cannot move (Move = 0).
Your opponent can only look at the top unit of your stacks
BATTLE PHASE
When two opposing stacks occupy the same territory there will be a battle.
Each unit has a force value.
Add up the total Force values for each side.
Players may play action cards to increase their force value.
If one stack has a Leader and the other does not, the stack with the
leader gets an additional 5 Force.
The side with the highest force value wins.
The losing stack must retreat one space.
The losing stack loses half of its units. The winner picks the first
unit lost, the loser picks the remainder.
Fortification units in the losing stack are destroyed automatically.
The winning stack loses units with a force equal to at least half the force
total lost by the losing stack. The winner decides which units are lost.
Destroyed units are returned to their chit pile.
Captured leaders are set aside and not returned to the chit pile.
After a battle both sides replenish their hands to 7 cards.
REVENUE PHASE
Gain revenue points for every revenue generating territory you control.
RECRUIT PHASE
Draw 5 random units from the unit chit pile.
Purchase units. A units cost is equal to its Force value.
If you purchased all the drawn units, draw another 1D6 random units.
Revenue may be saved from turn to turn.
Discard unpurchased units back to your unit chit pile.
Units start in any revenue generating territory you control.
UPKEEP PHASE
Number of Units that automatically receive upkeep = 5 x total Revenue.
Discard excess units.
Example: You generate 10 revenue points per turn...
You may have up to 50 units.
CONTROL PHASE
Place a control marker on every revenue generating
territory occupied by one of your units.
Only one control marker per space.
UNIT DECK ABBREVIATIONS
S = Slow
M = Medium speed
F = Fast
F = Force
F = Fortification
# = Number of that unit in the chit pile.