BABYLON 5 EMPIRES









INTRODUCTION
Babylon V 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
Spaces are also called Territories or Zones.
Over half the territories are empty space. 
Revenue generating spaces are planetary systems.
Other territory types include:
Supernovas & Blackholes: No entry possible
Nebulas: Ships must stop upon entering
Babylon V: Neutral Zone
Some systems may begin with Jumpgates.

VICTORY
You win if you control over 60% of the systems on the map.

RACES
Each player picks a race:
The Centauri Empire
The Earthforce Alliance
The Minbari Federation
The Narn Regime

SETUP 
Each player starts with a Homesystem with 10 random units
and a hand of 5 cards. 
Each Homesytem has a Jumpgate. 

UNITS & ACTION DECK
Players share a common Action deck and unit chit pile.

DRAW PHASE
First discard any cards you don't want. 
Each player draws 3 action cards.
Draw an extra card for each Diplomat you have that is 
located on an enemy system or Babylon 5.
You cannot have more than one Diplomat on a system.
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. 
Leaders must travel with other units.
Units can move into but not through opposing stacks. 
Colonies & Shipyards & Stargates cannot move (Move = 0).
Your opponent can only look at the top unit of your stacks
You can move your units at a Jumpgate you control to any other 
Jumpgate you control as a move of 1 space.

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.
1D6	Resources:	Revenue:	
1-2	Poor 		1
3-4	Moderate 	2
5-6	Rich		3

REVENUE PHASE
Each system with a colony generates revenue equal to its Resource level. 
Homesystems generate 10 Revenue points per turn. 

RECRUIT PHASE
Units must start at your Homeworld or a planet with a Shipyard.
You may build a colony on a system you control.
A system can have a maximum of 1 colony and 1 shipyard.
A system must first have a colony before a shipyard can be built.
A system must first have a colony before a Jumpgate can be built.

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. 
Treat Leaders like other units with respect to casualties.
When attacking a Homesystem controlled by an enemy the defender will get +20 Force.
Diplomats cannot attack or be attacked.

UNIT DECK
Name			#	Move	F	Notes:
Capitol Ship		8	S	10	Ship
Cruiser			12	M	6	Ship
Fighter Complement	16	F	2	Fighters
Capable Commander       8	-	10	Leader
Seasoned Diplomat       8	F	-	Costs 10

OTHER MARKERS
Name			#	Move	F	Notes:	
Colony 			x	-	5	Costs 5
Shipyard 		x	-	5	Costs 5
Jumpgate 		x	-	1	Costs 10
Control Marker		x	-	-
You can only build a Jumpgate if you play a Quantium 40 card.
X = as needed

RACE NOTES

The Earthforce Alliance:
Special Card: Use as a Peace treaty, Heavy Trade, or Research card
Earth Force Fighters have +6 Force

The Narn Regime:
Special Card: Use as a Steal, Espionage, or Sabotage card
All Narn Ships & Fighters have +2 Force

The Minbari Federation:
Special Card: Use as a Strategic Move, Increase Production, or Security card
Minbari Capitol Ships have +4 Force
Minbari do not have Cruisers, they treat Cruiser Counters as Capitol Ship counters

The Centauri Empire:
Special Card: Use as a Diplomacy, Intelligence, or Intrigue card
Centauri Capitol & Cruiser Ships have +3 Force

ACTION DECK CARD LIST
Card Name		#	Notes
Tactical Move Order	15	Move 1 Stack
Strategic Move Order	6	Move 2 or 3 Stacks
Long Range Barrage	2	Battle: Each ship Gains Force +2 
Surround Foe		2	Battle: Each Ftr & ship Gains Force +1
Ambush			2	Battle: Gain Force +2D6
Dogfighting		2	Battle: Each Fighter Gains Force +2
Deception               2	Battle: Gain Force +7
Heavy Weapons		2	Battle: Each Capitol ship gets Force +4
Armored Hull		2	Battle: Gain Force +6 or negate one casualty
Intrigue	        2	Take 1 random card from opponent
Sabotage	        2	Opponent must discard 2 Cards
Raiding			2	Opponent generates 5 less Revenue points this turn
Espionage		2	Look at opponents hand
Assassination		2	Kill Target Commander or Diplomat
Reconnaissance		2	Look at target stack
Special Card		6	Specific to Race
The Shadows Emerge	1	Destroy target stack not on Homeworld or B5
Intelligence		2	Look at next 7 cards in deck
Security	        2	Negate an Espionage, Sabotage, Steal, or Recon card
Peace Treaty		2	Opponent cannot attack you this turn
Diplomacy		2	Negate Target Move
Steal			1	Take 2 revenue points from target player
Critical Hit		1	Battle: Destroy 1 Ship
Point Defense		1	Battle: Destroy 1 Fighter
Increase Production	2	Gain 5 extra Revenue points this turn
Heavy Trade		2	Gain 1 extra Revenue this turn per system you control
Research	        2	Draw 2 cards
Quantium 40		2	Needed to build a Stargate
Revolt			1	Target Non-Homeworld System no revenue 1D6 turns
Intercept		2	Move 1 Stack any time during opponents Move Phase
Retreat			2	Battle: Neither side suffers casualties 


LINKS
Warner Brothers
Encyclopedia
CCG
Component System
Review
Tropes


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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.







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