COSMOS COMMANDERS




INTRODUCTION
Board game for 2-4+ players. 
Star conquest theme. 

THE MAP
The map consists of star systems connected by warp lines. 
The empty spaces in between 3 or more systems are called sectors. 





MAP SETUP
At the beginning of each game roll for the resource type of each star system. 

STAR SYSTEM RESOURCE TYPE TABLE
1D10	Type:		Notes: 
1	Metals		This system provides 1 Metal resource
2	Population	This system provides 1 Population resource
3	Radioactives	This system provides 1 Radioactives resource
4	Luxuries	This system provides 1 Luxuries resource
5	Organics	This system provides 1 Organics resource
6	Nebula		Defender gets +2
7	Void		No resource provided by this System
8	Hazard		This system cannot be occupied. Go Around. 
9	Gate		This system is directly connected to all other Gates
0	Ruins		Progenitors: Roll twice on the Research Table. 

GAME END
The game ends at the end of 7 rounds. 
A round is when each player has had a turn. 

VICTORY
The player with the most Victory points (VP) at the end of the game wins. 

DICE
Ten sided dice are needed. 

CONTROL COUNTERS
Each player has a set of counters of a unique color. 

VICTORY TOKENS
These are common to all players, and are accumulated during play and 
rewarded at end of the game scoring. 
Each Victory Token (VT) is worth 1 Victory Point (VP). 

RECORD KEEPING
Players will need paper and pencil to keep track of their levels in 
the 5 types of Resources and Military Technology, their total 
number of trade Routes, and how many action points they get.  

SETUP
Each player places one control marker on one resource system. 
This is their Home System. 
Home Systems cannot be within 3 systems of each other. 
Each player begins with a tech level of 1 in all 5 Resource areas. 

TURN SEQUENCE
Players take turns. Each turn has 3 phases: 
Logistics Phase
Action Phase
Score Phase

LOGISTICS PHASE
Get 1 Action Point for every 3 Resource Levels and Trade Routes you have. 
Round down. 
Remember, you start the game with 1 Level in each Resource. 

ACTION PHASE
You may use your Action Points (AP). 
Spend 1 action point to do one of the following: 
1. Colonization
2. Military Takeover
3. Cultural Achievement
4. Establish Trade Route
5. Research Attempt
6. Trade War

COLONIZATION ACTIONS
Put a control marker on an empty system adjacent to a system you control or
a sector in which you have a Trade Route. 
You cannot do more colonization actions in a turn than you have Population resources. 

MILITARY TAKEOVER ACTIONS
Target a system controlled by an opponent that is adjacent to a system you control. 
Roll 1D10. Subtract 2 if the target is a Nebula or that players Homeworld. 
Add 1 for each level of Military Technology you have. 
Subtract 1 for each level of Military Technology the target opponent has. 
Add 1 for each adjacent Trade Route you have. 
Subtract 1 for each adjacent Trade Route the target opponent has. 
On a modified roll of 6+ you gain control of the target system. 
Replace opponents control marker with one of your own. 
If you fail, you may spend another AP to attack again. 
You cannot do more Takeover actions in a turn than you have Metal resources. 
Note that when a system changes hands the old owner loses the resource and the 
new owner gains the resources/benefits provided by that system. 

CULTURAL ACHIEVEMENT ACTIONS
Roll 1D10: 
On a roll of 1-4 gain 1 VT
On a roll of 5-7 gain 2 VT
On a roll of 8-9 gain 3 VT
On a roll of 0 gain 4 VT
You cannot do more Culture actions in a turn than you have Luxury resources. 

ESTABLISH TRADE ROUTE ACTIONS
Place a control marker in the middle of a sector bordered by at least 1 system you control. 
This counter is now known as a Trade route. 
Multiple players may have Trade Routes in the same sector. 
A sector may have as many Trade Routes as there are systems defining (bordering) it.
You cannot do more Trade Route actions in a turn than you have Organics resources. 

RESEARCH ATTEMPT ACTIONS
You cannot do more Research actions in a turn than you have Radioactives resources. 
Roll 1D10 on the Research Table: 

RESEARCH TABLE
1D10	Result:
1	Gain 1 Level in Population Resource
2	Gain 1 Level in Luxury Resource
3	Gain 1 Level in Metal Resource
4	Gain 1 Level in Organics Resource
5	Gain 1 Level in Radioactives Resource
6-7	Gain 1 Level in Military Technology
8-0	Gain 1 Victory Token

DIRECTED RESEARCH OPTION RULE
If you don't like the result of the research table roll you may 
immediately spend an extra AP to pick the result you want. 

TRADE WAR ACTION
Remove an opponents Trade Route in a sector you have a system bordering. 
You cannot do more Trade War actions in a turn than you have levels in Military Technology. 

SCORE PHASE
Gain VT equal to the level of your lowest level Resource. 
Gain 1 VT for each Sector you have the most Trade Routes in. 

END OF GAME SCORING
Each player gains VT as follows: 
Gain 1 VT per system you control. 
Gates earn 1 extra VT
Ruins earn 2 extra VT
Gain 1 VT per Trade Route
Gain 2 extra VT if you control all the Trade Routes in a sector. 


PICK YOUR COMMANDER
Ashtar the Fabulous and the People of Light 
Starts the game with 1 extra Level of Radiation
Zuntar the Prissy and the Robots of Doom
Starts game with 1 Level in Military Technology 
Ishcibibble the Wily and his Adoring Clones
Starts the game with 1 extra Level of Population
Heavenly Hedonia and the Star Hussies
Starts the game with 1 extra Level of Luxuries
Orgasmo and the Pod People of Planet XXX
Starts the game with 1 extra Level of Organics
Metalor the Stiff and his Army of Heads in Jars
Starts the game with 1 extra Level of Metal








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