DEADLOCK
INTRODUCTION
Board/Card/Record Keeping game for 2-4+ players.
Based on the 1996 Sci-Fi PC Game "Deadlock: Planetary Conquest"
DISCLAIMER
Deadlock is a copyrighted, licensed product.
This is merely a fan site.
VICTORY
You win by occupying all territories on the map.
DICE
Six sided dice are needed.
RACES
Each player picks as their identity one of the 7 available races:
Human, ChCh-t, Uva Mosk, Tarth, Re’Lu, Maug, Cyth
HUMANS
All buildings that produce trade income produce an additional 2 Credits per turn.
Human Infantry have Attack +1.
Humans pay 1 less to transport Colonists in Transport Phase.
CHCH-T
Hive Mind Insectoid aliens.
ChCh-t gain +1 population unit in Population Phase.
All Military units cost 1 Metal less.
All Ground Forces have Move +1.
All Buildings that produce Military units can produce up to one extra unit per turn.
They have the ability to steal:
In Ability Phase Roll 1D6 for each adjacent territory occupied by an opposing player:
On a roll of 1 they may take 1D6 surplus units of Metal or Food from them.
UVA MOSK
Shamanistic Ant-eater looking aliens.
Mines, farms, and Energy Plants have production +1.
Scout Units have Defense +1
They have the ability to spy:
They may always look at adjacent opponent’s record sheets in Ability Phase
Uva Mosk may not set a high Tax rate.
TARTH
Giant Militant reptilian Bulldog aliens.
Ground Forces have Attack +1 and Defense +1.
Farms produce +2.
Tarth cannot make Scout Units.
Tarth Ships are Defense -1.
RE’LU
Green Telepathic Symbiote aliens.
During Battle they have Mind control ability.
(At least 1 Commander must be present to Mind Control)
Roll 1D6 for each opposing unit at the beginning of a battle:
On a roll of 1, the Re’Lu gain permanent control of them.
They have the Ability to subvert morale:
In Ability Phase Roll 1D6 for each adjacent territory occupied by an opposing player:
On a roll of 1 it is a success: 1D6 Colonists become Rebels.
MAUG
Sickly Cybernetic Intellectual aliens.
Research Facilities have production +2.
Maug Infantry are Defense -1.
They have the ability to sabotage:
In Ability Phase Roll 1D6 for each adjacent territory occupied by an opposing player:
On a roll of 1, roll on the Sabotage Table:
1D6 Effect
1 Steal 1 Technology from Opponent.
2-3 One random building in Territory is destroyed.
4-6 One target Military Force in Territory is destroyed.
CYTH
Psychic Morose Octopoid aliens.
Commander units can Mind Blast and have Attack +3
They have the ability to poison:
In Ability Phase Roll 1D6 for each adjacent territory occupied by an opposing player:
On a roll of 1, the territory is poisoned and cannot produce food for 1D6 turns.
THE MAP
The map is a 5 x 5 grid (25 spaces).
A new map is created for each game.
For each Territory roll on the Terrain table to what kind of terrain it has.
Give each territory a (Silly) Name.
Territories that share a side (not just a corner) are said to be adjacent.
THE TERRIAIN TABLE
There are 6 types of Territories.
1D6 Territory Energy Metal Food Culture Research
1 Plains - 1 3 - -
2 Forest 1 1 1 - -
3 Mountains 1 3 - - -
4 Ocean 1 1 1 - -
5 Swamp 3 - 1 - -
6 Ruins - - - 1 1
The Energy, Metal, and food columns list the production bonus that
Farms, Mines, and Energy plants in that territory receive.
Ruins give a production bonus to Culture Capacity and Research Producing Buildings.
RANDOM TERRITORY DETERMINATION
Assign each territory a number.
Create a corresponding numbered counter.
Place these in the Territory Pile.
Draw from this pile to determine a random Territory.
TERRITORIES & BUILDING LIMIT
In addition to having a Terrain type, each Territory can
Hold up to a max of 6 Buildings.
Each building in a Territory must be assigned a number from 1-6 for
The purpose of random building determination
(Missile attacks, earthquakes, sabotage, etc.)
SETUP
Players roll high on 1D6 to determine turn order.
Players take turns selecting which territory they want to land their first settlement in.
A Landing cannot be adjacent to another landing.
Each player starts with 1 City Center building.
Each player starts with 20 Food, 20 Metal, 20 Energy, and 20 Credits.
Each player starts with 1 Colonist.
COLONISTS
Use tokens to represent colonists.
Place these Tokens on the Map Territories to show their Location.
Most buildings require 1 colonist to operate it.
Place colonists in Rebellion in your Rebel Pile.
Rebels will not operate Buildings.
MILITARY UNITS
Counters are needed for each player for the 8 different Unit types:
Colonizers, Scouts, Infantry, Tanks, Planes, Ships, and Missiles
Place these Counters on the Map Territories to show their Location.
TURN SEQUENCE
Players take turns.
Each turn has 20 Phases:
1. Upkeep Phase
2. Labor Phase
3. Event Phase
4. Population Phase
5. Morale Phase
6. Taxation Phase
7. Rebellion Phase
8. Resource Phase
9. Diplomacy Phase
10. Trade Phase
11. Black Market Phase
12. Build Phase
13. Production Phase
14. Ability Phase
15. Transport Phase
16. Attack Phase
17. Plane Return Phase
18. Colonization Phase
19. Research Phase
20. End Phase
UPKEEP PHASE
Each Colonist Consumes 1 Food.
Each Basic Building consumes 1 Energy.
Each Advanced Building consumes 3 Energy.
Unfed colonists are put into your Rebel Pile.
Buildings without Energy produce nothing this turn.
Energy plants do not consume energy.
If you ever manage to have more Colonists than Housing, the
Excess colonists become Rebels.
LABOR PHASE
Distribute Colonists within a Territory to the Buildings there.
Each building requires 1 colonist to operate it.
Buildings that require no colonists include:
Housing, Laser Defense, Energy Defense
If you have excess colonists, roll 1D6 for each:
On a roll of 4+ they become Rebels.
EVENT PHASE
Roll on the Event Table:
1D6 Event: Notes:
1 Earthquake A Building in 1 Random square in 1 Random Territory is destroyed
2 Plague 1D6 Colonists in 1 Random Territory are destroyed
3 Rebellion 1D6 Colonists in 1 Random Territory become Rebels
4+ Nothing
POPULATION PHASE
Gain 1 Colonist counter for each City Center you control.
Place this colonist onto any Territory you occupy.
If your housing capacity is already at maximum, you do not get any more colonists.
MORALE PHASE
Colonists are either happy or rebels.
If you have more total colonists than Culture + Art capacity, the excess
colonists become Rebels.
If there is more Culture + Art than total colonists, then 1 Rebel is converted
back into a happy Colonist.
When discussing morale the term Total Colonists refers to Rebels + Happy Colonists.
Note that art and culture are not used up like food, energy, metal,
credits, and research; rather Art and culture are a measure of capacity like housing.
Museum complexes produce one unit of Art every turn.
TAXATION PHASE
Set Tax Rate: High, Medium, Low.
Low: Gain 1 Credit from each of your Territories and cause each
Territory to convert 1 Rebel back into a Colonist.
Medium: Gain 2 Credits from each of your Territories.
High: Gain 3 Credits from each of your Territories and cause 1 Colonist in each
Territory to become a Rebel.
REBELLION PHASE
For every 5 Colonists in Rebellion roll 1D6 (Rebellion Roll):
On a Roll of 1, destroy 1 of your Buildings, 5 Colonists, and 1 Land Force Unit.
RESOURCE PHASE
Each of your Power Plants produces Energy.
Each of your Farms produces Food.
Each of your Mines Produces Metal.
Each of your Research Facilities Produces Research.
Buildings that produce Credits from Trade may do so in this Phase or
Be used to manufacture units in production phase.
DIPLOMACY PHASE
Players may make deals with each other in this phase including
Trading resources, credits, military forces, territories, and promises.
TRADE PHASE
Players may convert Credits into Food, Metal, Energy, Research, or Art.
2 Credits can be converted into 1 unit of any other Type.
BLACK MARKET PHASE
You may have dealings with an eighth alien race: The Skirineen.
They will buy 2 units of Food, Metal, or Energy for 1 Credit each.
They will pay 2 Credits for 1 unit of Art.
You may purchase Military Units and Missiles from them for 10 Credits each.
You may purchase a Technology from them for 100 Credits.
If you deal with the Skirineen roll 1D6 (the Scandal roll):
On a roll of 6+ there is a scandal: 1D6 of your Colonists rebel.
Humans add 1 to the Scandal Roll.
BUILD PHASE
You may construct 1 Building in each territory you control.
Some buildings can only be made if you own the necessary Technology.
Note that all construction costs are in Units of Metal.
See the Building List for prices.
PRODUCTION PHASE
Some of your buildings may produce units.
There are 10 basic types of units available:
Unit Type: Cost: Attack Defense Init Move Building/Research Req:
Colonist Tokens - 1 1 1 1 City Center
Colonizers 3 1 1 1 1 City Center
Scouts (Ground Force) 2 1 1 2 2 City Center/ Electronics
Commander (Ground F.) 4 2 2 2 2 City Center/ Electronics
Infantry (Ground F.) 2 2 2 1 1 Factory
Tanks (Ground Force) 3 3 3 1 2 Factory
Planes (Air Force) 4 2 1 1 3 Airport
Ships (Sea Force) 3 3 3 1 2 Seaport
Laser Defense 5 4 4 1 - It is a Building
Missiles 2 1 - - 3 Missile Base
Costs are in units of Metal.
Ground, Air, and Sea Forces are collectively referred to as Combat Forces.
Scouts are weak versions of Infantry built in City centers.
Combat Forces, Laser Defenses, and Missiles are collectively referred to as
Military Forces (units).
Tanks, Planes, and Ships are collectively referred to as Vehicles.
Colonist Tokens and Colonizers are a non-military form of Ground Force.
A Laser Defense counts as both a unit and a Building.
1 Unit of Colonists is put into the Colonizer.
Basic Production buildings can make 1 Unit max per turn.
Advanced production buildings can make 2 Units per turn.
A Building that produced credits from trade this turn cannot be used to make units.
ABILITY PHASE
Each player may use his race’s special ability in this phase if he has one.
MISSILE PHASE
You may launch Missiles at opposing Territories in this phase.
Roll on the Missile table for each missile you launch:
1D6 Result
1-4 Miss/No Effect
5 Destroy target Military unit. Defender chooses.
6 Destroy a target Military unit. You choose.
7 Destroy a random Building
8 Destroy a target Building. You choose.
9+ Destroy any target unit or Building. You Choose.
Add one to the Roll for each Attack level your Missiles have.
Subtract 2 if the Defender has an Energy Defense Building in the Territory.
Each Laser Defense Structure in the territory may try to shoot down one incoming missile:
Roll 1D6: on a roll of 1 the Missile is shot down.
Note: When a building is destroyed, any colonist Token on it is also destroyed.
TRANSPORT PHASE
You may move units and colonist tokens in this phase.
A unit must stop upon entering a territory you do not control.
Colonist tokens may only move into territories you control.
Pay 2 Credits to move a Colonist. This is called the Transportation Cost.
ATTACK PHASE
If your units move into a Territory occupied by another player, there will be a Battle.
Play proceeds in Rounds.
Each unit of both sides gets to attack once every round.
Air Units attack before Ground units regardless of initiative.
Units with a higher initiative attack before other units of the same type.
Attacks by units with the same initiative are simultaneous.
Laser Defenses are considered to be ground units for purposes of Initiative.
When attacking a unit rolls a number of dice equal to its attack level:
For every roll of 1, a target defending unit loses 1 defense level.
A unit reduced to a Defense level of zero is destroyed.
If a plane is targeted, it will dodge the attack on a roll of 4+ on 1D6 (Dodge Roll).
The Rounds continue until one side is completely wiped out.
If the defender is defeated, all the buildings in the Territory are destroyed.
PLANE RETURN PHASE
Attacking Plane Units return to the nearest Airport or Airbase this phase.
COLONIZATION PHASE
If you have a Colonizer in a Territory not occupied by any enemy units, it may
Settle the Area: The colonizer is removed, and replaced with a
Housing Unit and a Colonist Token.
Once a colonizer has settled a territory you are in control of it.
RESEARCH PHASE
If you have 50 or more research points, you must spend 50 points to purchase a new Technology:
Draw 5 cards from the technology deck and choose one.
If you already have all of those 5, discard and draw another 5 cards.
If the deck runs out, shuffle the discard and draw from it.
END PHASE
Check to make sure all written records are complete.
OCEANS
Ocean Territories present a set of special case rules.
You control a territory if at the end of Colonization phase, you are the only player
With ships or sea structures in it.
Sea Structures include Benthic Mines, Wave Platforms, and Fisheries.
Shipyards and Hydroports must be constructed on Territories adjacent to an Ocean.
If a territory is adjacent to more than one ocean and these oceans are not
adjacent, then A port can only serve one of the oceans.
Ships occupy oceans only, they cannot enter land spaces.
If the adjacent port is destroyed, Sea structures will stop all production.
BUILDING CONSTRUCTION LIST
Building Cost Required Technology:
City Center 25 None
Colonist Dwellings 3 None
Apartment Complex 6 None
Luxury Housing 9 None
Hydroponic Farm 5 None
Food Replicator 10 Food Replication
Surface Mine 5 None
Mantle Drill 10 Molecular Bonding
Nuclear Plant 5 None
Fusion Plant 10 Nuclear Fusion
Factory 5 None
Automated Factory 10 Automation
University 5 None
Research Center 10 Chaos Computers
Cultural Center 5 None
Museum Complex 5 None
Shipyard 5 None
Hydroport 10 Shockwave Projector
Airport 5 None
Airbase 10 Neutrionic Fuel
Missile Base 5 Rocketry
Laser Defense 5 None
Energy Defense 5 Energy Deflectors
Benthic Mine 10 Ocean only; Adjacent Port
Wave Platform 10 Ocean only; Adjacent Port
Fishery 10 Ocean only; Adjacent Port
Fuel Storage 5 None
BUILDING BENEFITS LIST
Building Notes:
City Center Housing = 5; Culture = 5; Trade = 5; Build Units*
Colonist Dwellings Housing = 3; Pay 4 to upgrade to Apartment Complex
Apartment Complex Housing = 6; Pay 4 to upgrade to Luxury Housing
Luxury Housing Housing = 9
Hydroponic Farm Food = 4; Basic Farm
Food Replicator Food = 8; Advanced Farm
Surface Mine Metal = 4; Basic Mine
Mantle Drill Metal = 8; Advanced Mine
Nuclear Plant Energy = 4; Basic Plant
Fusion Plant Energy = 8; Advanced Plant
University Research = 5; Basic Lab
Research Center Research = 10; Advanced Lab
Factory Trade = 5; Build Infantry/Tanks; Basic Factory
Automated Factory Trade = 10; Build Infantry/Tanks; Advanced Factory
Cultural Center Cultural Capacity = 10
Museum Complex Art = 1
Shipyard Trade = 5; Build Ships; Basic Port
Hydroport Trade = 10; Build Ships; Advanced Port
Airport Trade = 5; Build Planes; Basic Hangar
Airbase Trade = 10; Build Planes; Advanced Hangar
Missile Base Build Missiles
Laser Defense Counts as a Military Unit
Energy Defense Missile Defense
Benthic Mine Metal = 5; Mine
Wave Platform Energy = 5; Plant
Fishery Food = 5; Farm
Fuel Storage Units in this space get Move +1
* = Colonizers, Commanders, and Scouts.
TECHNOLOGY DECK CARD LIST
Technology: Benefit:
Nuclear Fusion Needed for Fusion Plant
Synthetic Fertilizer Food production +1
Electronics Military Units Initiative +1; Needed for Scouts
Rocketry Needed for Missile Base
Metallurgy Military Units Defense +1
Fusion Cannon Vehicles and Laser Defense Attack +1
Shockwave Projector Ships get Attack +1; Needed for Hydroport
Molecular Bonding Needed for Mantle Drill
SAM Missiles Opponent’s Dodge Rolls at -1
Chaos Computers Needed for Research Center
Automation Needed for Automated Factories
Hoverway All Territories earn +2 Credits in Tax Phase
Antimatter Containment Energy Production +1; Missiles Attack +1
Energy Deflectors Vehicles Defense +1; Needed for Energy Defense
Endurium Mining Metal Production +1
Starflare Bombs Missiles & Planes Attack +1
Neutrionic Fuel Planes & Missiles Move +1; Needed for Airbase
Artificial Intelligence Factories Trade +2 & Unit Production +1
Antimatter Rifles Infantry Attack +1
Ion Weapons Missiles and Ships Attack +1
Triidium Mining Metal Production +1
Orbital Surveillance Military Units Initiative +1
Metal Replication Units cost 1 Less Metal to produce (Minimum of 1)
Cortex Scanner Research Production +1
Disruptor Beams Vehicles and Laser Defense Attack +1
Food Replication Needed for Food Replicator
Anti-Matter Deflectors Vehicles Defense +1
Sub-Space Scanner Metal Production +1
Assault Armor Infantry Defense +1
Air Cloaking Dodge Rolls +1
Ground Cloaking Tanks and Ships get to make Dodge Rolls at -1
Sensor Arrays Military Units Initiative +1; Opponent’s Dodge Rolls at -1
Transporters Planes Move +1; All Territories earn +2 Credits in Tax Phase
LINKS
Deadlock Wikipedia treatment
Deadlock II Cyberlore
DESIGNERS NOTES
I love the computer game. I still play, usually as the humans.
In most ways I tried to be true to the original, but some things I had to abstract and
Other things I took some artistic license with.
Need to get a copy of the Part II version.