SPACE INSURRECTION
INTRODUCTION
"The Universe is Mine! Mine! All Mine I tell you!"
----Lord Phallius, Space Tyrant----
PLAY ONLINE
Click here to Play Online.
MAP
Draw 10 Planets indicated by circles. Devise names for all the planets.
Make each circle large enough to hold a dozen or more chits.
The terms: Planet, World, and System are interchangeable.
SETUP
Each player starts with a base on one loyal world and 7 random Unit chits in his reserve pile.
All other worlds are neutral.
VICTORY
All Worlds loyal to your side at the end of the turn, or
Elimination of all of your opponents units from the board.
UNITS TYPE ACTIONS
Assassin EP Kill (Public Personality)-3
Security PP Kill (Espionage Personality)-3; Deploy Personality-3
Star Cruiser M Transport Troops; Attack Cruiser-3; Blockade; Bombardment-3
Troops M Attack (Troops, Rebels, Installation)-4; Control World-3; Subdue Uprising-4
Diplomat PP Incite uprising-3; Control World-3; Deploy Personality-4
Agent EP Surveillance, Spy-4; Deploy (Personality, Rebels)-3
Sabateur EP Sabotage (Military unit)-3; Sabotage (Installation)-4
Governor PP Recruit-5; Deploy (Personality, Troops)-5; Subdue Uprising-3
Rebel Leader EP Deploy (Rebels)-5; Incite uprising-4
Rebels M Attack (Troops or Installation)-3, Incite uprising-3; Deploy Rebels-4
Base MI Deploy (Troops, Star Cruiser, Installation)-5
Force Field MI Planet Immune to Bombardment
Ion Gun MI Attack Star Cruiser-3
Loyal World --- Recruit-5; Deploy Base-4; Deploy Personality-4; Repair-2
Worlds are part of the Map.
TYPES: PP = Public Personality Unit; EP= Espionage Personality; M = Military Unit;
MI = Military Installation
TURN SEQUENCE
1-Recruit Phase
2-Blockade Phase
3-Surveillance Phase
4-Movement Phase
5-Action Phase
COUNTERS
Each player needs a set of 10 "Loyal World" counters of a color unique to that player.
Each player needs a set of 30 blank "Identification" counters of a color unique to that player.
Identify your units by placing your Identintification counters under them.
RECRUIT PILE
Chit Mix: Make 10 of each unit type. Force Fields & Ion guns only 5 each.
Include 1 or 2 each of each of the special chits.
When making chits write the name of the unit and an identification number #1-10.
RECRUIT PHASE
Draw 1 chit from the recruit pile per successful recruit attempt by
Loyal Planet and Governor (on a loyal planet) you control.
Only 1 governor per planet gets this benefit.
If the planet is blockaded by enemy Star Cruisers the ability of
Loyal Planets and Governors becomes Recruit-3.
Worlds disrupted by bombardment cannot recruit.
Governors on worlds disrupted by bombardment cannot recruit.
Recruited chits go into your reserve pile.
Neutral worlds and worlds with uprisings do not recruit chits.
You can have a maximum of 7 chits in your reserve before you
must discard back to the recruit pile.
BLOCKADE PHASE
Star cruisers may declare they are blockading the world they currently orbit.
SURVEILLANCE PHASE
Non-wounded Agents have two different actions they may take:
1. Observe-2 an opponents reserve pile.
Observe-2 means that the observation succeedes on a roll of 1-2 on D6.
2. Observe-2 an enemy unit. If successful,
The controlling player must declare that units' movement orders immediately.
The agent gets observe-4 if he is in the same system as the unit.
MOVEMENT PHASE
All players write down movement orders for all of their units.
A unit can move to any world on the map from any other world.
Blockading Cruisers may not move.
Players reveal their orders.
Example Order: Move Agent#3 to Cassiopia.
Players move their units. All movement is considered simultaneous.
Rebels, Ion Cannons, Shields, and Bases do not move (Rebel Leaders may move).
Troops can only move if a Star cruiser transports them.
Example Order: Move Star cruiser #1 and Troops#2 to planet Jungla.
Units not given written orders do not move.
Smugglers rule:
Every enemy personality trying to get on or off a blockaded world
must roll D6: On a roll of 1-2 they are destroyed.
Disrupted & wounded units may move.
ACTION PHASE
Wounded Personalities can take no other action except heal
Disrupted units, installations, and worlds can take no other action except repair.
Conduct all the actions on one planet before moving to the next.
Go in Alphabetical order by planet.
Players with units on the World take turns.
In a turn, one unit takes one action.
The Player with more units in the System goes first.
Blockading Cruisers may not do any further actions.
Worlds disrupted by bombardment cannot deploy.
Units on worlds disrupted by bombardment cannot deploy.
Governors may only deploy on loyal Worlds.
A unit may only attempt to control a world if no enemy troops are present.
An agent that acted in surveillance phase may not act in this phase.
Wounded/disrupted units that are wounded/disrupted again
are eliminated.
DETERMINING ACTION SUCCESS
All actions are written in the form: Action-X
For example: Sabotage-3
This means the sabotage action is successful on a roll of 1-3 on D6.
Sabotage-4 means the sabotage action is successful on a roll of 1-4 on D6
EXPLANATIONS OF UNIT ACTIONS
Actions can only be taken against units in the same system.
A unit may only undertake one of the following actions if the action is
listed in the units description.
ACTION SUCCESS
Deploy Put target chit from your reserve pile into same system
Attack Roll D6: on 1-4 Target Destroyed; on 5-6 Target Disrupted
Kill Roll D6: on 1-3 Target Killed; on 4-6 Target Wounded
Sabotage Roll D6: on 1-2 Target Destroyed; on 3-6 Target Disrupted
Bombardment Target Military Units/Installations; Roll D6: 1 = Destroyed; 2-6 = Disrupted
Bombardment Target a Worlds Industry. The World becomes Disrupted.
Heal Remove Wounded result from personality. All personalities have Heal-3
Repair Remove Disrupted result from unit. All nonpersonality units have Repair-3
Control World World (not in Uprising) becomes loyal to your side.
Incite Uprising The world becomes Uncontrolled and Hostile to all players
Indicate with an 'Uprising' marker.
Subdue Uprising Remove 'Uprising' marker, World becomes loyal to your side.
Spy All further actions this turn against target of espionage are at +1
to the success roll For example: Kill-3 becomes Kill-4; Only 1 such
bonus allowed vs target.
INSTALLATIONS
Only one of each type of Installation can be deployed on a world.
GAINING CONTROL OF WORLDS
Only Diplomats & Troops can gain the loyalty of worlds.
The world must first be rid of all enemy Troops & Installations.
Once a world becomes loyal to you, put any rebels on it you control into your reserve.
You cannot Deploy rebels onto a world you control.
OPTIONAL SAMPLE SPECIAL CHITS
Betrayal- Play as an action. Gain control of target personality.
Sabotage- Play as an action. Automatic success. Any Military target.
Deploy Rebels- Play as an action. Automatic success. Any target planet.
Careful Planning- Personality gets an extra Action this turn.
Tactical Superiority- Military unit gets an extra Action this turn.
Assassination- Play as an action. Automatic success. Any target Personality.
Quick Recovery- Play as an action. Target unit healed or repaired.
Deploy Personality- Play as an action. Automatic success. Any target planet.
Incite Uprising- Play as an action. Automatic success. Any target planet.
Subdue Uprising- Play as an action. Automatic success. Any target planet.
Diplomacy- Play as an action. Automatic success.
Any target neutral planet comes under your control.
GAME DESIGNERS NOTES
Similar to Emporex but cleaner & more elegant.
Its like getting to be both the rebels & the evil empire.
Special thanks to Lorenzo Hernandez & Dan S. for pointing out several
flaws in the rules (which have been "fixed")
COUNTERS & PLANET MAPS
The following amazing sets were created by David Ashton:
david.ashton@cheshdatasys.co.uk
David has also made counters and cards for Stratastar.
To view the Planet Maps at David's site:
Click here for Planets 1-5
Click here for Planets 6-10
Download Insurrection Counters