SPACE BASE






INTRODUCTION
Players control rival commercial colonies on a small piece of stable crust on a volcanic moon.

EQUIPMENT
The map is a 10 x 10 grid. 
Map spaces must be large enough to hold a card.
Two ten sided dice are needed.
Each player will need a set of colored control tokens.
Paper & pencil to keep tract of Credits.
The deck consists of 120 cards

SETUP
Each player starts with 50 credits.
Each player begins with one Outpost card.
Players place their Outpost cards in opposite corners, within 2 spaces of the corner space.

TURN SEQUENCE
Players take Turns. Each Turn is divided into several Phases.
When each player has taken a Turn, that is the end of the Round.
1. Transfer Phase
2. Repair Phase
3. Meteor Phase
4. Production Phase
5. Control Phase
6. Draw Phase
7. Build Phase

TRANSFER PHASE
By playing (discarding) a Transfer card a player may:
1. Move a site he controls to any other space adjacent to a site he also controls, or…
2. Switch the location of any two site cards he controls.

REPAIR PHASE
Repair sites damaged by meteors.
Pay 1 credit to remove 1 point of damage.

METEOR PHASE
Each turn a meteor hits a random space.  (How convenient)
Roll two ten sided dice to determine the X and Y axes.
If the space contains an installation, it receives 1D10 points of Damage.
Damaged sites are considered to be "defunct".
Empty spaces and resource spaces are unaffected.
Shield generators and installations adjacent to shield generators are unaffected.

PRODUCTION PHASE
Some installations produce income (credits).
If an installation meets all of its functional requirements, then it is functional and produces income.
If an installation cannot meet all of its functional requirements, then it is considered defunct.
Defunct sites produce no income.
For example, a Spaceport must be adjacent to a Colony, a High tech industry, and a Power source.
To be functional, all of the adjacent required sites must also be functional.
Installations may meet requirements using adjacent sites controlled by opponents.

CONTROL PHASE
By playing (discarding) a Control card a player may:
1. Replace the control marker on an opponents site with one of your own markers.
The target site must already be adjacent to one of your sites. Or….
2. Look at opponents hand and steal one card.

DRAW PHASE
Draw one card.
If a player has 9 or more cards in his hand he must discard down to 8 cards.

BUILD PHASE
A player may place one or more "site" cards onto the map.
One site card per space.
A site may be placed in an empty space orthogonally adjacent to a site you control.
Place one of your control markers onto any site you place.

RESOURCE SITES
There are three types: Metals, Radioactives, Ice + Organics.
These are called resources or ores.

EXTRACTORS
These mine raw materials from all adjacent resource sites, even resources of different types.

OUTPOST
Each player starts the game with one of these.
Outpost cards are removed from the deck before play.
Outposts are power sources.
Outposts are also extractors.

REFINERIES
These process the raw ores collected from all adjacent extractors, even resources of different types.
To be functional these must be adjacent to an extractor, which is adjacent to any resource site.

SOLAR PANEL ARRAY
These catch solar energy that can power all adjacent installations.

GEOTHERMAL PLANT
These catch geothermal energy that can power all adjacent installations.
To be functional these must be adjacent to a volcano site. 

VOLCANO
These are not considered to be resource sites.
In build phase these may be placed in any empty space.

REACTOR CORE
These produce nuclear energy that can power all adjacent installations.
To be functional these must be adjacent to a refinery, which is adjacent to an extractor, which is
next to a Radioactives resource site.

FACTORY
These are producing manufactured goods.
To be functional these must be adjacent to a refinery, which is adjacent to an extractor, which is
next to a Metals resource site.

HYDROPONIC DOME
These are producing food, water, and Oxygen.
To be functional these must be adjacent to an extractor, which is next to an Ice + Organics resource site.

COLONY
These contain relatively large populations of enterprising colonists.
To be functional these must be adjacent to a hydroponic dome.

TRANSPORT HUB
All sites adjacent to the hub are also considered to be adjacent to each other.
This applies only to people and materials.
This system does not transmit power or shielding.

RESEARCH STATION
These are studying the local geology, biology, meteorology, and astronomy.

SHIELD GENERATOR
The generator and all adjacent sites are immune to meteor hits.

HIGH-TECH INDUSTRY
These are producing sophisticated electronics, vehicles, computers, robots, etc.
To be functional these must be adjacent to a Colony, and a Factory

BIO-MED LABS
These are producing new drugs derived from the native life-forms.
To be functional these must be adjacent to a Colony, and a Research Station

SPACE PORT
Centers of trade and commerce.
To be functional these must be adjacent to a Colony, and either a High-Tech Industry or Bio-Med Lab


CARD LIST
# = The number of that type of card in the deck.
Income = Credits produced in Production Phase
I = Installation site
IP = Installation site that produces power
R = Resource site
V = Volcano site
A = Action Card
#	Name			Type	Income	Requirements		
4	Outpost			I	1	None, Produces Power, Functions as Extractor
8	Volcano			V	0	None
9	Metal 			R	0	None
6	Radioactives		R	0 	None
9	Ice + Organics		R	0	None
8	Extractor		I	1	Power, Resource sites
8	Solar Panels Array	IP	0	None; Produces power
6	Geothermal Plant	IP	0	Volcano; Produces power
4	Refineries		I	2	Power, Extractor (Any Ore)
4	Reactor Core		IP	3	Refinery (Radioactives); Produces power
5	Hydroponic Dome	        I	2	Power, Extractor (Ice + Organic ores)
5	Factory			I	3	Refinery (Metals)
4	Transport Hub		I	0	Power
4	Shield Generator	I	0	Power
4	Research Station	I	1	Power
4	Colony			I	3	Power, Hydroponic Dome
3	High-Tech Industry	I	4	Power, Colony, Factory
2	Bio-Med Labs		I	4	Power, Colony, Research Station
2	Space Port		I	5	Power, Colony, High-Tech Industry or Bio-Med Lab
10	Transfer		A	-	Play in Transfer Phase
10	Control			A	-	Play in Control Phase

END OF GAME
The game ends when the last card is drawn from the deck.

VICTORY
The player with the most credits at the end of the game is the winner.







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