SPACE SWARM
INTRODUCTION
2-4+ player board & card wargame.
Each player controls an Advanced Spacefaring Alien Civilization
VICTORY
There are 2 ways to Win:
1. Control all the Star Cluster spaces in play
2. Occupy the most spaces when the deck runs out.
THE BOARD
Use a Hex grid.
Each Hex (space) has a terrain type.
Randomly distribute the following terrain types (roll 1D20):
1 – Alien Ruins – First visitor here gets to draw 1 card
2 – Star Cluster – A Race occupying this space gets Production +1
3 – Nebula – Stacks in this space get Defense +1
4 – Super Nova – Stacks may not enter or move through this space
5 – Black Hole – A stack entering this space must stop
6 – Dark Matter – Enemy Stacks in this space may be passed through
7 – Quasar – Any Stack that ends its turn here has 1 Fleet destroyed
8 – Worm Hole – Any Stack in this space may move to any other Wormhole
9 – Asteroid Field – Stacks in this space get Attack +1
10+ - Deep Space – No effects
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PIECES
Each player starts with a set of counters of a unique color or design.
The counters are called Fleets.
A stack of Fleets in a space is called a “Stack” or “Armada”.
When referring to all your Fleets use the term “Race”.
ATTRIBUTES
Your Race has the following six basic attributes (traits):
Initiative, Attack, Defense, Movement, Production, Strategy
Each Race has a base Attack value = 1
Each Race has a base Defense value = 1
Each Race has a base Movement value = 1
Your Race has a base Production level = 1
Your Race has a base Strategic level = 1
Your Race has a base Initiative level = 1
The Attack value is how much damage a Fleet can inflict in attack phase.
The Defense value is how much damage a Fleet can take before being destroyed.
The Movement value determines how many spaces a Fleet (or stack) may move.
The Production Level is the number of new Fleets you get each turn.
The Strategic Level is how many stacks or partial stacks you may move per turn.
The Initiative level determines which stack attacks first in Attack Phase.
As you gain cards, the values of your attributes will increase.
Certain terrain types will give attribute bonuses to your Race or occupying stacks.
THE DECK
Players share a common deck.
There are 2 Types of cards:
Technology cards and Event cards.
Technology cards are played in Research Phase only and stay in play.
Event cards are played in other Phases and are discarded when played.
The bonuses/effects of Event cards last only the current Phase.
The deck contains one of each card described in the card list.
SETUP
Each player starts with three Fleet counters on one Cluster space.
Players should start in opposite corners (or as far apart as possible).
Each player draws 2 cards.
If a player has no Technology cards in his draw it is a Mulligan:
He reveals the cards, discards them and draws 2 new cards.
TURN SEQUENCE
Players take turns.
A round is when all players have had a turn.
Turn order is determined at the beginning of a round in the Round Bid.
Each player's turn has 5 phases:
1. Development Phase
2. Production Phase
3. Move Phase
4. Attack Phase
5. Research Phase
ROUND BID
In the first round, a random player goes first followed by
the other players going clockwise around the table.
In later rounds the player with the highest Initiative picks his
place in the turn order of the round.
For example: If there are 4 players, the high Init can pick to take his turn
either first, second, third, or fourth in the Round and this cannot be
overturned by another player later in the Round Bid.
This is followed by the player with the next highest initiative and so on.
If Initiative is tied the race with the highest Strategic Level picks next.
If Strategic Level is tied the highest Movement rating picks next.
If Movements are tied go in clockwise order.
Record current Turn Order so no one forgets.
DEVELOPMENT PHASE
Place one Technology card from your hand face up on the table in front of you.
Your race immediately gets the ability or attribute bonus indicated on
the card you just played.
These Technology cards remain in play permanently.
Max hand size is 2+ your Strategic score.
Discard excess cards.
PRODUCTION PHASE
Gain a number of new Fleet counters equal to your Production attribute.
Place the new Fleets on top of your existing stacks.
MOVE PHASE
You may move up to a number of stacks equal to your Races Strategic level.
This includes partial stacks if you are breaking up a larger stack.
A stack may be moved up to a number of spaces equal to your Races Move trait.
You may move your stacks into (but not through) spaces occupied by enemy stacks.
2 or more of your stacks in the same space at the end of the
phase will automatically combine to form 1 stack.
As a Stack Moves, it may pick up or drop off Fleet counters (same player's) in
the spaces it moves into/through.
On a turn, a given Fleet counter may not move a total number of spaces greater
than that controlling player's move trait.
ATTACK PHASE
If two or more opposing stacks occupy the same space, they will fight.
The Stack with the highest Initiative Attacks first.
Attacks by Stacks with the same Initiative are simultaneous.
If there is more than one opposing stack present choose one to target.
Each stack inflicts damage = The Races Attack Value x The number of Fleets in the Stack.
A Fleet can take as much damage as its Defense value before being killed.
Excess damage not enough to kill a Fleet is ignored.
The phase may end with stacks from more than 1 player occupying the same space.
EXAMPLE OF COMBAT
Joe’s Race has a total Attack = 1 and Defense = 1
Ron’s Race has a total Attack = 1 and Defense = 2
Ron has a stack of 3 Fleets & Joe has a stack of 5 Fleets in the same space.
Ron inflicts 3 damage, so 3 of Joe’s Fleets are killed.
Joe inflicts 5 damage, so 2 of Ron’s Fleets are killed.
(Each of Ron’s Fleets can take 2 damage: it would take 6 damage to kill all 3)
RESEARCH PHASE
Draw 2 cards from the deck and put them in your hand.
If no cards remain, the game ends.
USING TECHNOLOGY CARDS AS EVENT CARDS
You may at any time during your turn or another players turn discard an
Technology card from your hand to give your Race the indicated
Bonus/Ability for the remainder of the current turn (or Bid).
COMMON DECK CARD LIST
Card: # Type:
Attack +1 7 T
Defense +1 7 T
Movement +1 7 T
Strategic +1 7 T
Production +1 7 T
Initiative +1 7 T
Attack +2 2 E
Defense +2 2 E
Movement +2 2 E
Strategic +2 2 E
Production +2 2 E
Initiative +2 2 E