SECTOR CONTROL
INTRODUCTION
Board and Card game for 2-4 players.
Space Conquest Theme.
VICTORY
The first player to amass 500 Victory Points (VP) is the winner.
SECTOR MAP
The map is a 6 X6 grid composed of 36 Tiles.
Tiles are also referred to as Sectors and Spaces.
There are 9 types of Tiles and 4 Copies of each:
1. Economic Sector OOTSG Economic Bonus +1 FECP
2. Research Sector OOTSG Research Bonus +1 FECP
3. Military Sector OOTSG Military Bonus +1 FECP
4. Espionage Sector OOTSG Espionage Bonus +1 FECP
5. Exploration Sector OOTSG Exploration Bonus +1 FECP
6. Culture Sector OOTSG Cultural Bonus +1 FECP
7. Logistics Sector OOTSG Hand Size +1 FECP. Also Draw Bonus +1
8. Strategic Sector OOTSG +2 VP in Control Phase FECP
9. Hazard Sector No one may build Colonies in this Sector
OOTSG = Owner of this Sector gets
FECP = For each Colony Present in the Sector.
Sectors that share a side are adjacent. Sectors diagonal to each other are not adjacent.
COLONY COUNTERS
Each player get a set of counters of a unique color.
These represent his colonies.
Colonies can be built and destroyed, but they cannot be moved.
OCCUPATION AND CONTROL OF SECTORS
If you have at least 1 Colony in a sector you are said to occupy it.
If you have more Colonies in a sector than any other player, you are said to
Control it. The terms own and dominate can also be used.
If 2 or more players occupy a sector and no one controls it, the
Sector is said to be disputed.
VICTORY POINTS
Players record VP they accumulate with paper and pencil.
CIVILIZATION ATTRIBUTES
Players have levels in 6 attributes:
Exploration
Economics
Culture
Military
Espionage
Research
Players start with a base level = 0 in each attribute
Use paper and pencil to keep track of attribute levels
DICE
Six sided dice (D6) are needed
SETUP
To set up the Map, shuffle the tiles and randomly draw them out of a pile
One at a time, forming a 6 X 6 grid one row at a time.
Hazard Spaces may not occupy corners.
Each player starts with 3 Colonies in one corner Sector of the Board.
Each player rolls 6 times on the Random Advance Table
Each player selects a colored set of colony counters.
Each player names his race/civilization.
Players roll high on 1D6 to see who goes first
RANDOM ADVANCE TABLE
1D6 Attribute Level Increase:
1 Exploration +1
2 Economics +1
3 Culture +1
4 Military +1
5 Espionage +1
6 Research +1
TURN SEQUENCE
Players take turns
Each turn has 5 phases:
1. Logistics Phase
2. Trade Phase
3. Action Phase
4. Control Phase
5. End Phase
LOGISTICS PHASE
Draw 3 cards from the top of the deck and add them to your hand.
If the deck ever runs out, shuffle the discard and draw from it.
Occupation of Logistics Sectors allows you to draw 1 extra card for
each such Sector you occupy.
TRADE PHASE
All players may trade cards with each other.
Limit this to 2 minutes.
ACTION PHASE
You may make one or more Melds.
A meld consist of two or more cards with the same Attribute (plus your level
In that attribute) giving a combined level of 20 or more.
(For example: Lets say you are trying to make a Military Meld:
You have a Military level = 5 and you have the Empire card = 10 and
The Fleet Action card = 8 for a combined score = 23)
Discard the cards of a Meld after it is made.
EXPLORATION MELD
An Exploration meld lets you put a new colony in a Sector where you do not
Already have a colony. It must be adjacent to a sector you already occupy.
ECONOMICS MELD
An Economics Meld will allow you to gain an extra Colony in any one
Sector you already occupy.
There is no limit to the number of colonies that may be in one sector.
MILITARY MELD
A Military meld will destroy all enemy colonies in any one
Sector you occupy or in a Sector adjacent to a Sector you occupy.
Remove those colonies from the Board.
To prevent this, your opponent may immediately play a Card-only defensive
Military Meld with a level of 8 or higher.
Alternatively, you can use a Military Meld to transport 1 Colony to
an adjacent sector. You may both move the colony to a sector you
don't already occupy and you may completely abandon one you do.
CULTURAL MELD
A Cultural Meld will cause you to take control of one enemy colony in
Any one sector you occupy. Remove the colony counter and
Replace it with one of your own.
To prevent this, your opponent may immediately play a Card-only defensive
Cultural Meld with a level of 8 or higher.
Alternatively, a Cultural Meld can be used to gain 5 Victory Points.
RESEARCH MELD
A Research Meld allows you to make 1 roll on the Random Advance Table.
These rolls permanently increase your levels in those Attributes.
ESPIONAGE MELD
An Espionage Meld will allow you to make one roll on the Espionage Table.
To target an opposing player, you must share at least 1 sector with him.
To prevent the results of an Espionage Roll, your opponent may immediately
Play a defensive Espionage Meld with a level of 12 or higher.
Alternatively, an Espionage Meld can be used to search the deck for any one
Card, and put it in your hand.
ESPIONAGE TABLE
1D6 Action Notes
1 Infiltration Look at opponent’s hand and steal 1 card of your choice
2 Compromise Opponent must discard his entire hand
3 Neutralize Opponent must skip his next Action Phase
4 Insurrection Steal 1 target Colony (Like a Cultural Meld)
5 Sabotage Destroy 1 target Colony anywhere
6 Secret Agenda Draw 4 Cards
CONTROL PHASE
Gain 1 VP for every Colony you own.
Gain 2 VP for every Sector you occupy.
Gain an additional 1 VP for every Sector you dominate.
END PHASE
Max hand size is 8 cards.
Max Hand size is increased by 1 for each colony you have in a Logistics Sector.
Discard excess cards.
CARD LIST NOTATION
X = Exploration
E = Economics
C = Culture
M = Military
S = Espionage
R = Research
SECTOR CONTROL CARD LIST
Card Name Type Value
Long Ranger Sensors X 3
Active Scanners X 4
Jump-Drive Cartography X 5
Robotic Probes X 6
Expedition Team X 7
Colony Ship X 8
Terraforming X 9
Star Gates X 10
Space Marines M 3
Drop Troops M 4
Space Cruisers M 5
Space Carriers M 6
Battle Star M 7
Fleet Action M 8
Stellar Invasion M 9
Empire M 10
Psycho-Social Engineering R 3
Bio-Genetic Engineering R 4
Quantum Metallurgy R 5
Astrophysics R 6
Artificial Intelligence R 7
Nano-Technology R 8
Psionics R 9
High Energy Physics R 10
Mining Robots E 3
Industrialization E 4
Trade Routes E 5
Luxury Goods E 6
Universal Banking E 7
Xeno Merchandizing E 8
Interstellar Bazaar E 9
Galactic Stockmarket E 10
Ambassadors C 3
Artistic Achievements C 4
Xeno Politics C 5
Diplomatic Alliance C 6
Federation C 7
Cultural Supremacy C 8
Hegemony C 9
Assimilation C 10
Micronization S 3
Hyper Encryption S 4
Security Systems S 5
Surveillance Techniques S 6
Stealth Technology S 7
Holographic Disguise S 8
Spy Networks S 9
Super Agents S 10
Weapon Merchants EM 2
Space Rangers XM 2
Astroguard CM 2
Contact Experts CX 2
Trade Delegation CE 2
Space Traders XE 2
Survey Ships RX 2
Cyber Commandos MS 2
Space Scouts XS 2
Industrial Spies ES 2
Imperial Agents CS 2
Technocrats RC 2
New Products RE 2
Prototype Weapons RM 2
Experimental Gadgets RS 2
AUTOMATIC MELDS
If by Research bonuses and colony bonuses alone you have a total bonus of
20 or more in an attribute, you get 1 automatic Meld every turn for that
attribute. Bonuses above 20 apply to a second Meld each turn.
For example if you were +25 in Espionage, you would get 1 automatic
Espionage Meld each turn and +5 towards a second Espionage Meld each turn.
LINKS
Sector Tiles Prototypes by Jimmy