Welcome in the Explorer Foundation!
Soon, you, the lucky one out of thousands of applicants, will board the newest and best outfitted starship and explore the galaxy!
Planets teeming with life, asteroids rich in valuable minerals! New civilizations, friendly aliens and savage space pirates!
Your goal? To explore the galaxy of course! And, to gain us 5000 credits (or more!) so we make a profit out of this project. If you succeed, we will grant you pleasurable life until the death of your grandsons!
But if you fail, do not worry - our chairs at call centers are very comfy! We've calculated that you will need only 28 years and 5 months until you repay all the costs we made for your failed journey.
So, are you ready!?---
Hello hello. Another forum game, and yet another sci-fi related. I blame Star Trek. This one is board-game-thing.
Basically, you have to gain 5000 credits to win the game. We will have a (crudely) drawn game board.
The rules aren't very complex and playthrough is quite simple. Amount of players is
4.
Name: obvious :v
Ship's class: Scout/Cargo/Escort
Ship's name: No cursing please
That above is all that player needs, the rest is filled, edited and maintained by GM.
Ship bonuses:
-
-
-
Credits: 0
Scientist:
Installed modules:
-
-
Cargo Bays:
Cargo Bays: how many sellable things (Lifeforms/Minerals/Artifacts) you can hold on your ship. If your cargo bays are all full, you need to return to Spaceport to sell them to the foundation representative.
Engine: The roman number equals amount of tiles that the ship can move during each turn.
---
Scout, Odysseus-class:
6 Cargo Bays
Engine: Mark VI
Cargoship, Hercules-class:
16 Cargo Bays
Engine: Mark III
Escort, Achilles-class:
10 Cargo Bays
+1 to Rolls during combat (events/pvp)
Engine: Mark IV
During your visit at Spaceport, you can buy Ship Modules and hire Scientists.
Each Module costs 400 Credits and can be sold back to Spaceport for 200 Credits.
Each Scientists costs 200 Credits, but you won't regain any Credits if you drop him off your ship.
All ships can have maximum of 2 Modules.
Escorts and Scouts can hire 1 Scientist, whilst Cargoship have space to accomodate for 2 Scientists.
Modules of the same type accumulate their effects, so two Biomass Detectors give you two 50% chances to get extra Lifeforms, two Plasma Turbines give +2 to ship speed, etc (the only module that doesn't work like this is obviously Shielding Array module).
Scientists do not accumulate their effects in any way.
---MODULES---
Laser Output Enhancer: +1 for Rolls during combat (events/pvp)
Biomass Detector: +50% chance to find additional Lifeform
Honeycomb Cargo Hold: +4 Cargo Bays
Mineral Trace Scanner: +50% chance to find additional Mineral
Plasma Enriching Turbine: +1 Engine Mark
Radiation Shielding Array: Protects Ship from all harmful radiation
Technological Residue Finder: +50% to find additional Artifact
---SCIENTISTS---
Biologist: Shows approximate worth of all Lifeforms on the ship. +10 extra Credits whilst selling Lifeforms at Spaceport.
Geologist: Shows approximate worth of all Minerals on the ship. +10 extra Credits whilst selling Minerals at Spaceport.
Physicist: Shows approximate worth of all Artifacts on the ship. +10 extra Credits whilst selling Artifacts at Spaceport.
The map has four Spaceports, at each corner of the map. This is where you start the adventure and where you will ultimately end it - there's no death event for you. By the Law 185/2187AD, combat between two Explorers at Spaceports is prohibited.
There are two different 'sets' of Events - Planetary Exploration and General Events. Tiles with orange diamonds give a roll from both sets, and tiles with purple diamonds give a roll only from General Events set.
You don't have to 'activate' an event once you step on the tile - only several events are 'must do', and those are mostly space combat events, like pirate raids.
On the board, Players are represented by octagonal pawns. Each player have different color - Red, Green, Blue, and Pink.
Caveats:
You cannot re-roll for Event on the same tile next turn. This is to prevent 'farming/camping' a tile for continuous event gain.
There are 2-4 special event tiles, the Subspace Tunnels - represented as blue-ish 'archery targets'. Once you step on Tunnel tile, you can instantly warp onto any other Subspace Tunnel tile on the map, but you cannot move afterwards, no matter how many tiles you have traversed this turn.
When two players meet on the same tile, Combat happens. Two rolls are done for both players (ship/module bonuses added). The player with lesser roll loses the battle and needs to spend 2 turns to repair his ship.
The victor also can take up to 2 Lifeforms/Minerals/Artifacts from the loser
The game is divided into Turns. During a Turn, the players move on the board.
If an event calls for players' decision, a 'Half-Turn' happens. Said Half-turn continues until all events are resolved for all players. After Half-Turn is finished, new Turn is announced and Players can move on the board again.
---
That be all for now. I have to finish up events and planets and map, so if anything, we will start
tomorrow at the morning.
1. (Red)
Name: Rich Varnham
Ship's class: Cargo (Hercules)
Ship's name: Gemspitter Toad
Ship bonuses:
-16 Cargo Bays
-Engine: Mark III
-
Credits: 0
Scientist:
Installed modules:
-
-
Cargo Bays: 16/16
2. (Green)
Name: Tiakath Ador
Ship's class: Cargo (Hercules)
Ship's name: Boatmurdered
Ship bonuses:
-16 Cargo Bays
-Engine: Mark III
-
Credits: 0
Scientist:
Installed modules:
-
-
Cargo Bays: 16/16
3. (Blue)
Name: Neer Dell
Ship's class: Scout
Ship's name: "The Nixitar"
Ship bonuses:
-6 Cargo Bays
-Engine: Mark VI
-
Credits: 0
Scientist:
Installed modules:
-
-
Cargo Bays: 6/6