
7th edition Copyright 1976, 1977, 1978, 1981, 1988 by Flying Buffalo Inc
"Starweb" is a registered trademark of Flying Buffalo Inc and is not to be used without permission.
This game was specifically designed to be moderated/refereed by Flying Buffalo Inc, and these rules are provided only to assist players in games run by Flying Buffalo Inc. The right to run this game for others is reserved for Flying Buffalo Inc and no one else may do so without written permission from the publisher.
CONTENTS
1. HISTORICAL BACKGROUND
You are the sole ruler of a planet of beings who have
just started to explore space. The first landing on your
nearest planetary neighbor has recently stirred up
tremendous excitement. The exploration team discovered
definite and extensive evidence of an ancient civilization.
One area appears to have been a large spaceport, operated by
a self-repairing computer.
After considerable effort, your scientists manage to
communicate with the computer. It is determined that the
space port is part of a large transportation network (called
"The Web") which connects 255 star systems by means of an
almost instantaneous transfer system. (Note: it has been
determined that there is rarely more than one usable world
in a star system. Therefore, for the rest of this
description, "star system", "world", and "planet" should be
considered interchangeable words.)
Within this space port, your scientists have found five
devices, called "keys", which make transportation possible.
When attached to a fleet of your multi-purpose spaceships, a
key allows the whole fleet to travel through the "gate" to
another star system. Unfortunately, the part of the computer
which contained the map of the "Web" has been removed. The
only star systems you know of are those which are directly
connected to yours. In order to find out how to get to the
other stars, you will have to send exploration fleets
through the gates. You have noted that both the keys and the
gates are indestructible, and that the race of beings which
built the system has been gone for thousands of years.
2. INTRODUCTION
Don't let the length of these rules scare you. Most of
the final parts of the rules are devoted to finer points of
strategy, which can be ignored for the time being. As a
beginner, first concentrate on Section 3, "How to Play the
Game", and Section 4, "The Character Types". Also, please
don't be intimidated by all the codes which must be given in
order to explain your moves to the computer. These are
merely abbreviations to make it easier and quicker to
explain EXACTLY what you wish to do. (W=World, F=Fleet,
U=Unload, A=Attack, S=Scrap, and so on.)
The object of StarWeb is to accumulate the most
"victory points" during the game. Each player will get
victory points for different things, as described in Section
4, "The Character Types".
3. HOW TO PLAY THE GAME
When you receive your first turn, you should find a
copy of the latest "House Rules" (about two pages long)
describing the latest procedures for making address changes,
asking questions, paying for your game turns, and so forth.
Please keep a copy of the House Rules with your game files,
and if you receive one with a later date, read the new one
and replace the old. We have thousands of turns coming in
every two weeks, and we want to process them all with as few
errors as possible. Therefore, it is very important that
people follow the instructions. You should also find in your
first turn a blank turn sheet and a short computer printout.
The first line of the computer printout will read:
"ACCOUNT #9999". Your Flying Buffalo account number will
appear within this space. Please mention this number in ALL
transactions with us (payment to account, address changes,
questions, resignations, errors, etc). You will also find
the date the turn is due back to us stamped on the first
line.
The next line on your printout will say: "Game SW-555".
That means you are in game 555. Please mention the game
number if you have any specific questions or problems with
this game. You can be in more than one game if you wish, and
we have many games going simultaneously. Your account number
is always the same, but each different StarWeb game that you
join will have a different game number.
The third line of your printout might say something
like: [TERRAN]=Empire Builder. This means that your code
name is TERRAN (and all the worlds and fleets that you own
will be identified by the name TERRAN), that your character
type is EMPIRE BUILDER (more about this later).
The next section will total up your current score, and
all your assets (worlds, keys, ships, etc). This will be
very useful later in the game.
The next line (or group of lines) might look something
like this:
W75 (5,12,86) [TERRAN] (Industry=30, Metal=30, Mines=2,
Population=50, Limit=100, Turns=1, I-Ships=1, P-Ships=1)
This all means that your homeworld is world number 75,
that the three worlds directly adjacent to your homeworld
are worlds #5, #12, and #86; that this world belongs to
TERRAN (you); that you have 30 industry, 30 metal
stockpiled, your mines produce 2 metal per turn, your
current population is 50 and your maximum population is 100;
the "Turns Owned Number" is one (more about this later); you
have one I-SHIP and one P-SHIP guarding your planet; and
that your five keys are numbered 3, 70, 102, 119, and 133.
(There are two hundred and fifty five keys per game; each
has a unique number from 1 to 255.)
The first thing you will want to do is build with your
industry. The first part of a world's description is the
number of industry on the world. Most worlds will have
little or no industry. Each industry can build something
every turn as long as there is a metal stockpiled and a
population available to operate the industry. Notice that
you have 30 industry, 30 metal, and 50 population. You
always build with the SMALLEST of these three numbers. You
cannot build with metal that is not already stockpiled.
Later on in the game you will see worlds with TWO industry
numbers such as: "Industry=30/2". This means that although
the world has 30 industry, only two of them can build this
turn. (Usually because there is not enough metal.) On Turn
1, you can build with all 30 industry. Let's say you want to
put ten ships on Fleet 3, ten on Fleet 70, eight on Fleet
102, and one each on Fleet 119 and Fleet 133. Your orders
would be as follows:
W5 (18,75,66,103) [TERRAN] (Captured, Metal=5, Mines=5,
Population=10, Limit=20, Turns=1)
Now you have two choices. You can have the keys explore
two new worlds, or you can have one key carry the 5 metal
back to your homeworld, and the other one explore a new
world. It is probably better to explore (and most likely
capture) two new worlds, but we'll also show you how to
carry metal back to your home world. You will also notice
that this turn at your home world you still have 30
industry, and now you have 55 population, but you only have
2 metal. (You produced them from your mines this turn.)
Since you can build with the SMALLEST of the three numbers,
you can only build 2 ships this turn. You would probably
build two more ships onto one of the keys still at home:
W75B2F119, and have that fleet go on to one of the
unexplored worlds: F119W5W18. (This means that Fleet 119 is
moving through World 5 to get to World 18.) Any fleet can
move up to three worlds in one turn.
Now for the ships at World 5. First, you probably want
to leave a ship behind to guard World 5 for you. The world
belongs to you until someone else takes it away from you. If
you do not leave a ship behind, all someone else has to do
is show up on the world and he or she will capture it. If
you leave a ship there, the other player must first destroy
the ship, which takes an additional turn. You can leave a
ship on the ground guarding population (called a PSHIP), or
guarding industry (called an ISHIP). Since there is no
industry on W5, you probably want to make a PSHIP. The order
you should give is: F3T1P.
This means that Fleet 3 is transferring one ship to
become a PSHIP. Since a key with no ships cannot move (and
can also be captured by any other player who shows up), you
should also transfer some ships to the new key with this
order: F3T4F17.
You have caused Fleet 3 to transfer 4 ships to Fleet 17.
IMPORTANT: Keys belong to someone. Ships do not. If you
transfer ships to someone else's key, you are giving ships
to that player. Make sure that a key or world is ALREADY
listed as belonging to YOU before you transfer any ships to
it. Transferring ships does NOT capture it. If a key's owner
is listed as [ ], that means NO ONE owns it, and if you
transfer any ships to it, you will create a NEUTRAL fleet.
This is a common mistake made by beginners. If the key is
not ALREADY listed as yours on your printout NOW, do not
transfer ships to it until NEXT turn.
To put the 5 metal from World 5 onto Fleet 3 and move
back home with them, you would order: F3L and F3W75. The
first order causes fleet 3 to pick up all the metal it can
carry. Each ship can carry 1 metal (or two if you were a
merchant). You could also have ordered: F3L5 which orders
fleet 3 to pick up 5 metal. You cannot order a fleet to pick
up more metal than it can carry, but you can order it to
pick up less. The second order sends Fleet 3 back to your
homeworld.
You could not order Fleet 3 to unload its cargo yet,
because all unloading comes BEFORE movement. Please notice
that the order in which you write your instructions makes NO
difference. The computer will execute all load and unload
orders before it executes any move orders, even though you
might have written the load orders at the end of your
turnsheet.
Now, you want the new fleet to explore a new world, so
you order: F17W66.
You have already sent Fleet 119 to explore World 18,
and World 75 is yours. Also, you will probably want to
explore W103 as soon as possible. It is generally a good
idea to explore as many worlds as possible, as soon as
possible.
On Turn 3, you can have Fleet 3 unload the 5 metal it
is carrying, by ordering: F3U5 or F3U. The second order
tells F3 to unload all its cargo. You only need to tell the
fleet how many cargo to unload if you have some reason for
not wanting to unload it all. These metal will be unloaded
at the beginning of the turn, before anything else happens.
However, you cannot build with them until next turn, when
they will be part of your Metal Stockpile.
Now you know how to build, move, and carry metal
around. If an enemy fleet (for example, Fleet 98) waits at a
world, and you want your Fleet 70 to fire at it, the order
is: F70AF98. This orders Fleet 70 to attack Fleet 98. If
you want to fire at Fleet 98 only if the owner of that fleet
fires at you, you would order a conditional fire like this:
F70CF98.
BRIEF ORDER OF EVENTS: This is a short description of the
order in which most major events happen:
IV. THE CHARACTER TYPES
You are one of six possible types of beings. Each
character type (being) gets points for doing different
things, as described below.
A. THE EMPIRE BUILDER. Your people believe in manifest
destiny. It is your goal to control as much of the universe
as possible. You get one point per turn for each 10
population you control (except for converts - see Apostle).
You get 1 point per turn for each industry you control (it
makes no difference if the industry is able to build - if
you own it, you get a point for it), and 1 point per turn
for each MINE you control. In other words, a planet with 4
industry with 6 mines and a population of 10 will gain you
11 points per turn. SPECIAL POWER: Other players can build
an industry by using 5 other industry , or by scrapping 6
ISHPS. You can build a new industry using only 4 other
industry, or scrapping 4 ISHPS.
B. THE MERCHANT. You are interested only in trade. You get 8
points for each metal which you unload on a planet owned by
another player. (The other player can keep and use the metal
which you unloaded.) You only get these points if there is
INDUSTRY at the planet, and only up to twice the number of
industry that is there. In other words, if you are unloading
at another player's homeworld, where he or she has 30
industry, you can unload 60 metal per turn and get points
for them. But at an outpost world where that player only has
1 industry, you can only get points for unloading 2 metal
per turn. This is to keep you from dumping excess raw
materials on worthless worlds. If you UNLOAD and LOAD metal
at the same world on the same turn, you only get points for
the NET amount that was UNLOADED. If you unload 10 metal,
and load 6 metal back up on the same or different fleet, you
only get points for 4 of them. Note that you do NOT get
points for unloading onto a NEUTRAL world, or a world that
you own either at the BEGINNING or at the END of the turn.
Merchants also get points for unloading CONSUMER GOODS
on worlds. (Consumer goods are created merely by unloading
metal and declaring that it is Consumer goods. They
disappear when unloaded and cannot be used again.) The first
time CGs are unloaded on a world, you get 10 points. You get
8 points the second time, 5 points the third time, 3 the
fourth time, and after that you get 1 point each time. You
get the points for unloading 1 CG. If you unload more than 1
CG on the same world at the same time, you do not get any
extra points.
SPECIAL POWER: As a Merchant, you can carry twice as
many metal as other players. Other players' ships can carry
1 metal each; your ships can carry 2 metal each. (However,
ships carrying 2 metal cannot fire shots. or rather, they
can fire shots but won't get any hits.)
C. THE PIRATE. You are interested in plunder, and you get
points for plundering worlds. To plunder a world, you must
own it and declare that you are plundering it. The first
time you plunder a particular world, you get 50 points.
(Then 40, 30, 20, and thereafter 10.) A world can only be
plundered once every four turns. During the three turns
after a world has been plundered, it will produce no metal,
it will not increase in population and the industry on that
world (if any) will not be able to build. The "turns owned"
number won't increase, either. If a player other than a
Pirate plunders a world (for instance, to make it less
valuable to an enemy), he or she loses 5 points.
Pirates also get 3 points per turn for each KEY that
they own. SPECIAL POWER: If a Pirate is at a world where his
or her ships on fleets NOT at peace, outnumber all other
ships on all keys by MORE THAN THREE TO ONE, then the pirate
captures all enemy fleets without firing a shot. This
capture is automatic, and it happens at the END of the turn.
When you get your printout from the computer, all captured
fleets will be listed as belonging to you (along with a
"captured from" notation). Note that although you do not
capture fleets belonging to your allies (see "Allies"), you
must outnumber their ships by more than 3 to 1 also in order
to capture any enemy fleets in the area. You do not have to
outnumber ISHPS or PSHPS, and you cannot capture those.
The computer checks for Pirate capture AFTER it checks
to see if someone captures a world or an empty key (see
"Control of a World). So if you captured an enemy fleet at a
world, you are not the "only person there" and you can't
capture the world on the same turn. You will have to wait
until the next turn to capture the world. Any ships that are
GIFTED to a pirate will count AGAINST him for capture, since
the gift comes AFTER pirate capture. However, ships
TRANSFERRED to a pirate's fleet will be included as his,
since pirate capture comes AFTER transfers and movement.
D. THE ARTIFACT COLLECTOR. As the richest person on a rich
world, your jaded tastes are excited by the idea of owning
unique things. On many of the worlds in the system, there
are various indestructible artifacts left behind by that
ancient race of beings. You get points for each of these
artifacts that you own. (See "Artifacts".) You also get a
bonus of 500 points at the end of the game for each world
that you own which has 10 or more artifacts on it (including
plastics); you have created a "museum". (The artifacts must
be on the WORLD, not on a fleet.)
SPECIAL POWER: You are the only player who does not
lose points for owning Plastic Artifacts. Also, you may
transfer an artifact from one fleet to another (other
players must unload the artifact onto a world on one turn,
and then put it on another fleet on the next turn). And,
other players may attach artifacts onto your fleets from
their fleets or worlds. (A player may not put an artifact
onto another player's fleet unless the receiving player is
an artifact collector.)
E. THE BERSERKER. You are a computer in charge of a race of
robots. Your prime directive is to kill all life wherever
you find it. (You have no idea who gave you that directive,
or why, but you never question it.) You are allowed to make
temporary alliances with living beings (people who help
Berserkers are called "Goodlife") if it will further your
prime directive (i.e. allow you to kill even more living
beings). However, your robots and people cannot exist on
the same world at the same time. They kill each other off -
1 robot kills 4 people, and 4 people kill 1 robot. Fractions
of robots lost are rounded up. Thus, 1 person kills 1 robot,
4 people kill one robot, 5 people kill 2 robots, etc.
You may control worlds with living beings on them, but
other players (except other Berserkers) cannot control your
robots. They can drive a robot-populated world NEUTRAL, but
a non-berserker can not control it until all the robots are
destroyed. Your robots may ignore the population limits
described later in the rules (you don't care how many people
a world can support, since your robots are not people).
You get two points for each population you kill (normal
or converted, but not robots) by shooting, by unloading
robots on the world, or by destroying the world! You get 5
points per turn for each world you own that is populated by
robots. If you destroy a fleet of ships, you get two points
for each ship destroyed. (If you only damage a fleet, you
don't get any points.) If you destroy an entire world (!)
by dropping a Planet Buster Bomb (PBB) on it, you get 200
points for the bomb, plus the points for the population.
(You can only PBB a particular world once for points.) If
any other player drops a PBB (except an Apostle on a Jihad -
see Apostle), he loses 50 points. If any other character
type kills population (except for an Apostle on a Jihad), he
loses 1 point for each population he kills. Note that if 2
or more players both fire at the population of the same
world, each gains or loses the proper number of points for
the TOTAL population that died there that turn.
SPECIAL POWER: A Berserker can convert some of his
ships on keys to robots, and they immediately drop to the
world below (robot attack). If a Berserker drops robots on a
world, killing all the population, and leaves at least 1
robot on the world, he or she captures the world, including
any PSHPS or ISHPS which are there. If two Berserkers make a
robot attack at the same time, one or the other of them will
capture the world and all the robots - the odds of a player
being the winner are proportional to the number of robots
that player used in the attack.
The Berserker character is adapted from stories written
and copyrighted by Fred Saberhagen, and the name is used
with his permission.
F. THE APOSTLE. You are a religious fanatic (or political
fanatic, if you prefer). Your purpose is to convert the
entire galaxy to your particular point of view. Each of your
converts on a world has a 10% chance of converting one
normal population to a convert, each turn. If you have a
fleet of ships "not at peace" at a world, each of those
ships has a 10% chance of converting one normal population
to a convert, each turn. (This does Not mean that if you
have 10 ships at a world, you will always convert exactly
one population. You could convert none, and you could
conceivably convert as many as 10.)
The conversion takes place at the beginning of the
turn, so if a fleet is moving, it will create converts at
the world it just left. Other players may get rid of your
converts by killing them, but you'll get one point for each
one killed (they're Martyrs) and of course any non-berserker
who shoots at population will lose 1 point for each one
killed. Or, other players may get rid of your converts by
converting them back to normal by unloading consumer goods
on them (bribing them with material goods). Each CG unloaded
on a world has a 50% chance of converting one convert back
to "normal".
You WILL convert population at worlds belonging to your
allies, but any of your ships "at peace" will not convert
anyone (see "At Peace"). If you have any converts at a
world, you will get a probe of that world as long as the
converts survive.
Apostles get 5 points per turn for each world they
control, and 1 point per turn for each 10 of their converts
in the universe. They also get an additional 5 points per
turn for each world they own which is completely populated
by their converts. As an Apostle, you LOSE one point for
each shot you fire - you are a pacifist. (For this purpose,
ambushes are not "shots".)
Only one Apostle can have converts on a particular
world at a time. If two Apostles try to convert at the same
world, the computer will award all the converts to one or
the other. The odds of being the winner will be proportional
to the number of converts or ships the player has at that
world.
At any time during the game you may declare a JIHAD
(holy war) against any one player. You no longer get any
points for martyrs (no matter who kills them), but you don't
lose points when you fire at that one player, and you get
two points for each of his or her population you kill. If
you declare a Jihad against a Berserker, you don't get any
points for killing robots, but you would only get points for
killing normal population controlled by the Berserker. You
cannot cancel the Jihad once it is declared, but you may
change it to a different enemy (every turn, if you like). If
you fire at population, you get the Jihad points if the
world is controlled by your enemy either at the beginning,
or the end of the turn, or both. (In other words, you CAN
get points by giving the world to your Jihad victim on the
turn you shoot at the world.) However you do NOT get points
for killing your own converts, even if they are on a world
controlled by your enemy. (You lose points for them.)
SPECIAL POWER: If you completely convert the entire
population of a world, you gain control of that world,
overriding the rules about control of a world listed
elsewhere in these rules. Also, if you give away a world
that has been completely converted, it will come right back
to you on the next turn.
5. DETAILS ON PLAYING THE GAME
You now know how to get started. Read through this
section briefly, but don't worry if you don't understand or
remember it all the first time. Most of these details won't
be important until the later turns of the game, after you
have become familiar with the general details.
6. SHIPS. Ships must either be attached to a key, or be on a
world. There can only be a maximum of 255 ships on any one
key. If the ships are on a world, they must either defend
industry (ISHPS) or defend population (PSHPS). ISHPS and
PSHPS collectively are known as "Home Fleets". Note that
ISHP and PSHP refer only to the position of the ship. All
ships are identical.
ISHPS and PSHPS cannot fire at each other, or at
industry or population. They CAN fire at converts on their
world.
The only possible cargo of a ship is metal. Each ship
can carry one metal (except merchants, who can carry two).
Ships can be freely moved from fleet to fleet (at the same
world) or to ISHPS or PSHPS and back at the beginning of the
turn (before movement or firing or loading metal, but after
unloading metal). This is called a "transfer" and is not
considered movement. If you transfer from fleet to fleet,
only SHIPS will transfer (not metal or artifacts). If you
try to transfer loaded ships, the ships will transfer but
the metal will disappear.
Six ISHPS which are at a world (as ISHPS) at the
beginning of a turn may be scrapped and turned into one
industry (4 ISHPS for Empire Builders). (If the ships are on
a fleet, it will take two turns to create industry: one to
transfer them to ISHPS and one more to scrap them.) This is
the ONLY way to get industry at a world which does not
already have industry.
7. KEYS. Each player starts with five keys. "Fleet" and
"Key" are the same thing; each of your fleets is a key. If
your code name is TERRAN, then one of your fleets will look
like this on your printout:
F85[TERRAN]=5 (Moved,Cargo=2)
That means your Fleet # 85 has 5 ships, is carrying 2
metal, and moved this turn. (If a fleet belongs to another
player, you will NOT be told how many metal it is carrying.)
Each key has a unique number, so there is only one Fleet #85
in your game. If your printout says:
F85[ ]=0
That means F85 is an UNOWNED or NEUTRAL key. You do NOT
own it, so do not transfer ships to it. Please note that if
you leave an empty key (one with no ships on it) at a world
where there are no other ships (no other fleets, and no
ISHPS or PSHPS), then the key will be listed as UNOWNED and
if you BUILD a ship onto it on the next turn, you will NOT
capture it. (See "Loose Keys"). A common error for beginners
is to put all their ships onto some of their keys, moving
all the ships away, and leaving one or more keys behind with
NO ships. Then NEXT turn while these keys are NEUTRAL, the
beginner builds ships onto the neutral keys and creates a
NEUTRAL fleet at his homeworld, which cannot be used. NEVER
leave keys around with no ships on them unless you are
trying to let another player capture them!
8. CONTROL OF A WORLD. You capture a world if you are the
only player there with ships that are not at peace. Of
course, there are exceptions. You will not capture a world
from a player whom you have declared an "ally". If you are a
Pirate and you have captured an enemy fleet this turn, the
computer will NOT consider you the only player there this
turn. If the world is populated by robots, you cannot
capture it unless you are a Berserker. If the world is
populated entirely by converts, you cannot capture it until
you un-convert some of the population. A fleet belonging to
the owner of the world, or to a player who has declared the
owner his ally, will prevent capture, even if the fleet is
at peace. A world with zero population cannot be owned.
Apostles can also capture a world by converting all of
its population to their religion. Berserkers can also
capture worlds by making a robot attack and destroying all
the population (leaving at least one robot).
If you own a world, it remains yours until some other
player meets the capture requirements, or until some other
player forces it neutral by destroying all the ISHPS and
PSHPS and firing at least two more shots than are necessary
to destroy all the home fleets. You do not have to have any
ships at a world to retain control, but if another player
shows up and you do not have any ships there, you lose the
world. If you show up at an unowned world which already has
some ISHPS or PSHPS, you will not capture that world until
you destroy the home fleets.
9. BUILDING. You may build at any world where you have at
least 1 industry, 1 population, and 1 metal. The amount you
can build is equal to the SMALLEST of these three numbers
(and the metal are used up when you build).
If there is an enemy fleet "not at peace" at your
world, for each shot he has which outnumbers your defending
ships, one industry will not build (your population is
hiding inside bomb shelters). This is automatic, and is
shown on your printout. If you have 30 industry, but only 25
are allowed to build because of enemy presence (or any other
reason), your industry will be listed on your printout as
30/25. For this purpose only, ISHPS are counted as double.
That is, if you have 4 ISHPS at the world, and the enemy has
10 ships, only 2 of your industry will be unable to build
because of enemy presence. Also any ships present belonging
to a player who has declared you "ally" will be counted as
defending your industry.
"METAL" on your printout is how many raw materials you
have stockpiled on that world. This is how many you can use
to build this turn. You cannot use the ones which are going
to be produced, nor can you use the ones that are being
unloaded.
"MINES" tells you how many metal are going to be
produced for NEXT turn. Note that all building must be done
at the world where the industry is. You cannot build ships
onto a fleet that is located somewhere else. Building comes
before loading, movement, or firing. You cannot load the
metal that is going to be used by the industry this turn.
You can build onto a fleet that is moving away or firing,
and the new ships count in the number of shots you get to
fire.
Each industry can build 1 ship. Each 5 industry (4 for
empire builders) can build 1 more industry using 5 metal and
5 population. Each 5 industry (4 for empire builders) can
increase the population limit of the planet they are on by
1. Each industry can build 2 robots (but ONLY if the
population of that world is already robots. Non-berserkers
cannot build robots & berserkers cannot build robots at
worlds populated by people.) Remember, in each case you must
have 1 population to run each industry, and you use up one
metal per industry. If a world does not have enough
population to run BOTH the industry AND produce the metal
from its mines, it will alternate. Example: if a world has
5 industry and 5 mines, but only 5 population, then one turn
it will create METAL, and the next turn the industry will
turn those 5 metal into ships or whatever.
You may also use your industry to move some of your
population to an adjacent world. This is the only way to
increase population at a world other than by normal growth.
One industry, using 1 metal, moves 1 population to an
adjacent world (which must be connected to that world by a
gate). When you use this option, you are building a short-
run colony ship which expends itself by moving to the next
system. This is called Migrating Population. Robots are
migrated using the same order as normal population. If you
want to migrate CONVERTS, you must specify them with a
special order. If you migrate population, you do NOT gain
control of the adjacent system or even a report on that
world. All you do is decrease the normal population of your
world, and increase of population of the neighboring world.
If you migrate CONVERTS or ROBOTS, however, you DO get a
report on the world, and you can capture the world if you
meet the capture requirements. (Assuming of course that they
are YOUR converts. If you migrate someone else's converts,
then HE gets the report on the new world.) If a berserker
migrates robots to a world populated by people, he DOES get
points for killing those people.
You can only migrate to ONE world from any given world
on a single turn, and you cannot give away the world or fire
with its PSHPS or ISHPS on the turn that you migrate. (You
can migrate TO a world from all of its adjacent worlds, but
you can only migrate FROM a world in one direction at a
time.)
10. POPULATION. Each world has a population and a population
limit. The population of an owned world will grow
approximately 10% per turn until it reaches the limit, and
then it will stop growing. If the world is owned by an
Apostle, the new population will be all converts. You cannot
have more population than the population limit of the world.
If you put extra people there (by migration), they will die.
(However, they will have one turn in which to build before
they die. This is an expensive way of increasing the
population limit of a world whose limit is less than 5, and
unless you are a Berserker, it is the only way. Berserker
robots, of course, ignore the population limits.) Robots do
not "grow". (They must be built.)
If your population is less than your MINES, you will
not produce the full number of metal per turn. If you have 4
mines, but only 3 population, you will only produce 3 metal
per turn. In addition, if you have an industry at that
world, and you build something with that industry, it takes
one population, so the next turn only TWO metal will be
produced. Please remember that - people often call us and
ask why their world with 2 industry and 2 mines and 3
population only produced 1 metal last turn.
If someone fires at population, or if robots are
attacking a world, you will notice:
DEATHS=N
with "N" being the number of population killed that turn.
Every Berserker (or Apostle on a Jihad) who killed
population at that world, that turn, will receive 2 points
for each, and every non-Berserker who fired at population at
that world that turn will lose 1 point for each. Worlds
which have no population will be neutral, and will not be
controlled by anyone.
11. MOVING. Each fleet may move up to three worlds per turn
(with one single order). For all official purposes, you are
only "on" the world you started on or the one you ended up
on. You may be ambushed at any of the intervening worlds,
and you will get reports of them, but you may not do
anything at those worlds. Any player who ambushes you as you
try to move gets double hits on you. If you make a move that
is partly illegal, the fleet will NOT move AT ALL. (Example,
if you are at world 1, which is adjacent to world 13, and
you order a move "W2W31" instead of "W2W13", you fleet will
NOT move to world 2 and stop. It will not move at all.)
Note that loading and unloading of fleets, and all
transfers, come BEFORE movement. This means that you can NOT
move and then transfer, nor can you move and then unload. It
makes no difference in what order you write your
instructions on the turn sheet. If you tell Fleet #1 to move
from World 34 to World 46, and then you tell Fleet #1 to
unload its 3 metal and its one artifact, it will unload them
ON WORLD 34.
You may load and move. You may unload and move. You may
transfer and move, or probe and move. You may NOT fire and
move, or ambush and move, or move a fleet the turn you give
it away.
12. PROBES. You may send a probe to an adjacent world. This
uses up one ship (which does not require a key), and tells
you what is on that world and what its adjacent worlds are
(as though you were there). You have sent a ship through a
gate without a key - it gets through long enough to send
back a report, and then burns up. It is not seen by any
other player, and it cannot "carry" an artifact to that
world. You cannot probe a world if you own it or have
fleets or converts there, nor can you probe a world more than
once per turn.
Probes are sent from the world you begin the turn at.
You cannot probe with a ship on the turn it is built, or the
turn you transfer it from one fleet to another. (There is no
reason to transfer it if you are going to probe with it, but
someone always makes that mistake.)
The world that you begin the game with is considered
your "home world". You will always receive a report or
probe of this world, even if you lose control of it. (There
is no particular penalty for losing control of you "home"
world.) You will get a report on every world where you have
a fleet, where you have converts, where you own the world,
where you had a fleet at the beginning of the turn, and
where you passed through on the way to another world.
13. CARGO. Each ship (except for those owned by Merchants)
may carry ONE metal as cargo. If a fleet is carrying metal,
it may unload them on a world, jettison them (destroy them),
unload them as consumer goods (as a Merchant to get points,
or as any player to get rid of converts). You may pick up
metal from any world you own with any fleet at that world.
If the world is not yours, then the player who owns the
world must have declared you a "loader" (either this turn or
on a previous turn). Once you have been declared a "loader"
by a player, you remain that way until he changes his mind
and gives a "non-loader" order for you. You will not be told
by the computer that you are a "loader". You'll know if you
succeed in picking up metal from his world.
You can specify a number of metal to pick up, or you
can just say "load" and your fleet will pick up as many
metal as it can find and carry. You cannot overload your
ship, nor can you pick up metal that is going to be used for
building that turn. If two players load at the same world,
and there is not enough metal for both of them, the owner of
the world gets preference. (His ship is filled before the
other player gets any). If two or more players (both
loaders) are at a world neither of them owns, and both try
to load, the one with the smallest NUMBERED fleet will get
preference. (i.e. fleet #1 gets loaded before fleet #5). (In
certain variant games it will be a random numbered fleet).
If a Pirate captures a Merchant fleet which is carrying
more than 1 metal per ship, the excess metal disappears
(ditto if the merchant gives away the fleet). Jettisoning
and unloading cargo come BEFORE firing, so you can avoid
taking the extra damage caused by being loaded with cargo.
(See"Firing"). Transferring from fleet to fleet and building
new ships comes after unloading and before loading.
Artifacts are NOT considered cargo. Remember that
transferring loaded ships automatically jettisons the cargo.
You can load metal that someone else is unloading that turn.
14. ARTIFACTS. Any fleet may carry any number of artifacts.
The artifacts are attached to the KEY and not the ships. If
the fleet carrying the artifacts is destroyed, the artifacts
remains neutral until there is only one player at that world
with ships not at peace (in other words, until some player
captures the key it is attached to). There are 90 standard
artifacts, and 10 special artifacts. The standard artifacts
will consist of two words. The first word can be any of
these: Platinum, Ancient, Vegan, Blessed, Arcturian, Silver,
Titanium, Gold, Radiant, Plastic. The second word can be
any of these: Lodestar, Pyramid, Stardust, Shekel, Crown,
Sword, Moonstone, Sepulchre, Sphinx.
Thus an artifact would be known as the SILVER SWORD, or
the BLESSED STARDUST, or the PLASTIC CROWN. Each type of
character would like to collect two distinct types of
artifacts. Empire Builders, for instance, would like all
PLATINUM items and all CROWNS. The PLATINUM CROWN is their
"Greatest Treasure". Here is a chart of what each player
wants:
The special artifacts are the TREASURE OF POLARIS, the
SLIPPERS OF VENUS, the RADIOACTIVE ISOTOPE, the LESSER OF
TWO EVILS, the NEBULA SCROLLS (Volumes 1-5), and the BLACK
BOX.
Players gain (or lose) points for holding certain
artifacts. Character types other than Artifact Collectors
are awarded points according to the following schedule:
Each artifact has a number which will appear with the
artifact on your printout. (The "V" is NOT part of the
number, and is just there to remind you that all artifact
orders start with a "V").
An artifact may be hooked onto one of your fleets,
unhooked from your fleet onto the world your fleet is
located, or hooked onto the fleet of an Artifact Collector.
You may NOT hook it onto a fleet of a player who is not an
artifact collector, and you may NOT transfer it directly
from one fleet to another fleet unless you are a collector,
or the fleet you are transferring it to belongs to a
collector. You are only allowed to give ONE order per
artifact per turn. An artifact is attached to a fleet if it
appears after that fleet on the printout. An artifact
belongs to the player who owns the world or fleet it is on.
If you have a bad artifact you want to dispose of, you
can unhook (unload) it on a world that does not belong to
you, give it to an artifact collector, or attach it onto a
fleet and fly the fleet into a black hole (see "Black
Holes"). If you do not own the world that an artifact is on,
you cannot hook that artifact onto a fleet.
15. FIRING. Each ship gets one shot per turn (1 shot = 1
hit) except ISHPS, PSHPS, and overloaded merchant ships.
ISHPS and PSHPS get 1/2 shot each (odd ship rounded up).
Merchants can carry double cargo on their fleets, but each
ship carrying a double cargo cannot fire. (If you have 5
ships carrying 6 metal, only 4 of the ships can fire.) Each
fleet must fire all of its shots at one target. If the ISHPS
fire, they must all fire at the same target; ditto for
PSHPS. (That is, if you have 1 fleet, plus ISHPS and PSHPS
at the same world, they can fire at 3 different targets, but
not 4 different targets.)
Fleets may fire at another fleet at the world, or may
fire at industry, population, or home fleets (ISHPS and
PSHPS are known collectively as home fleets; this has
nothing in particular to do with your home world). ISHPS and
PSHPS can fire at fleets or at converts (and nothing else).
Fleets can fire at population; if there are converts in the
population, some of the casualties will be converts, but the
fleet cannot specify that it is shooting only at converts.
In order to fire at robots, you just fire at "population".
You must always specify which fleet you are firing at.
If you destroy all ships attached to a key, that key becomes
neutral until there is only one player at that world with
ships not at peace. Each 2 shots destroys 1 unloaded ship or
2 loaded ships. (You cannot merely damage a ship. One shot
will not harm an unloaded ship.) If the enemy fleet is
leaving instead of firing back at you, you only get half as
many hits. If you destroy all the ships on a fleet that is
trying to move away, the key stays where you are. If a fleet
moves, it cannot fire that turn. (You can NOT move to a
world and fire at it on the same turn. If you write an order
to move and an order to fire for the same fleet, whichever
one we happen to type first will be executed, and the other
one will be ignored.)
If you fire at industry, first you must destroy all
ISHPS at 2 hits apiece. The remaining shots destroy industry
at 2 hits for 1 industry. If you fire at population, you
must first destroy the PSHPS at 2 hits apiece; the remaining
shots will destroy population at 2 hits per 1 population.
If you fire at home fleets, you first destroy the
ISHPS, then the PSHPS. Any remaining shots fired at home
fleets do not destroy anything, but if there are at least 2
extra shots fired at a home fleet, the world becomes neutral
until there is only one player there with ships not at
peace. (Even if the owner of the world has fleets there. And
if a world has no home fleets, you must fire at least 2
shots at it to force it neutral.) This is how you take a
world away from your enemy when you are unable to capture it
for yourself.
It is NOT necessary to force a world neutral if you are
able to capture it. If you just want to destroy all the
enemy ships guarding a world, but not the population or
industry, you fire at home fleets. If you fire at converts
(ISHPS and PSHPS only), each shot destroys one convert.
Each attack must be either conditional or
unconditional. An unconditional attack fires, no matter
what. A conditional attack means you fire at the specified
target IF AND ONLY IF the owner of the target fires at YOU
this turn AT THAT WORLD. If both players give only
conditional fire orders, then neither will fire. An ambush
will NOT trigger a conditional fire order, but a robot
attack WILL trigger conditional fire. A conditional fire
order IS AN ATTACK ORDER, and you cannot move or ambush or
give away a fleet if you give a conditional fire order. (The
conditional fire order is effective only for the turn you
give it. It does not remain in effect on the next turn.)
When shooting at ships, hits are first taken by
unloaded ships, then by loaded ships. You may only fire at a
target which STARTS the turn at the same world as the firing
unit.
16. AMBUSH. Unless you specify not to ambush at all this
turn, or not to ambush at this world this turn, any fleets
that have not moved or fired, and all unfired home fleets
will ambush any fleet (not belonging to an ally) which tries
to move THROUGH that world. This only applies if that fleet
moves through the world without stopping.
For example, Player A has F85 at World 1, and wants to
move through Worlds 2 and 3 to get to World 4. He orders
"F85W2W3W4". He can be ambushed by any player at World 2
or World 3. He can NOT be ambushed at World 1 or World 4
(Nor can a fleet at W4 fire at F85 until NEXT turn.)
This ambush order confuses a lot of players. They want
to ambush anyone who appears at their world, and it is NOT
possible. The ambush order exists to guard your inner circle
of worlds by putting ambush ships on the outer fringes of
your empire. An enemy must either stop and fire at your
outer ships, or fly past them and let you ambush him. Note
that any enemy ships which have not moved or fired will
ambush you even if they are at one of your worlds. Fleets do
not have to be at their own worlds to ambush.
When you are ambushing, ISHPS and PSHPS are not halved
as they are when firing, AND all ships are doubled when
ambushing. Thus, a fleet of 2 ships or 2 ISHPS will destroy
two enemy ships (or four, if they are loaded with metal).
Home fleets won't ambush if their world does a migration or
is being given away.
If you only destroyed some of the ships, the remainder
of the fleet will continue on to where it was headed. If you
destroy all the ships, the empty key will remain at the
world where it was ambushed. A ship ambushing will shoot at
every enemy fleet that moves through. This is the only case
where a ship may fire more than once per turn.
You will not ambush fleets belonging to players you
have declared ALLY. A fleet will not ambush if it has given
an a conditional fire order, or if it is making a robot
attack or dropping a PBB. Fleets "At Peace" do ambush.
Gifts do not ambush.
17. ALLIES. You start the game with no allies. After you
have met another player, you may declare him or her an ally,
if you wish. That player will remain your ally until you
subsequently declare him or her a non-ally. You will not
ambush any allied ships, and you will not capture worlds
belonging to your ally. (Your ships will help protect allied
industry and even if they are "at peace" they will keep
enemy fleets from capturing allied worlds.) If you are a
Pirate, you will not capture your ally's ships. (But you do
have to outnumber your ally's ships if they are at the same
world where you are trying to capture enemy ships.) If you
are an Apostle, you WILL convert an ally's population.
The word "Ally" has additional connotations which DO
NOT APPLY in StarWeb. If YOU declare someone your ally, the
only thing it means is that you will not ambush his fleets
or capture his worlds. That player does not have to declare
YOU an ally, and he or she can still ambush you and capture
your worlds. You will not be told whether another player has
declared you an ally or not. Being an ally has NOTHING to do
with whether you can FIRE at another player. All it does is
make sure you won't do any automatic nasties against the
player who you think is your friend.
18. GIFTS. At any time after you have met another player in
the game, you may give a fleet or world to that player - but
neither of you can move the fleet or fire its shots the turn
it is given away. If you have given away a world, you can
neither fire with its ISHPS or PSHPS nor plunder it the turn
you give it away. You may build with industry on the turn a
world is given away, and you can load or unload metal or
artifacts. You may only make TWO gift orders per turn, and
only to players who you have met at some point in the game.
(i.e. one of their worlds or fleets or converts or robots
has appeared on your printout at least once so far in the
game.) The player who receives a gift is told who gave it to
him.
19. PLUNDERING. At any time you can plunder a world which
you control. If the world is taken away from you that turn,
or if you give it away, the plunder fails. While a world
recovers from the plunder (the next 3 turns), it will not
build with its industry, increase in population, or produce
metal. You cannot plunder a world again while it is
recovering from a previous plunder.
20. AT PEACE. You may at any time declare any fleet "at
peace". It will subsequently appear on the printout with
"At-Peace" after it, until you declare it "not at peace".
(All keys and fleets start out "not at peace"). This ONLY
means that this fleet will not capture loose keys or worlds,
nor will it prevent other players from capturing them.
(However, a fleet "at peace" at one of your OWN or an ALLY'S
worlds will prevent another player from capturing that
world.)
You should order a fleet to be "at peace" if you want
to move to a world without capturing it, or if you want to
allow another player to capture a loose key or world without
requiring you to leave.
Apostle fleets "at peace" do not convert. A fleet "at
peace" will not prevent industry from building. Being "at
peace" does NOT prevent you from firing or ambushing; it
merely means you don't want to capture anything. (Pirate
fleets "at peace" will not capture enemy fleets, either.)
Most of the time you will want your fleets to be "not at
peace".
21. PLANET BUSTER BOMBS. Any time a fleet contains MORE than
25 ships, you can convert 25 of them into a PBB (Planet
Buster Bomb). The fleet does not have to start the turn with
the 25 ships -- you can be transferring them to the fleet on
the turn you build the bomb. You may move or fire or drop a
previously-built PBB on the turn that you build a PBB (but
you can only have one PBB on a single fleet at a time). On
any subsequent turn you may drop the bomb you just built
(you cannot drop it the turn it is built).
Dropping a PBB is a FIRE order, and you cannot move on
the turn you drop it. (See "Mutually Exclusive Orders") If
you drop the bomb, and the fleet carrying it is not
destroyed by some other player on the turn it attempts the
drop, everything on that world (except artifacts) is
destroyed. All population, industry, mines, metal, PSHPS,
ISHPS, and robots are destroyed. The population limit is
reduced to zero. Fleets are not affected. Attempting to drop
a PBB DOES trigger "conditional fire".
You cannot fire with the fleet which is dropping the
bomb. If the fleet is destroyed (or if you transfer all
ships away from it), the PBB is destroyed. PBBs cannot be
transferred from fleet to fleet, or jettisoned. The PBB will
appear on the printout, and everyone who can see your fleet
will know you have a PBB. Berserkers gain points for
dropping PBBs, and everyone else loses 50 points (plus
losing points for population killed) for dropping them,
except an Apostle on a Jihad if he drops it on his Jihad
victim.
22. ROBOTS. In most cases, robot populations will act the
same as regular populations. However, there are certain
exceptions. Robots will not be converted by Apostles. Robot
populations can ignore population limits (and can survive on
worlds previously "planet busted"). Also, robot populations
will not increase 10% like regular population. If you want
to give an order regarding robot population (fire at
population, or migrate population) you just give the same
order you would give if it were regular population.
A Berserker may convert some of his ships to robots (1
ship = 2 robots) and the robots immediately land on the
world where the fleet is, and start killing people. (This is
a "robot attack". The fleet making the robot attack cannot
move or fire.) Shots fired at fleets making a robot attack
will kill the robots first. Thus, if a Berserker orders F7R2
(Fleet 7 convert 2 ships to robots) and at the same time an
enemy fires 4 shots at F7 (enough to destroy 2 ships) then
F7 will be noted on the printout as having made a robot
attack, but no robots will get through to the planet below,
and no damage will be done to population.
A berserker may make a robot attack on a world already
populated with other robots. In this case, no population is
killed; the new robots are just added to the previous ones.
If the robots on the world are not owned by the player
making the robot attack, one player or the other will
randomly be chosen to own ALL the robots, with the odds
being proportional to how many robots each player owns.
(Example: A player makes a robot attack with 5 ships (10
robots) on a world populated by 90 neutral robots. The new
population will be 100 robots, and the player has a 10%
chance of capturing the world. There is a 90% chance that
instead, all 100 robots will be neutral.)
A fleet may never convert ALL its ships to robots. At
least one ship must be left behind on the key. If you make
an error, the computer will automatically reduce your Robot
Attack order enough to leave 1 ship behind. You can make a
robot attack with ships which are being transferred to that
fleet. A Berserker can move robots to an adjacent world
using industry and metal (migrating), the same as other
players can migrate population, and he will get a probe of
the world and credit for killing any population. A berserker
can capture a world this way. A robot attack WILL trigger a
conditional fire order.
23. METAL PRODUCTION (MINES) AND THE TURNS NUMBER. Each
mine produces one metal per turn. It is stockpiled on the
world unless picked up by a fleet. The maximum MINES for a
world is 31. You can stockpile up to 255 metal at any one
world. You must have population at the world not building
with industry in order for the mine to produce its metal.
For example, if you have a world with 6 industry, 6
mines, and 10 population, and you build with all 6 industry,
only 4 of the mines will produce metal for the next turn.
(However, you can not voluntarily avoid building with the
industry if there is enough metal at the world. A world with
industry, metal, and population WILL build.)
Another example would be if you had a world with 5
mines, a population of 2, and a population limit of 3. That
world will only produce 2 metal per turn until you put
another population there by migration (or until the
population increases, which might happen in about 5 turns).
It will never produce more than 3 metal per turn unless you
are a Berserker and you put 5 robots on the world. (Or if
you increase the population limit by the expensive method
mentioned earlier.)
There is only one way the MINES on a world can
increase. Each world which already has at LEAST one mine,
has a "Turns" number (Number of turns the world has been
owned by its current owner). That number
starts at 1 when you capture a world, and increases by 1
each turn unless interrupted by a plunder or capture of the
world. The turn after the Turns number reaches 7, it goes back
to 1, and the MINES on the world go up by 1. That means two
things: First, a world which has no mines does not have a
Turns number and will never have any mines. Second, if you own
a world with mines for 7 consecutive turns, your MINES
increase. If you plunder a world, the Turns number stops where
it is until the world recovers from the plunder, and then
continues. If a Berserker robotizes a world which he already
owned, the Turns number starts over at 1, just as if he had
captured it from another player.
24. LOOSE KEYS. Any fleet with no ships on it is a loose
key. Any loose key is captured by the only player there with
ships not at peace. Home fleets are NEVER at peace. Keys are
never destroyed. If you leave keys with no ships attached to
them around on your worlds, those keys will belong to you as
long as you are the only player there with ships. If another
player shows up, the key will not be owned by anyone. (And
note that if you don't have any ships at that world, you
won't own the key either.) It is advisable, therefore, to
attach at least one ship to every key you own.
To attach a ship to a key, transfer a ship from another
fleet to that key, or build a ship onto the key with your
industry which is at the same world. REMEMBER: If you do not
ALREADY own the key, and you attach a ship to it, you STILL
do not own the key. You have created a neutral fleet.
Beginners do this often. If the name after the fleet number
is your name, then you own the key. If the name after the
fleet number is [ ], then no one owns the key. Players do
not own SHIPS; they own KEYS and all the ships attached.
25. BLACK HOLES. A few of the worlds on the map are black
holes. If you move into or through a black hole, all the
ships which move in are destroyed. The key will reappear at
some random place in the galaxy, along with any artifacts
which were carried. If you probe a black hole, you will
discover what it is. However, there are only a few black
holes in each game, so don't be paranoid.
26. DIPLOMATIC MESSAGES and SIGNS - CONTACTING OTHER PLAYERS.
A SIGN is a short message (up to 2 lines of up to 78 characters
each) that is posted on all of your worlds and fleets. When
another player meets you for the first time, the text of your
sign will appear on his printout. If you change to contents of
your sign, anyone who has ever seen you will be given the text
of your new sign. To add or change your sign, write the word
SIGN below the orders on your turn sheet, and then 1 or 2 lines
of text of up to 78 characters each. You can change your sign
every turn if you like.
Once you have met another player (his name has appeared
on your printout) or another player has introduced you to
him, you may send him messages. Messages must be addressed
to him by player name, and must be signed with your player
name, or Anonymous. A diplomatic message should be written on a 3x5 card,
or written on a piece of paper and folded to 3x5 size with
the address (From and To) written on the OUTSIDE. Do NOT
send messages SMALLER than 3x5 as they can easily get lost
or delivered to the wrong player.
You may exchange addresses and/or phone numbers in
diplomatic messages in order to contact each other directly.
Please note that Flying Buffalo will NOT give you the name,
address, or phone number of another player. If he wants you
to have it, he will have to give it to you himself.
You may tell each other about other players you have
met. Once you have been told about a player, you may send
messages to him. However you cannot make GIFTS to another
player until you actually see his name on your printout.
Cross-game alliances, threats, vendettas, and
agreements cannot be totally prevented, but are frowned upon
and are considered unethical. Each game should be played
separately for itself alone. Note that Diplomatic Messages
will be delivered the following turn after they are
received. (They will NOT be delivered between turns.) They
should be included with your turn.
DO NOT try to sign some other player's name or code
name to a diplomatic message. This is considered CHEATING,
and if you are caught you will be thrown out of ALL your
games.
27. THE PRINTOUT
Each turn you will get a computer printout of what you
know currently in the game. The following is what will
appear on the printouts (items marked with an asterisk may
or may not appear on any given turn).
28. THE TURN SHEET. There are six spaces at the top of every
turn sheet which are very important. You should fill them in
before you do anything else.
The first space is labelled, STARWEB GAME #. This is
your game number, and is the single most important space on
the turn sheet. We are running many games of StarWeb
simultaneously (usually well over 100) and we MUST know
which game your turn sheet is for. The game number is the
one which begins with "SW". If you put your account number,
or the turn number, or some other number in the game number
space, you may MISS YOUR TURN, as we may not be able to
determine which game it is for.
The second space is the "TURN #". Please write the
number that appears on your latest printout here. DO NOT
ADD ONE TO THE TURN NUMBER. If you have received a printout
that is labeled "Turn 5" then you should write "Turn 5" on
the orders you are submitting, NOT "Turn 6".
The third space is labelled, "CODE NAME". This is your
player name, the name that appears on all of your fleets and
planets.
The fourth space is labelled, "ACCOUNT NUMBER". This is
where you put your personal account number, which is
confidential - don't tell anyone else what it is. (You have
only one account even if you are playing in more than one
game.)
The fifth space is labelled "DATE DUE". Please write in
the date that is stamped on your printout as the due date.
It may be helpful.
The sixth space says, "SIGNATURE". Here we want your
REAL name. This is to make sure it is really you. And
please make it readable. If you have accidentally written
down the wrong game number, we MIGHT be able to figure out
which game it is for, if we can read your signature.
About once a month we receive a turn sheet that has all
of these spaces blank. If that's the case, it is highly
unlikely that we will be able to figure out whose turn it
is, and you will miss the turn.
Your turn will consist of a list of instructions, in
any order you care to write them. If you list two orders
which cannot both happen on the same turn (see "mutually
exclusive orders"), whichever one we happen to type first
will occur and the other will be ignored. This is the ONLY
time the order in which you write your instructions will
make a difference. Remember, all unloading and loading comes
BEFORE movement in the game.
In the examples below, nnn or mmm is a world or fleet
number, and qqq is a quantity. (To build 3 industry at world
205, order W205I3I.) Please note that if a number does not
take up all three digits, DO NOT fill in the
spaces with zeros. If you want fleet 5 to move to world 2,
the order is F5W2, not F005W002 or F--5W--2.
TRANSFER SHIPS FROM PLACE TO PLACE
(This is the only way to get industry at a world which
does not already have 5 industry, or 4 industry for an
empire builder.)
Exactly the same as fire orders, above, except replace the
"A" in the above orders with a "C" for "conditional". Example:
29. MUTUALLY EXCLUSIVE ORDERS.
The following orders are mutually exclusive; a fleet
given one of these orders cannot be given any of the other
orders listed here on the same turn.
30. VICTORY POINT TOTALS. On the first turn of your game,
you should pick a number between 1000 and 10,000
(inclusive). Put it in the space at the bottom of the turn
sheet marked "your choice for an ending score". We will take
all the numbers given, and average them. We will not tell
what this average is until the game is over. If you fail to
give a number, we will not average in a "zero" for you, we
just won't include you in the average.
As soon as at least one player has reached or exceeded this
number, the game is over. At that time (after awarding
bonuses for artifacts), the player with the most points
wins. This way, you usually won't know for sure when the
game is about to end. The average will probably be around
8,000 points or so, but you won't know for sure. You can
tell other players what number you picked, or not, as you
choose. (Or for that matter you can lie to them if you feel
it necessary.)
Each turn you will be told your victory point total and
the point total of all the players you can see this turn
(you will not be told Which player has Which score. The
final scores of each game and a rating system will be
printed in our magazine, Flying Buffalo Quarterly, which
comes out about four times a year. All players should either
subscribe to this magazine or read a friend's copy, as it
may have corrections, explanations, strategy notes, price
increases, or procedure changes in it.
31. MISCELLANEOUS. The maximum # of mines for a world is 31.
For all other quantities of items, the maximum is 255.
When filling out your turn sheet, be sure you PRINT
your orders neatly. Do not use red ink, or a felt-tip pen,
or a pencil when you write your orders. If we type in the
wrong orders because we can't read your writing, we will not
go back and correct it for you. Count the total number of
orders that you have written and put that total in the
"total orders" box on the turn sheet. This way, if we
accidentally don't type one of you orders, we will notice it
and go back and fix it before processing the game. If we
make an error partly because you failed to include an order
count, or you have an incorrect count, we won't fix the
error later.
If you think we made an error on your turn, let us know
about it. But send in your next turn anyway. Describe
exactly what error you think was made (don't say "I think my
score is wrong, please add it up again"). If you wish, you
may include two versions of your next turn: one to use if we
fix the error, and one to be used if we don't. We ask you to
do this because there may have been no error at all. No
matter how certain you are that we made a mistake, there is
about a 75% chance that you merely misinterpreted a rule.
And if that happens, we will NOT hold up the game waiting
for you to get your turn in. If it really was our mistake,
we'll try to correct it if we can. But not every error can
be corrected, so we reserve the right to declare the mistake
an "Act of God" or "The Fog of War" and not change it. If we
don't fix the mistake we will refund your turn fee for that
turn. Please remember, you are not being discriminated
against. We do not make errors on purpose. It is just as
likely to happen to your enemy as it is to you. And errors
will happen; if you are typing 100 turns a day, with 20 to
200 orders on each one, you can't get them all perfect.
Turns will be due here about two weeks from the day we
mail the previous turns results to you. If your turn is not
HERE by the day of the time limit, you may miss the turn.
(That means HERE, not just postmarked by that day. Generally
the mail averages 3 to 5 days from anywhere in the US, and 7
to 10 days from anywhere else in the world.) If your turn
arrives after the due date, but we have not yet processed
the game through the computer, we WILL include your turn.
But if your turn arrives after we have processed the game,
you are too late. We can't wait for you. It is your
responsibility to get your turn in before the due date. Get
a copy of our HOUSE RULES for more details on phoning in
your orders or using ELECTRONIC MAIL or making changes to
your turn or asking for corrections.
If you miss the turn, all your usable industry will
build ISHPS. Some of your fleets MIGHT give a conditional
fire order at some fleet which they can see which is NOT
owned by an ally. None of your fleets will move or load or
unload metal.
We will refund the balance of your account any time you ask for
it. If you do not ask for it after your game is over, we
will assume that you intend to play another game soon.
(However, we will not start you in a new game unless you ASK
for it.) If you only have a little bit of money in your
account, and you won't be playing for a long time, you can
leave it there if you like. We'll keep track of it and it
will be there 5 years from now when you decide to play
again.
You are welcome to join as many games as you like. Just
send us the startup fee for each game and tell us what kind
of character you would like to be and what name you want to
use. Your character name can be up to nine letters long
(letters only, no numbers, punctuation marks, or spaces).
Please give us a second choice for code name and character
type. You can use the same code name for all the games you
are in, or you can use a different name for each game. If
you don't choose a name or character, we will pick them for
you.
If you want, you can reserve a particular code name
exclusively for your own use. Send us your choice of name,
and the fee for a StarWeb Reserved Name. If your choice has
not already been reserved, we will put you on the list. Each
issue of FBQ we try to list all the reserved names. You
don't have to use your reserved name for every game you
play, but only YOU can use it. You can reserve as many names
as you can afford. If you allow us to pick a name for you,
please do not try to later reserve that name, as it will
likely be one of the "house" names that is reserved for
"house" use.
If is recommended that on the first turn you move to
all the worlds adjacent to your home world. You will not
start out adjacent to another player, or to a black hole. It
is also recommended that you do NOT build any more industry
on the first couple of turns. On Turn One you will use up
your stockpile of 30 metal, and for the next couple of turns
(until you start carrying metal back from your new worlds)
you will only produce 2 metal per turn. Therefore, if you
build 5 new industry, you will have 33 industry that cannot
produce anything, instead of only 28 industry which cannot
produce anything!
What you find at the unexplored worlds, and the various
possibilities of the map connections, may change from game
to game. If you ask us a rules question, we will try to
answer it for you. But if your question is particularly
complicated, we do not promise to tell you exactly what will
happen. The actual "rules" of the game world is the computer
program, not what is written down here or what I may tell
you over the phone. You may have to "try it and see".
Remember that if there is no order listed in the rules for
what you want to do, then it cannot be done. Please don't
call and ask what the order is to fire at player B only if
he enters your world through gate 5, or what the order is to
convert robots back to ships. There is no order for them,
and they cannot be done. If you do have a rules question, it
speeds things up if you include a stamped self-addresses
postcard or envelope.
If you are reading rules that belong to a friend, and
you decide to sign up for a game, be sure and ORDER the
rules also. A copy of these rules is NOT included in the
first turn. They need to be purchased separately. Please
allow 4 to 8 weeks for a game to start, as we have to wait
until enough players have signed up. We have several
variations of the regular game -- ask for our free catalog.
If you enjoy our games, tell your friends. If not, tell
us! Send all entry fees, turns, questions, and comments
to:
Now, you want to move your three large fleets to the
three worlds adjacent to your homeworld. You would give the
following orders:
On Turn 2, your printout will tell you what is at these
three worlds, and what worlds are adjacent to them. World 5
might look like this:
This means that from World 5 you can move to worlds 18,
75, 66, or 103. The owner is TERRAN (you), the world has no
industry (since none was listed), has 5 metal available and
produces 5 per turn, has a population of 10 and a max
population of 20, and a turns owned number of 1. F17 is a
new key that you can use because you just captured it, and
at the moment it has zero ships.
Table of Contents Empire Builder............Platinum, Crown
Merchant.....................Gold, Shekel
Pirate ..................Silver, Lodestar
Apostle ...............Blessed, Sepulchre
Berserker.................Titanium, Sword
Artifact Collector.......Ancient, Pyramid
Note that there is some conflict here, as both the
Empire Builder and the Merchant will want the "GOLDEN CROWN"
and of course the Artifact Collector will want everything.
The Artifact Collector gets more points for each item,
as follows:
The Black Box is special. If you own it, this artifact
may do something to you or for you. Each game, the Black Box
will do something different. We will decide when the game
starts what that particular Black Box will do, and you will
not be told what it is. If you find the Black Box, you will
have to determine what it is doing (if anything). It may do
something every turn (like produce one extra metal each
turn) or it may do something every once in a while (like
double the number of mines of the world it is on every 8th
turn) or it may go in some kind of cycle (produces an
industry every turn except on the 10th turn it blows up the
world it is on!). The effect may be good, or bad, or mixed,
or it may be nothing at all. The Black Box MAY tell you
something (thus, it is illegal to sign the Black Box's name
to a diplomatic message), but the Black Box will never
answer questions, so please do not address questions to it.
In the example below, World 2 is adjacent to Worlds 24,
37, and 161. TERRAN owns the world and it has 1 industry, 2
mines, 2 metal, 7 population, 10 maximum population, in two or more
turns the number of mines will increase, there is one ISHP
guarding the world, and that player JOVIAN moved his fleet
#6 consisting of 1 ship into this world this turn. Also,
Fleet #47 went from here to W161 this turn.
Each turn you will get a report from every world which
you own, where you have fleets or converts or robots, or
where you have probed. You also get a report on a world the
turn it is captured from you, or the turn you leave it. And
you always get a report on the world you started with (your
homeworld). You are also told which players you have as
allies, which players are currently your loaders, which
players you have met so far in the game, and which players
you currently see on your printout. The current scores of
the players you see THIS TURN will be listed on your
printout, but not necessarily in the order that the players
appear. (The scores will be listed in numerical order from
lowest to highest. The player names will be listed in random
order. You will have to try to figure out which player has
which score, if you can see more than one player on a turn.)
MAKE NEW INDUSTRY OUT OF SHIPS
BUILDING
MIGRATING POPULATION
MOVE A FLEET ONE, TWO, OR THREE WORLDS
TO PROBE AN ADJACENT WORLD
TRANSFER CARGO (qqq is how many metal)
TO HOOK AND UNHOOK ARTIFACTS FROM FLEETS
TO FIRE SHOTS FROM FLEETS, ISHPS, OR PSHIPS
CONDITIONAL FIRE ORDERS
AMBUSH CONTROL
ALLIANCES, JIHADS, AND GIFTS
MISCELLANEOUS
Please note that these are ALL the possible orders.
Please do not write and ask us what the order is to do thus-and-so.
If you cannot find it listed here, then it cannot be ordered.
A conditional fire order IS a firing order, and is also
mutually exclusive. Note that if you fire with the ISHPS or
PSHPS of a world, you cannot give that world away or migrate
population from that world.
Flying Buffalo Inc.
P.O. Box 1467
Scottsdale, AZ 85252
Table of Contents