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Space
Rules
I.
Introduction
FEDERATION
SPACE
is
a
strategic
level
science
fiction
game
based
on
the
Star
Fleet
Universe.
The
game,
as
originally
published,
was
terribly
unbalanced
in
favor
of
the
Alliance
player(s)
and
quickly
relegated
to
the
proverbial
dustbin
in
favor
of
the
later
published
FEDERATION
&
EMPIRE.
However
FEDERATION
SPACE
holds
a
charm
that
the
monstrous
FEDERATION
&
EMPIRE
lacks
and,
due
to
its
simplistic
format
and
structure,
its
rules
can
be
easily
amended
to
allow
for
a
more
balanced
game.
This
rule-‐set
is
an
attempt
to
do
just
that.
Coupled
with
the
new
counters
now
available
(Fleet
Organization
Charts
are
included
in
the
appendices
of
this
rulebook)
for
the
game,
this
set
of
rules
should
allow
players
to
replay
the
“First
Intra-‐Galactic
War”
between
the
Alliance
(Federation,
Kzin,
Gorn,
Hydran
and
Tholians)
and
the
Coalition
(Klingon,
Lyran,
Cardassian
and
Romulans)
forces
in
as
little
as
a
few
hours.
My
hope
is
that
this
set
of
rules
and
counters
allows
players
to
once
again
enjoy
this
entertaining
little
game
as
well
as
create
new
variants
for
it.
II.
Acknowledgements
In
spite
of
the
fact
that
the
game
never
generated
a
great
deal
of
discussion
or
variants,
this
rule-‐set
was
not
produced
in
a
vacuum.
I
am
indebted
to
the
forum
members
of
both
Consimworld
(www.consimworld.com)
and
Boardgamegeek
(www.boardgamegeek.com)
for
the
ideas
and
options
they
have
discussed.
Some
of
these
ideas
have
been
incorporated
into
the
following
rules,
although
they
may
not
be
in
the
exact
form
the
forum
members
originally
discussed.
Additionally,
ideas
were
included
from
the
Nexus
articles
“Options
for
Federation
Space”
and
“Lyran
Space”
and
incorporated
into
the
rules.
III.
Game
Map
and
Counters
Players
will
note
that
counters
are
included
with
this
option
but
not
all
of
the
counters
on
the
counter-‐sheets
are
included
in
the
Fleet
Organization
Charts.
Numerous
additional
counters
as
well
as
new
races
have
been
included
so
players
may
experiment
with
game
balance
and
variant
options.
If
players
do
not
wish
to
include
the
additional
races
(the
Lyrans,
Cardassians,
Talarians
and
Tzenkethi),
they
may
simply
play
the
original
game
with
the
new
counters
and
rules
of
their
choice.
The
game
map
has
changed
somewhat
from
the
original
map.
• Most
of
the
Lyran
Space
addition
from
Nexus
#6
has
been
added
moving
the
Hydrans
over
several
hexes
and
giving
the
Klingons
more
internal
space
and
additional
planets.
• The
Federation
has
been
widened
by
three
hex
rows,
which
also
gives
the
Tholians
additional
space.
The
Tholians
also
gain
additional
systems.
• The
Gorn
retain
their
original
nine
systems
but
lose
their
multiple
capital
systems.
• The
Romulans
gain
a
planetary
system
while
also
losing
their
multiple
capital
systems.
• The
Cardassians,
Talerians,
and
Tzenkethi
are
added
to
the
“top”
of
the
map
giving
the
Alliance
more
threats
about
which
to
worry.
• The
Bajoran
Wormhole
is
available
to
allow
for
Dominion
entry.
Only
Dominion
ships
may
enter
this
hex.
• The
Badlands
are
now
included
on
the
map.
No
ships
may
move
into
or
through
this
hex.
(Optionally,
a
Juggernaut
may
occasionally
come
rampaging
out
of
it).
IV.
Sequence
of
Play
During
each
game
turn,
each
player
executes
the
following
steps
in
the
order
given.
Play
always
proceeds
in
this
order.
The
player
who
is
executing
his
player
turn
is
referred
to
as
the
“Phasing
Player”.
I. MOVEMENT
PHASE
–
The
Phasing
Player
my
move
some,
all,
or
none
of
his
units
in
accordance
with
the
rules
on
movement.
II. REACTIONARY
MOVEMENT
PHASE
–
Any
of
the
Phasing
Player’s
ships
that
entered
an
enemy
ship’s
Zone
of
Control
(ZOC)
are
subject
to
Reactionary
Movement.
Note
that
this
phase
actually
occurs
simultaneously
with
the
Movement
Phase.
III. COMBAT
PHASE
–
Any
opposing
ships
occupying
the
same
hex
are
now
removed
to
the
Tactical
Combat
Display
and
Combat
is
conducted.
IV. ECONOMIC
PHASE
–
Players
calculate
EPs
to
buy
cards,
conduct
ship
repair(s),
ship
conversion(s)
and/or
ship
construction
during
this
phase.
The
completion
of
the
first
three
steps
by
the
Phasing
Player
is
called
one
Player
Turn.
After
every
player
has
completed
his
current
Player
Turn,
all
players
complete
the
ECONOMIC
PHASE
at
the
same
time.
Once
every
player
has
completed
the
ECONOMIC
PHASE,
the
current
Game
Turn
ends
and
a
new
Game
Turn
begins.
Empires
move
(and
complete
the
ECONOMIC
PHASE)
in
the
following
order
each
turn:
Lyran,
Kzinti,
Klingon,
Federation,
Hydran,
Romulan,
Gorn,
Cardassian,
and
Tholian.
• On
the
first
turn,
the
Kzinti
may
only
move
their
Lyran
Fleet.
• At
the
beginning
of
the
game,
the
Klingon
player
receives
five
cards,
the
Lyran
player
receives
two
cards
and
the
Kzinti
player
receives
two
cards.
• Although
Economics
does
not
begin
until
turn
three,
at
the
end
of
turn
one
and/or
turn
two
the
Klingon
and
Lyran
player(s)
may
trade
cards
as
if
there
were
an
Economics
Phase.
• After
its
initial
set-‐up,
an
empire
may
not
move
any
ships
until
the
turn
it
enters
the
General
War.
(Players
are
not
required
to
set
up
every
empire
at
the
beginning
of
the
game;
however
empires
must
be
set-‐up
in
order
to
take
part
in
the
Economics
Phase).
V.
Movement
All
of
a
Phasing
Player’s
movement
is
conducted
during
the
Movement
Phase
of
his
player
turn.
Each
ship
may
move
a
number
of
hexes
equal
to
its
Movement
Allowance.
The
Movement
Allowance
of
each
ship
is
printed
on
that
ship’s
counter.
A
ship
may
use
some,
all,
or
none
of
its
movement
allowance
in
a
given
turn.
Any
unused
movement
points
are
lost.
A
ship
may
not
accumulate
movement
points
from
turn
to
turn
nor
may
movement
points
be
transferred
from
one
ship
to
another.
A
ship
expends
one
movement
point
for
each
hex
entered
during
a
Movement
Phase.
A
ship
must
stop
when
all
of
its
movement
points
are
expended
or
it
is
stopped
by
Reactionary
Movement.
Note
that
ships
moved
during
Reactionary
Movement
do
not
expend
movement
points
to
do
so;
they
may
use
their
full
movement
allowance
during
their
Movement
Phase.
VI.
Stacking
Due
to
the
difficulties
in
commanding
large
fleets
in
battle
fleet
organization,
and
the
need
to
cover
large
border
areas,
each
player
may
stack
no
more
than
SIX
of
his
ships
in
each
hex.
These
stacking
limitations
apply
at
all
times
during
the
Game
Turn.
• Starbases,
Spacedocks,
ships
docked
within
Starbases
or
Spacedocks,
Base
Stations,
Fleet
Repair
Docks
(FRDs),
star
systems,
and
fighters
do
not
count
against
stacking
limitations.
A
maximum
of
six
ships
may
be
docked
within
a
Starbase
or
Spacedock.
Ships
under
construction,
being
repaired
or
being
converted
at
a
Starbase
or
Spacedock
must
be
docked
within
the
Starbase
or
Spacedock.
• A
single
Federation
Escort
Cruiser
(ECL)
or
Escort
Frigate
(FFE)
stacked
with
a
Federation
CVS
or
CV
does
not
count
against
stacking
limitations.
If
more
than
one
Federation
CVS
are
in
the
same
stack
or
a
stack
includes
both
a
CV
and
a
CVS,
then
an
equal
number
of
Escorts
ships
may
be
in
the
same
stack
and
not
count
against
stacking
limitations.
The
Klingon
AD5
and
F5E
escort
ships,
if
stacked
with
a
Klingon
C8V,
CVT,
D6V,
or
D5V,
use
the
same
rule(s)
as
the
Federation
ECL
and
FFE.
• A
Klingon
“Frigate
Squadron”
counts
as
one
unit
for
stacking
purposes.
A
“Frigate
Squadron”
is
defined
as
a
single
F5L
plus
up
to
two
additional
(non-‐F5L)
Klingon
Frigates.
Only
one
Frigate
Squadron
per
fleet
stack
is
allowed.
Klingon
Frigates
sold
to
the
Romulans
may
not
be
stacked
as
a
Frigate
Squadron
(i.e.
each
ship
counts
as
one
ship
for
stacking
purposes).
• No
stack
may
include
more
than
a
single
Dreadnaught
sized
ship
(All
DNs
and
variants,
Kzinti
SCS,
Federation
CVA,
Dominion
Battleship).
Dreadnaught-‐type
ships
being
repaired
or
under
construction
at
a
Starbase,
Spacedock,
FRD
or
the
Planetary
Defense
System
on
a
race’s
home
planet
do
not
count
towards
this
restriction.
Once
they
are
repaired/built,
the
additional
Dreadnaught-‐type
ship
must
immediately
move
to
a
new
location
as
soon
as
possible.
• The
Federation
“Enterprise”
and
Klingon
“Doomslayer”
are
considered
CC
sized
ships
for
stacking
purposes.
• No
stack
may
include
more
than
one
Kzinti
and/or
Federation
CV
(unless
the
additional
ship(s)
are
under
construction
or
being
repaired
at
a
Starbase;
then
follow
the
same
rules
as
DNs).
This
restriction
does
not
affect
the
Federation
CVS
or
the
Kzinti
CVL,
CMV
or
CVE.
Design
Notes:
These
rules
limit
the
“super
stack”—a
stack
full
of
nothing
but
Dreadnaughts
and
huge
carriers.
The
Kzin
and
Federation
CVs
are
based
on
each
race’s
Heavy
Cruiser
(CA)
hull
but
the
resulting
carrier
is
essentially
another
Dreadnaught.
These
two
races
can
still
build
quite
a
huge
fleet
by
stacking
a
single
DN
and
CV
(along
with
all
their
supporting
ships)
together,
but
it’s
just
too
much
to
put
together
a
Federation
Fleet
consisting
of
2xDNs,
3xCV,
and
an
NCS.
With
the
addition
of
extra
carriers,
larger
scouts,
battle
cruisers,
et
al…
there
are
plenty
of
big
ships
around
to
fill
out
your
fleets
and
still
maintain
game
balance.
OPTIONAL
STACKING
RULE
(from
Nexus
#1):
Players
may
stack
up
to
TEN
ships
in
each
hex
as
long
as
the
following
restrictions
To
stack
SEVEN
or
more
ships
in
a
hex,
the
fleet
must
be
“balanced”
per
the
table
below.
For
each
ship
type
included
from
the
left
column,
the
stack
must
also
include
a
ship
type
from
the
right
column.
A
stack
of
six
or
fewer
ships
is
not
required
to
be
“balanced”.
When
entering
a
combat
situation,
no
more
than
seven
ships
(or
fighter
squadrons)
may
be
placed
on
the
first
line
of
the
Tactical
Combat
Display.
Additional
ships
that
qualify
may
be
placed
on
Level
2
of
the
Tactical
Combat
Display.
Any
additional
ships
(over
seven)
that
do
not
qualify
to
be
placed
on
Level
2
of
the
Tactical
Combat
Display
must
be
placed
in
the
Reserve
box.
At
the
end
of
each
combat
round
any
single
ship
from
the
Reserve
may
be
moved
to
the
first
(or,
if
it
qualifies
but
was
not
originally
placed
on
Level
2
of
the
TCD,
the
second)
level
of
the
TCD.