Houserules

Below are the house/postal rules for the various games run in S.O.B.

7 Wonders

Age of Renaissance

Agricola

Caverna

Discworld

Goa

History of the World

Kremlin

Liftoff!

Lords of Waterdeep

Machiavelli

Merchant of Venus

New World

Outpost

Phoenicia

Power Grid

Puerto Rico

Race for the Galaxy

Robo Rally

Settlers/Seafarers of Catan

Silverton

Suburbia

Terraforming Mars

Terra Mystica


7 Wonders

General

1) This game will be run via email, with updates in the zine based on the activity that has taken place since the last zine publication.

2) All standard game rules apply.

Game Setup

1) Before the start of the game, the GM will deal a Wonders card to each player and randomly determine whether the A or B side is in use.

2) The GM will also deal out the Age I hands and provide that information to each player.

Game Turn

1) At the start of each turn, the players will inform the GM of their card selections, whether they will build the card as is, use it to build a stage of their wonder, or discard it for gold. If one of the first two options is selected, they will inform the GM of who they will pay for the necessary resources to complete the build in the event that they do not have the native production.

2) The GM will publish the results of the card plays to each player, and inform each player of the new hand they have. Step 1 then repeats.

3) After the sixth card of each Age, the GM will resolve conflicts and inform the players of the results. The GM will then deal out the cards for the next Age and provide those to the players.

4) At the conclusion of Age III, the GM will resolve conflicts and total up victory points to determine the winner.

Back to Top


Age of Renaissance

Adapted from those used by Andy Lewis in his subzine “In the Doghouse,” which was in turn adapted from a set developed by Dennis Cain.

1) All rules up to and including section 11 are used except where modified below.

2)  Players may always make their orders conditional on something which has occurred in a previous phase or in a previous player-turn providing they would be able to do so in normal play.

3)  Each game turn will be run over two mailings. The first order section will be phase 7 of the previous turn through phase 3 of the current turn. The first report will be cover these orders. The second order section will be phases 4 through 6. The second report will cover these orders plus indicate the cards drawn during the next turn's phase 1.

4)  The following rules cover the orders each player should submit and the activities of the GM:

1)  Shortage/Surplus Removal and Card Draws Each player will receive their card draws with the results of Phases 4 through 6 of the prior turn. All players may submit shortage/surplus removal orders conditional upon moving first.

2)  Buy Cards: Once a player acquires advance V (Urban Ascendancy), he must indicate whether he will buy a card. If no indication is given, a card will not be purchased. Once a player has acquired advance P (Master Art), he must indicate a card to discard if he wishes to do so.

3)  Play Cards: Players must indicate what, if any cards they wish to play. Along with this is an indication of how much to protect a leader with (if applicable), who to play a disaster on (if applicable), and so on. You should also indicate which provinces you will give up in the event of a lost War. If no provinces are listed, losses will be determined by the GM, with preference going to those provinces located farthest from the home city and with an eye to attempting to retain commodity blocks.

4)  Purchase or Pass: Players may now purchase ship upgrades and advances. Players should also indicate whether or not they will pay stabilization. In the absence of orders, stabilization will be paid if sufficient funds are available.

5)  Expansion: Each player now indicates how and where to place expansion tokens. Included in this should be an indication of how often to attack an area in the event of failed attacks. Also, players should consider writing conditional orders to cover the eventuality of another player acquiring advances such as Holy Indulgence and Cathedral. After all player turns in this phase, the card for most new markets is given.

6)  Income: Income for the turn is calculated and collected. Included in this are any results from Interest & Profit (L) and Middle Class (Z). Also, misery reduction due to New World (U) is applied at this time. Finally, new shortage/surplusses are determined at this time, along with bonuses and penalties for them.

7)  Determine Order of Play: All players must allocate how many tokens will be purchased for the next turn.

5)  The first report will be the initial card draws. The first orders due will be the initial bid amount and order of capital preference. The capital selections will be reported and play will then proceed per the Normal play rules listed above.

Back to Top


Agricola

General

1) This game will be run via email, with updates in the zine based on the activity that has taken place since the last zine publication.

2) All standard game rules apply.

Game Setup

1) Before the start of the game, the GM will determine the available actions, randomly determine the first player, and provide to each player their Occupation and Minor Improvement cards. Players will be requested to provide their family name and preferred color.

2) Once the information from the players is received, the GM will draw the first Round Card and populate the accumulation sites.

Game Turn

1) At the start of each turn, the GM will draw the next Round Card (Phase 1) and populate the accumulation sites (Phase 2).

2) In player order, each player will choose their work action (Phase 3). Players are only required to submit an action when it is there turn to do so, but to speed up the flow of the game, a player is encouraged to provide conditionial orders.

3) Once all players actions have been taken, the GM will return all family members back home (Phase 4).

4) During a Harvest Turn, the GM will conduct the harvest (Harvest Phase 1: Field Phase).

5) Players who do not have enough food on hand must determine how they will feed their families (i.e., by converting grain, vegetables, or animals to food via direct conversion or through an Improvement). Any shortfall will be made up with Begging tokens (Harvest Phase 2: Feeding the Family).

6) The GM will add animals according to the Breeding rules (Harvest Phase 3: Breeding).

7) At the end of the Harvest following the 14th Round, the GM will total up victory points and publish the results.

Back to Top


Caverna

General

1) This game will be run via email, with updates in the zine based on the activity that has taken place since the last zine publication.

2) Game board and player board updates will be posted to a special website to avoid excessive email size.

3) All standard game rules apply.

4) Player boards will use a coordinate system displayed below:

In this system, the player's Entry-level Dwelling is located at D4. Whenever players add a tile to their board, they should specify the location of the add. If the tile is a 2-space tile, then the player should specify which space goes where. For example, a player choosing the "Drift Mining" action receives a two space tile with a cavern and a tunnel. The player can specify that the cavern goes in E4 and the tunnel in F4.

Game Setup

1) Before the start of the game, the GM will determine the available actions and randomly determine the first player. Players will be requested to provide their family name and preferred color.

2) Once the information from the players is received, the GM will draw the first Round Card and populate the accumulation sites.

Game Turn

1) At the start of each turn, the GM will draw the next Round Card (Phase 1) and populate the accumulation sites (Phase 2).

2) In player order, each player will choose their work action (Phase 3). Players are only required to submit an action when it is there turn to do so, but to speed up the flow of the game, a player is encouraged to provide conditionial orders.

3) Once all players actions have been taken, the GM will return all family members back home (Phase 4).

4) During a Harvest Turn, the GM will conduct the harvest (Harvest Phase 1: Field Phase).

5) Players who do not have enough food on hand must determine how they will feed their families (i.e., by converting grain, vegetables, animals, gold, or rubies to food via direct conversion or through a Furnishing tile). Any shortfall will be made up with Begging tokens (Harvest Phase 2: Feeding the Family).

6) The GM will add animals according to the Breeding rules (Harvest Phase 3: Breeding).

7) At the end of the Harvest following the 12th Round, the GM will total up victory points and publish the results.

8) Note that after Rounds 6 through 12, the GM will reveal the harvest token to determine if a full harvest round occurs. This will be revealed after the conclusion of Phase 4 of each respective turn.

Back to Top


Discworld: Ankh-Morpork

1) All normal rules apply.

2) This game will be run via email, with updates in the zine based on the activity that has taken place since the last zine publication.

3) Game Setup:

1) The GM will set up the board with one minion from each player and a trouble marker each in the Dolly Sisters, Shades, and the Scours.

2) The GM will randomly determine a Personality card for each player, and inform each player of their Personality.

3) The GM will randomly deal out 5 cards to each player and let them know what they have.

4) The GM will randomly determine the first player.

4) Each mailing will consist of one player turn. During the turn, that player can play whatever cards they can, but they must specify the order of the cards, and what to do with each card symbol. The player must send an email to all the players and the GM detailing his actions. If a random event needs to be drawn, the GM will draw and resolve the random event. If a card action must be targeted to a particular player or city space, the player of that card must specify the target. If the target must respond to the card with a choice, then the target will be given the opportunity to do so before the next player can play his cards. Once all the cards are played, the GM will provide replacement cards to the active player.

5) If a player wishes to play an Interrupt card during another player's turn, he must send an email detailing that action to all players and the GM.

6) If a player achieves his victory conditions, then the GM will inform all players.

Back to Top


Goa

1) All normal rules apply.

2) Players may always make their orders conditional on something which has occurred in a previous phase or in a previous player-turn provided they would be able to do so in normal play.

3) Each game turn will take place over at least 3 mailings. The first mailing will cover placement of the auction markers, the second mailing will cover the tile auctions, and the third and any subsequent ones will cover player actions. The player action round will be broken up either at the request of the players, or if conditional orders on hand do not cover the current situation.

4) At the start of the game, the GM will set out the "A" tiles on the auction board, determine the starting player, and provide the starting ships, colonists, and ducats to each player. The players should provide their color preference and company name.

5) The following rules cover the orders each player should submit and the activities of the GM each phase:

A) Place Auction Markers: The tile board will be in a labeled grid, and the starting player should provide the location of the "First Player" tile. All other players should provide a preference list of the items on which you want to place your auction marker. The GM will then place the auction markers, based on the location of the "First Player" tile and the preference list. The GM will then make the results known to the players.

B) Auction Tiles: Players should provide their bid on each auction, keeping in mind that the auction is a "once around" type, and that the ducats bid go to the owner of the auction marker, unless that player buys it himself, in which case it goes to the bank. Tiles which are "Play Immediately" will be done so, and if they require a choice, the player must indicate which in their orders or the choice will be taken randomly.

C) Player Actions: Players should indicate what they will do with each of their three actions, plus whether they will use any Additional Action cards they have.

6) Play of tiles which are "Take Each Round" or "Use Once" should be indicated in a player's orders, as is the play of Expedition Cards.

7) Upon completion of the fourth round in part A, the GM will deal out the "B" tiles and play will continue.

8) Players may vote on the use of the Rule Variant (Each player may either advance 2 success markers one space, or take an additional 10 ducats) at the beginning of the game. If the variant rule is used, orders for which action to take should be included in the orders for the first Auction Marker Placement.


History of the World

1)  All rules up to and including 10 apply except where modified below. In addition, optional rule 11.3 (Fortresses) is in effect and the green Trade Bonus event card is removed due to the difficulty of using it in a PBM setting.

2)  Players may always make their orders conditional on something which has occurred in a previous phase or in a previous player-turn provided they would be able to do so in normal play.

3)  Each Epoch will be run over at least two mailings. The first mailing in each Epoch will cover the selection of empires. All succeeding mailings within the Epoch will be the player-turns within the Epoch. The number of player-turns conducted within each mailing will vary according to the proximity of the powers in question, the density of existing armies from prior Epochs, and player requests.

4)  At the end of each mailing prior to a new Epoch, the GM will make known the drawing order for the empires in the new Epoch as well as the actual empires drawn.

5)  The following rules cover the orders each player should submit and the activities of the GM in each phase:

A)  Drawing Order: The GM will determine the order in which new empires are drawn by the players and make the new order known.

B)  Empire Distribution: Each player should submit orders detailing what is to be done with the empire drawn during this phase. Issues to consider are: What empires to keep, if possible and who to give unwanted empires to. Players who select earlier in the sequence will naturally have more conditionals than those who go later. After all orders are received, the GM will then distribute the empires according to the orders.

C)  Order of Play: The GM will then determine which of the empires will take their turns in the upcoming mailing, and make known who is to take their turn.

D)  Event Declaration: In each player's turn, the active player must decide which, if any, of his event cards to play. If two cards are to be played, he must determine the order in which to play them.

E)  Build Phase: The active player now claims his start land and the GM conducts any retreat caused thereby. Retreat priorities are as follows: 1 - friendly capital, 2 - friendly monument, 3 - friendly city, 4 - largest concentration of friendly armies, 5 - random. Players may submit their own retreat priorities.

F)  Expansion Phase: The active player now conducts his expansion. Expansion may be made conditional on the success of prior attacks. The expansion is then resolved by the GM.

G)  Monuments: If the active empire controls a sufficient number of resource areas, it may build monuments. Players may submit build locations of the monuments within the constraints of the rules.

H)  Victory Points: The active player counts his victory points.

Note that items D through H are conducted in sequence for each player.

6)  The initial mailing will consist of the event card draw and the initial drawing order. Players should submit orders for the first drawing round. The GM will set up the Sumerians with 2 armies and a Capitol in Lower Tigris, 1 army in Middle Tigris, and 1 army in Zagros.

Back to Top


Kremlin

1.  The Advanced Rules as supplied in the Avalon Hill version of the game will be used except as modified in these rules.

2.  The first set of orders mailed in by each player will be the distribution of the 55 allocated IP (these IPs need not be declared yet, merely allocated) and any initial IP declaration.

3.  Each game turn is generally divided into two (2) mailings. The first mailing consists of the Cure, Purge, Investigation, and Health phases. The second mailing consists of the Replacement, Rehabilitation and Parade phases. The GM may separate the turn due to unusual intrigue card events.

4.  At the end of the 3rd, 6th, and 9th turns a separate mailing turn will be issued for the option of publicly announcing increased IPs or acquiring additional intrigue cards. Conditional orders are recommended.

5.  If any of your controlled characters is theoretically eligible to purge, investigate, try, nominate, etc, you should send provisional orders as if he/she will. Likewise, send “Guilty’/”Innocent” votes each turn for all Politburo members under investigation in case they come to trial.

6.  Bribes and Deals: The GM requires a copy of all bribes and deals made between the parties involved in order to be able to enforce the three intrigue card limitation. The GM encourages the players to strike deals where you can.

7.  Assigned IPs can be declared at any Point in the turn and can be conditional on any events that occur prior to the declaration of the IPs in the same mailing. If, at any time, two or more players have the same number of declared IP on a character, tie breaker points may be used. If this fails to resolve the tie, the GM decides who has control based on when the IP were declared. If the deadlock continues, the GM will roll a die. Orders such as "declare as many IP on Badenuff to control him in the Purge Phase" will be followed if possible. Any order ambiguities will be handled by the GM as consistently as possible.

8.  If a player does not send in orders for the first or second mailing of a turn his characters make no voluntary actions. If he must make nominations, the oldest eligible character is nominated and all votes are "yes" or "guilty" If a player does not send in orders for the "Increase Influence" Interphase: a) He shall draw Intrigue cards to fill his hand, b) He shall place any remaining IP on the highest ranking politician possible.

9.  Players with European sets take note that some character names have been changed and that the AH rules are not the same as the original Swiss rules.

These rules originally appeared in Paul Bolduc’s Boris the Spider.

Back to Top


Liftoff!

1)  All standard rules are in use except as modified below. In addition, the following optional rules are in use: Diplomacy, Capitalism, Government Orders, Rescues, and True Docking. Finally, the Advanced Failure Charts are in effect.

2)  Players may always make their orders conditional on something which has occurred in a previous phase or in a previous player-turn provided they would be able to do so in normal play.

3)  Each turn will be run over at a single mailing. The sequence of play for a mailing will generally be: Purchase Space Hardware and New Space Programs, Conduct Research and Development, Declare Future Missions, Choose Missions, Decide Rushing of Launches, Determine Launch Order, Carry Out Missions, Modify Budgets Due to Mission Results, Go on to Next Year, Collect Budgets (for following turn), and Draw Event Cards (for following turn). The first mailing will consist of the first two phases for the first turn.

4)  The following rules cover the orders each player should submit and the activities of the GM in each phase:

A)  Collect Budgets: The GM will add the amount of the current budget to the player’s cash on hand.

B)  Draw Event Cards: The GM will draw event cards for each player and apply the budgetary and other effects. In cases where the player has to make a decision, the decision must be submitted with the next turn’s orders.

C)  Purchase Space Hardware and New Space Programs: Players must select which purchases to be made.

D)  Conduct Research and Development: Players must submit orders about how many research and development dice they will roll in each program they have. The GM will then roll the dice and modify the safety factors of those programs.

E)  Declare Future Missions: Each player now declares how many launches (up to the number of expected launch facilities) he will make the following year.

F)  Choose Missions: Each player who declared a launch in the next year must now choose the mission to be undertaken. This includes any astronauts who will be on the mission. Failure to launch the mission will constitute a failure and will be so reflected in the budget for the following year. However, if the mission was manned and was launched without astronauts, it does not affect the budget in any way, even if it was originally scheduled to be launched with astronauts.

G)  Decide Rushing of Launches: If a player had any launches scheduled for the current year, he must now decide whether to rush the launches, and if so, by how many months.

H)  Determine Launch Order: The GM now determines the launch order of the missions, including any rushing.

I)  Carry Out Missions: In the determined launch order, the GM now rolls for the success or failure of each stage of the mission.

K)  Modify the Budgets Due to Mission Results: The GM now modifies budgets based on the mission results in step I. The GM also modifies equipment safety factors.

5)  The players are encouraged to come up with unique names for their countries, as well as names for their astronauts.

Back to Top


Lords of Waterdeep

General

1) This game will be run via email, with updates in the zine based on the activity that has taken place since the last zine publication.

2) All standard game rules apply.

Game Setup

1) Before the start of the game, the GM will determine the available buildings and Quests, randomly determine the first player, and provide to each player their Quest, Lord, and Intrigue cards. Players will be requested to provide their preferred faction.

2) Once the information from the players is received, the first player may submit moves for the first turn.

Game Turn

1) At the start of each turn, the GM will place the VP markers on the available buildings and populate any accumulation buildings.

2) In player order, each player will choose their action. Each player should also indicate whether they will complete a Quest, and if so, which one. Players are only required to submit an action when it is their turn to do so, but to speed up the flow of the game, a player is encouraged to provide conditionial orders.

3) Once all players actions have been taken, the GM will return all agents back home.

4) At the end of Turn 8, the GM will total up victory points and publish the results.

Back to Top


Machiavelli

1. The 1995 edition rules will be used, unless otherwise specified.

2. Abbreviated orders will be accepted as long as they are clear and unambiguous. However, Army/Fleet/Garrison designations are mandatory.

3. Moves/Builds/Maintains can be conditional upon any situation from the previous campaign. If a situation develops that is not covered by the conditional orders, orders common to all sets submitted by that player will be used.

4. Orders may be revised up to the deadline. Once the deadline has passed, the latest orders received by me prior to the deadline will be used.

5. Winter/Spring, Summer, and Fall campaigns are observed. Winter/Spring seasons will be separated at the request of at least one third (rounded up) of all current players.

6. Two NMR's on the first turn of a game will result in a delay of one issue with standbys called for the positions that failed to return orders.

7. One NMR by a player will result in a standby being called for that position for the following campaign. If the original player NMRs a second time consecutively, the standby will take over the position.

8. Unless otherwise stated at or before gamestart, all games will be using Advanced Game Victory conditions.

9. Draws may pass with the approval of all surviving countries at the time the draw is proposed. NVR will be treated as No while NMRs will be treated as Yes. If more than one draw passes in a season, the one with the most players will pass. If there is still a tie, none will pass.

10. Press is determined at the start of the game. The Judge reserves the right to edit press, but will probably never exercise it.

11. Phone orders will be accepted but written or emailed orders are preferred. In the event that I do not have your orders by the day of the deadline, if I have your email address, I will email you collect to attempt to get the orders. If I am unable to, you will be NMRed.

12. If a player submits conditional orders dependent on whether the original player or a standby player for a country keeps/takes control of that country's position, as appropriate, those orders will be allowed.

13. Loans of ducats to other players must be submitted with your orders to go into effect. Such loans, as well as loans from the moneylenders, will be common knowledge unless otherwise requested.

14. Treasuries are open to inspection only during income calculation and the Winter campaign.

15. Any order which involves an expenditure of ducats will cause those ducats to be spent regardless of the success, failure, or impossibility of the order.

16. Changes to these rules may be proposed by any player. The change will then be voted on by all current players. Each player gets one vote, not one vote per position. NVR = No, NMR = Abstention. For a proposal to pass, it must gain a two-thirds majority of all non-abstentions. The GM reserves the right to veto any proposal he deems inappropriate.

17. A fortified city or fortress should be considered a separate area for purposes of movement. Therefore, an order to convert to a garrison is the same as an order to move into the city and likewise an order to convert from a garrison is the same as an order to advance into the province.

18. In a game using the money lenders, on the turn a loan is due, new loans may be taken out so long as total principle borrowed is no higher than 25 ducats.

19. Some standard abbreviations: NMR: No Moves Received, NBR: No Build Received, NVR: No Vote Received, nsu: no such unit, nso: no such order, u: unordered, imp.: impossible, OTB: Off The Board, CM: Citizen’s Militia, EM: Elite Mercenary, EP: Elite Professional.

20. Standard formatting: Underlined moves fail. All special military unit orders are in italics. The province or sea area that a unit ends the campaign in is listed in small caps.

Machiavelli Tables

Back to Top


Merchant of Venus

(These rules are lifted more or less wholesale from Garret Schenck's Upstart, who freely adapted them from Scott Cameron's Protozoan.)

1)  All rules through 13 will be used. Unless otherwise amended below, they will remain in force. This is just the Basic Game, without combat or Rastur. In addition, the following variant rules from the General will be used: Quick Setup, The Lost "?" Box, Fast Start, Own Species Bonus, Customized Spaceships, and Agents, Bases, & 2nd Ships. The winner shall be the first one to reach a net worth of $3000.

2)  Players can submit culture preference lists; in the absence of which whatever remaining will be given. Ties will be resolved by high bid (see below), with further ties by GM die roll. Players are encouraged to think up a name for their traders. Any trader not given a name by the player will be given a name by the GM (evil chuckle). As this is not a gunboat game, all players will be identified, negotiation is definitely allowed, and press is allowed and, as always, black. Some good ideas for press can be gleaned from the "Gazetteer" on pp. 12-14.

3)  The following abbreviations will be used:

R = Red Dot

Y = Yellow Dot

B = Blue Dot

A = Asteroid

? = "?" Marker

R10/Y20/B30, etc. = Penalty Oval of the appropriate value and color.

(o) = Orbit Box

(c) = Surface or Space City

(p) = Spaceport

NC# = Navigation Circle with # being the pilot number used in traversing it.

4)  Cultures, Goods, Factory Goods, Demand Markers, Fares, Relics, and Spaceport and Factory Deeds will not be abbreviated.

5)  Movement Notation: Players should list the type of dot their ship is moving over, in order, using the abbreviations above. Where the route may be ambiguous, players should use a compass direction to distinguish the route they wish to follow. If using a drive system, players should give the spaces they are skipping over in parentheses. When using a Navigation Circle, players should indicate the pilot number they are using. If players will pass over a "?" Marker, they should indicate whether they will stop and under what circumstances or conditions.

6)  At the end of the current postal turn, the GM will announce all dice rolled for all players for all turns to be played in the next postal turn. This is public knowledge. Players do not have to announce the first dot they will try to move to. This rule is suspended in the postal game.

7)  Examples of movement: Bypass - R - B - Y - R10 - B10 - R - B - Rainfall(o) - Rainfall(c). While unambiguous and therefore valid, it would be helpful (though not required) to amend the above to Bypass(NW) - R - B - Y - R10(N) - B10 - R(W) - B - Rainfall(o) - Rainfall(c). Another example: Bypass - R - Y - B - R - B - R - Y - Base - R - B. Again, it would be helpful to the GM to amend this to Bypass(S) - R - Y - B(S) - R(S) - B - R - Y - Base(W) - R - B. Another (using a Red Drive): Bypass - (R) - Y - B - (R) - B - (R) -... Technically correct, but a little confusing -- Bypass(S) - (R) - Y - B - (R) - B - (R) -... would be less so. Another: Base - NC3 - NC3 - NC3 - ? -... (puts you on the "?" box due north of the Space Station Planet's culture box). Last: Bypass - R - B - Y - R10(N) - B10. If you were going to end your turn on the B10, then the compass direction would be required (which is why it would probably not be a bad habit to always list compass directions at intersections).

8)  TeleGates have no effect whatever during the postal turn in which they are revealed. They go into operation with the start of the subsequent postal turn.

9) Generally, each postal turn will consist of two regular game turns. But, the first postal turn (at least) will consist of a single turn only. The GM will try to keep the game moving along briskly, and will therefore try to schedule two regular turns each postal turn, but reserves the right to announce that the next turn will consist of a single regular turn. The GM will only do this if he feels that trying to run two regular turns will present too many conditional possibilities for too many players.

10) Each player will take a turn in sequential order. The order of the players will always be the same as that determined at the start of the game, but the player who goes first in any postal turn will rotate ahead one each postal turn. The first player in any given postal turn will take an extra turn. Thus, for example, on the first turn, the 2nd through 6th players will each submit their orders for turn 1, while the 1st player will submit his orders for turns 1 and 2.

11) The players will be able to bid for initial placement. Each player will send a preference list of desired first turn order, and the amount that is being bid for the privilege of getting a desired place. If no preference list is submitted, the default list is 1, 2, 3, 4, 5, 6. All bids are lost to the bank. All bid ties are resolved by a GM die roll.

12) Each player will start with an extra $20 as compensation for the bidding "war" for order placement. Thus, in a six player game, each player starts with $140 instead of $120. Size of bids for order placement are limited only by the treasury of each player.

13) If a player decides not to move in a particular game turn, the dice rolled for that turn are lost.

14) Players may (and probably should) make their orders conditional on any actions that occur prior to their current regular turn, or on all actions occurring in a prior regular turn. The orders may be made conditional on everything that the player would be able to see happen in a FTF game. Some things to consider -- will you pay penalties? Will you move to planet X if somebody else just discovered the culture there? Will you move to planet Y if another player just bought X number of goods (or the factory, or a spaceport, etc.) there? Will you stop to pick up a relic when you move over an undiscovered "?" marker? The closer you move to last place each turn, the more conditionals you will need to make the "perfect" move, although often you'll be able to get away with more general orders. Since you'll be able to see other players' dice rolls, you'll probably have a pretty good sense of what they'll do. Maybe. Remember to prepare for the worst case -- for instance, don't just end your turn to "pick up a relic" if it looks like somebody else could get there first: you'd look awfully foolish touching down on some God-forsaken asteroid when some other player has "your" relic Yellow Drive happily hidden away on their hull.

15) In case of ambiguous routes, the GM will move the player to the point of ambiguity, then roll a die to choose between possible routes.

16) Players can make conditional trade orders based on anything they'd be able to see in a FTF game. Trades are executed in the order given by the player except that all sells will be made before any buys. Any ambiguity will be resolved by the roll of the die.

17) You must be on a Spaceport, Space City, or Surface City to buy deeds (the rulebook is ambiguous on this matter, the Answer Box in The General clarified it).

18) Placement of all Bonus Markers will be made as required by the FTF rules. This means that demand for goods can change during the course of a turn or even in a player's turn. Conditional orders may be written to cover these events.

19) No relics require prior notification in order to be used. You will always be able to see any dice rolled for the upcoming turns before deciding whether to use a relic. Include decisions to use a relic in your orders for each regular turn. If a player has the Mulligan Gear relic (allowing a reroll of a die) the orders for each regular turn should indicate which die (if any) should be rerolled. The player's orders should be conditional on the results of the roll. If a player has the Auto Pilot, that player can choose which die will be replaced by a four. Jump Start and Gate Lock work similarly. (These rules will have the effect of making certain relics, including those mentioned above, more powerful than they would be in the FTF game. Should be livable, though.)

20) All GM errors need to be pointed out by the next adjudication, or they stand.

21) In case of an NMR, standbys will be called. If a second NMR occurs, the standby will be asked to permanently assume the position or the NMRed player. Written orders only, folks! In the event that a standby is not available, the player will be removed at the second NMR and any spaceports and factories owned by that player are scrapped. Also, due to the large number of conditional orders likely in this game no orders will be accepted by phone.

22) The game can end at any time by concession vote -- all remaining players must vote to concede the game to a single winner. No draws allowed. Concessions may be proposed at any time.

23) If during the first game turn of a postal turn, a player buys a faster ship (Freighter to any, Scout or Transport to Clipper), the GM will roll the extra die or dice for the second regular turn. You may make your movement in the second turn conditional upon the results of the roll.

24) Any questions on the rules, or anything you feel should be changed, qualified, altered, etc., let me know as soon as possible. I reserve the right to alter any of the rules here in order to make for a better and more playable game, but only after notification of all players. Have fun!

Back to Top


New World

(These rules are lifted more or less wholesale from Scott Cameron's Protozoan.)

1)  All standard rules up to and including 16 apply except as modified below. In addition, optional rule 22 (Piracy) is also in effect.

2)  Players may always make their moves conditional on something which has occurred in a previous phase or in a previous player-turn providing they would be able to do so in normal play. For example, you may make your movement/combat conditional on the movement/combat order of someone who moved before you in initiative order or on where one of the other players had made an anchorage.

3)  The first 3 turns will be conducted in a single mailing each. Beginning with turn 4, each normal turn will be broken into two postal turns, with the break occurring after the Gold Stage and before the Land Movement phase.

4)  At the end of each mailing immediately prior to a planning phase, the GM will determine how many colonists each player will receive and publish this information. Also, at the end of each mailing immediately prior to a Land Movement phase, the GM will determine an initiative order and publish this order. On turns 1-3, initiative will be determined after the Income phase. For turns 4 and thereafter, initiative will be determined after the Gold phase.

5)  The following rules cover the orders each player should submit and the activities of the GM:

A) Planning Stage: All players should inform the GM of the following: how many soldiers he will buy, how many ships he will buy and or maintain, where his ships will land, and how many units will disembark at each landing.

B) Outbound Naval Movement: The GM will execute each player's Planning Stage orders, and will roll to determine Naval losses as usual. Players may make conditional orders for: a) Which units are on which ships for purposes of apportioning Naval losses. In lieu of orders, the GM will place one soldier and one colonist on as many ships as possible and place any remaining units on as few ships as possible. For example: a player has 3 colonists, 5 soldiers, and 5 ships. The first three ships would contain one colonist and one soldier each, the fourth ship would contain two soldiers, and the last ship would be empty. b) If making more than one landing, from which landing will any lost units be taken. In lieu of orders, the GM will take the units from the last landing. For example, a player has three soldiers, each of which will be landed at a separate anchorage. If one soldier were lost in transit, the third landing would not receive a soldier.

C) Gold Phase: The GM will automatically place gold bars on all active mines on which a miner resides and on any city on which a soldier resides. Depletion die rolls will be made automatically for such sites. In addition, discovery die rolls will be made for any sites containing a prospector unless the players owning those units order otherwise.

D) Land Movement: Initiative order will be determined at the end of the preceding mailing as noted above. Each player may, in order, embark, move, and/or disembark units and/or gold as normal, making his orders conditional on previous events if he wishes. At the end of all movement, he may attack the units of other players where appropriate. Attackers should note whether unoccupied mines/sites/cities should be occupied if possible. All players should note which of their units should be removed first and under what circumstances they will retreat (and, of course, where they will retreat to). In lieu of such orders, the attacker will occupy mines/sites/cities and prospectors, miners, and soldiers on cities will be removed last.

E) Native Combat: Native combat will be resolved in the same fashion as normal combat.

F) Native Uprisings: The GM will determine whether any native uprisings occur and the results of such uprisings. Colonists will be removed before miners unless otherwise ordered.

G) Survival: The GM will determine the survival climate and resolve any losses therefrom. As in combat, prospectors, miners, and soldiers on cities will be removed last unless contrary orders exist.

H) Political Control: The GM will determine political control of any areas that qualify.

I) Homebound Naval Movement: All fleets will return home bringing any gold/units at their current anchorage dot. Fleets may also stop at other anchorages prior to returning home if the owning player desires. The GM will determine naval losses as in B above. All gold will be placed in as few ships as possible unless the player orders otherwise.

J) Income Phase: The GM will determine each player's income and will publish the current treasury balances. Rule 13.3 ("Secrecy") is not in effect, for obvious reasons.

K) Colonist Phase: All players should inform the GM as to whether they wish to roll for colonists or accept the automatic four. The GM will then determine the number of colonists received by the appropriate method and publish the results at the end of each turn. The initiative order will also be determined at this time for turns 1-3. For turns 4 and after, it will be determined after the Gold Stage.

7)  The first mailing will consist of the initial colonist rolls and the bidding for exclusive landfalls. To bid for landfalls, simply inform the GM as to how much you will bid and provide a list of landfalls as long as the number of players in the game. If you do not get your first choice, the GM will go down the list until an available landfall is reached whenever it is your chance to select one.

8)  Counter mix limits to soldiers/prospectors will be observed, along with the three turn waiting period before they can be rebuilt. Players will be informed in the colonist phase how many soldiers they currently have available.

Back to Top


Outpost

1)  All standard rules up to and including 11 apply except as modified below and by the expert game rules. Optional rule 12.1 (Mega Production Cards) is also in effect. In addition, according to information I have received from TimJim games, the following changes and clarifications apply:

A) The cost of Ecoplants is reduced from 50 to 30.

B) The cost of Research factories is reduced from 40 to 30.

C) The cost of a Laboratory is reduced from 100 to 80.

D) The starting hand capacity is 10, instead of 5.

E) Warehouses and Outposts increase hand capacity by 5 instead of 3.

F) Research and Microbiotics cards do not count against hand capacity.

G) Players must discard down to hand capacity before bidding begins. If I do not have any prefences from the player, lowest denomination cards will be discarded first.

H) Heavy Equipment gives a 15 point discount towards Outposts, instead of only 10.

I) If, during the first and second phases of the game (when rolling D4 and D10 to determine available colony upgrade cards), a turn begins with no upgrade cards available for purchase or placement (all the upgrade cards available during the current game phase have been purchased by players), then the game automatically moves to into the next phase on the next turn, regardless of the number of victory points actually acquired by any commander.

J) First Turn Rules: On the first turn, each player receives 4 Ore and 2 Water cards. A player who makes no other purchases on that turn (only) may turn in all 6 cards for a Water factory, even if their values total less than 20.

K) Players may continue opening bids on colony upgrade cards as long as they have enough production to cover the bid. This holds true even if the player opened the bidding on a card and one it in the same player turn.

2)  Players may always make their orders conditional on something which has occurred in a previous phase or player-turn providing they would be able to do so in normal play. For example, you may base you bid on a particular card on whether another player has already bought a specific upgrade card.

3)  In general, each mail turn will consist of a single game turn. However, I will split the turn if I get requests from at least one third of all players in the game (rounded up).

4)  At the end of each mailing immediately prior to the beginning of a game turn, the GM will determine the player order of the following turn, as well as the colony upgrade cards available for bid and the production cards distributed to each player.

5)  The following rules cover the orders each player should submit and the activities of the GM:

A) Determine Purchasing Order: The GM will calculate the victory points of each player and determine on that basis the purchasing order. Ties will be resolved randomly. The GM will then inform the players what the purchasing order is.

B) Replace Previously Purchased Colony Upgrade Cards: The GM will then determine what new colony upgrade cards (if any) are now available for purchase and inform the players appropriately.

C) Distribute Production Cards: The GM will then distribute production cards to the players in reverse purchasing order. That is, the player who will take his purchasing turn last will get his production cards first. Players who are eligible to receive Mega Production Cards must inform the GM that they wish to receive such cards with the prior turn's orders. In the absence of an order, the player will receive four standard production cards. The following abbreviations will be used for the production cards:

        Or        Ore

        Wa        Water

        Ti        Titanium

        Re        Research

        Mi        Microbiotics

        NC        New Chemical

        OM        Orbital Medicine

        RO        Ring Ore

        MO        Moon Ore

Mega cards will be represented by a "M" followed by the type abbreviation. For example, a Mega Water card will be depicted by "MWa". There is assumed to be no limit on the number of Mega cards.

D) Discard Excess Production Cards: In the event that a player has production cards in excess of his hand capacity, he must discard the excess. He may choose which cards are to be discarded, but in the absence of any orders to that effect, the GM will discard starting with the smallest cards currently held, ties being resolved in favor of the type of card with the lower average value, if applicable. Thus, a 5 Ore would be discarded before a 5 Water.

E) Perform Commander Actions: Each player then makes his desired purchases. Purchase of population/robots need not be conditional, as it is assumed that either is always available for purchase. As for factories, there is a limit on the number of factories available for purchase. When all of a certain type of factory are purchased, no more of that type may be purchased. The limits are as follows:

        Ore                  30

        Water             55

        Titanium        70

        Research      45

        New Chemical        40

Factory purchases may be made conditional on how many of a particular type are left. Purchase of colony upgrade cards is accomplished through submission of a bid. You may submit bids conditional on whether a player before you in the sequence bids on a particular card. Bids can be submitted either as a fixed amount, or as a minimum/maximum range. Count any discount you may have as part of your bid. If the range format is used, the GM will determine the minimum purchase price within the range that is higher than all other bids to determine the price paid. If a minimum bid is not specified, it is assumed to be the minimum purchase price of the card in question. If more than one of a desired card is available, you may submit different bids for each one. You may make purchases conditional on the possibility that a card was purchased prior to your own turn. The player may dictate the exact cards to be used to pay for anything, but in the absence of such an order, the GM will pay the cost using the fewest possible production cards. For this purpose only, Mega cards count as one card. Example of bidding: There are three players interested in bidding on a Nodule card. Player A has Ore cards of value 1, 2, and 5 and Water cards of 5, 7, 9, and 10. Player B has Ore cards 2 and 3 and a Mega Water card. Player C has Ore cards 1 and 4, Water cards 5, 6, 8, and 9, and Titanium card 11. Player A bids 25/31, player B bids 30, and player C bids 25/38. Player C will win the bid and pay 32 points (Ti11, Wa6, Wa9, Or1, and 5 point discount from the Heavy Equipment).

F) Determine Current Victory Point Totals: The GM will count victory points and publish the current totals.

6)  The first mailing will consist of the initial purchase order determination, the initial production cards, and the initial colony upgrade cards available.

7)  Players should come up with some kind of name for their outpost. Failure to do so will result in you being given one by the GM.

8)  Factories owned by each player will be listed along with their status. The following abbreviations and formats will be used:

OrF                Ore Factory

WaF                Water Factory

TiF                Titanium Factory

ReF                Research Factory

NCF                New Chemicals Factory

XXX                Indicates unmanned factory

XXX                Indicates manned factory

M            Indicates a manpower unit not being used.

XXX                Indicates factory manned by a robot.

R            Indicates a robot not being used

Therefore, each player will start out with

                OrF, OrF, WaF

Indicating two manned ore factories and one manned water factory. If a player later purchased a water factory but didn't yet have the excess population to man all three, the listing could be

                OrF, OrF, WaF, WaF

indicating one manned ore factory, two manned water factories, and one unmanned ore factory.

9)  Colony upgrade cards will be abbreviated by the following codes:

                DL                Data Library

                Wa                Warehouse

                HE                Heavy Equipment

                No                Nodule

                Sc                Scientists

                OL                Orbital Lab

                Ro                Robots

                La                Laboratory

                EP                Ecoplants

                Ou                Outpost

                SS                Space Station

                PC                Planetary Cruiser

                MB                Moon Base

The last three will also be formatted based on whether they are manned in the same way as factories.

Back to Top


Phoenicia

1)  All standard rules apply except as modified below. In addition, I have adapted the rules to accomodate up to 10 players, rather than the 5 in the regular game.

2)  Players may always make their orders conditional on something which has occurred in a previous phase or player-turn providing they would be able to do so in normal play. For example, you may base you bid on a particular card on whether another player has already bought a specific upgrade card.

3)  In general, each mail turn will consist of a single game turn. However, I will split the turn if I get requests from at least one third of all players in the game (rounded up).

4)  At the end of each mailing immediately prior to the beginning of a game turn, the GM will determine the player order of the following turn, as well as the development cards available for bid and the production cards distributed to each player.

5)  The following rules cover the orders each player should submit and the activities of the GM:

1) Player Turn: During the player's turn, he or she may undertake any combination of a) bidding on development cards and b) training, employing, or shifting workers, including buying necessary tools for production. Purchase of development cards is accomplished through submission of a bid. You may submit bids conditional on whether a player before you in the sequence bids on a particular card. Bids can be submitted either as a fixed amount, or as a minimum/maximum range. Count any discount you may have as part of your bid. If the range format is used, the GM will determine the minimum purchase price within the range that is higher than all other bids to determine the price paid. If a minimum bid is not specified, it is assumed to be the minimum purchase price of the card in question. If more than one of a desired card is available, you may submit different bids for each one. You may make purchases conditional on the possibility that a card was purchased prior to your own turn. The player may dictate the exact cards to be used to pay for anything, but in the absence of such an order, the GM will pay the cost using the fewest possible production cards. Example of bidding: There are three players interested in bidding on a Dyer card. Player A has a production card of value 5 and 1 treasury token. Player B has a production card of value 4 and 3 treasury tokens. Player C has production cards 5 and 5, and no treasury tokens. Player A bids 2/5, player B bids 6, and player C bids 2/8. Player C will win the bid and pay 7 points (using both cards, and getting 3 treasury tokens in change). To train untrained workers, players simply say that they will pay the appropriate training cost. To employ a worker or shift a worker to a new occupation, the player need only specifiy the purchase of the appropriate set of tools (unless an unused set of tools is available). In all cases, the treasury will be adjusted as each action is taken, and any actions requiring more production than is available will be canceled.

2) Administration: In this phase, the GM will undertake the following actions:

2a) Check for victory; designate turn order: The GM will determine if any player has gained 32 or more victory points. If so, he will declare the person with the most victory points the winner. If not, he will determine the new turn order.

2b) Add development cards: The GM will determine which development cards are now available to replace those that have been purchased

2c) Deal production cards: The GM will provide each player with their new production cards. The GM will do this in such a way to maximize income. For example, if a player has a 4-valued production card left over from the previous turn, it will be exchanged for treasury tokens and then factored in to the draw of new cards.

2d) Apply storage and treasury limits: If a player has exceeded the limits of his storage and/or treasury, the GM will discard cards and/or treasury tokens to retain as much of the income as possible. Any discarded cards will be converted into treasury tokens and as many as possible retained.

6)  The first mailing will consist of the initial order determination, the initial production cards, and the initial development cards available. On this turn only, all production cards will have a value of 5.

7)  Players should come up with some kind of name for their city. Failure to do so will result in you being given one by the GM.

8)  Production by each player will be listed in the following way: W-P/V[-T], where W represents the number of workers employed, P is the total production, V is the total victory point value, and T is the number of idle tools. If there are no idle tools, this number will not appear. In addition, if a player has Improved Hunting or Mining, the designation will be in italics. If a player has Advanced Hunting or Mining, the designation will be in bold.

9) Each player's unutilized workers will be listed in the following way: U-T, where U represents the number of untrained workers and T represents the number of trained workers.

10)  Colony upgrade cards will be abbreviated by the following codes:

            

Abbreviation

Development Card

Setup Number

Dy Dyer 1A
Gr Granary 1A
Gl Glassmaking 1A
Ft Fort 1A
Pr Prospector 1B
IW Indentured Worker 1B
Tr Tracker 1B
Ca Caravan 2A
DH Dye House 2A
CC(x) City Center (the number of victory points paid for) 2B
Sm Smelter 2B
SY Shipyard 2B
PW Public Works 3A
Sh Shps 3A
RS Refugee Settlement 3B
MQ Merchant Quarter 3B
TF Tradefleet 4A
CW City Walls 4A
Po Port 4B

The number of cards available is determined by the number of players in the following way:

Number of Players

2

3

4

5

6

7

8

9

10

# of A cards 1 2 2 3 3 4 4 5 5
# of B cards 1 1 2 2 3 3 4 4 5

And here are the discounts extrapolated to 10 players:

Card

# of Cards

Provides Discount On

1

2

3

4

5

Prospector 1 2 3 4 5 Smelter
Tracker 2 3 4 5 6 Caravan
Dyer 4 7 9 10 11 Dye House
City Center 4 7 9 10 11 Public Works
Shipyard 5 8 10 11 12 Ships, Tradefleet, Port
Public Works 4 7 9 10 11 City Walls

Back to Top


Power Grid

Power Grid is a game where players build power plants and attempt to supply power to the greatest number of cities.

A Turn

The basic turn order is:

1. Determine Player Order

2. Buy Power Plant

3. Buy Raw Materials

4. Building

5. Bureaucracy

Each game turn will be played in at least two zine turns, with Phase 2 (Buy Power Plant) taking place over at least one zine turn, and the remainder of the turn taking another zine turn. Specifics of each phase are:

2. Buy Power Plant

Each player should indicate which of the available power plants they will bid on, and their maximum bid for each one. Keep in mind that as power plants are purchased, new ones will become available, and provide conditionals appropriately. If the GM encounters a situation in which the available conditional orders are not sufficient, he will split the turn at that point. Remember also that each player can purchase only one power plant per turn, and if you pass on your turn to initiate a bid, you may not bid subsequently.

During the first game turn, after all players have had the opportunity to buy a power plant, the GM will re-determine the player order for the subsequent phases.

3. Buy Raw Materials

Each player should indicate which raw materials (coal, oil, trash, and uranium) he will buy, and how much of each. Keep in mind that this phase is conducted in the reverse player order, so players connected to fewer cities will tend to get the cheaper raw materials.

4. Building

Each player should indicate which cities they will connect to. In the first turn, provide a preference list for your starting city. Provide conditionals in the event that a city you want to connect to is unavailable due to the build of a player who goes before you. Keep in mind that this phase is conducted in the reverse player order. If the build of a player causes available power plants to become obsolete, the GM will adjust the power plant market.

5. Bureaucracy

Each player should indicate which power plants will operate to provide power to interconnected cities. The GM will provide money to each player based on that, restock the raw materials, and adjust the power plant market.

1. Determine Player Order

The GM will determine the player order for the subsequent turn and let all players know.

Pre-Game

After the initial game announcement, the playsers will be asked to provide the following:

1. The preference of which map to play.

2. For each map, the preference of which regions to use.

3. Power company name and color.

4. Deck options (see Player Aid page)


Puerto Rico

Puerto Rico is a game of colonization and development of the island of Puerto Rico. Players create plantations to create commodities to sell locally or transport back to Europe, and build buildings to give themselves some special capabilities.

At the start of the game, the GM will randomly determine the identity of the Governor and provide the initial list of available plantations.

Each turn, each player should provide a preference list of which role they want to take (Settler, Mayor, Builder, Craftsman, Captain, Trader, or Prospector), as well as their orders for their actions for each role except for Prospector.

Some items to keep in mind:

Settler: Provide a preference list of plantations, based on those available. If you have a Construction hut, or if you have selected the Settler role, indicate whether you will take a Quarry. If you have a Forest House, indicate if you will take a Forest, and if so, which plantation you will remove from the game. If you selected the Settler role and you have a Library, provide a preference list for your second plantation.

Mayor: Indicate where you will place your new settlers.

Builder: Please provide a preference list for which building you want.

Craftsman: If you selected the Craftsman role, indicate which commodity you will produce for your bonus.

Captain: Indicate which commodities you will ship, and which ship you will put them in. If you have a Wharf or Small Wharf, indicate which commodities (if any) you will ship via that route.

Note that I have the expansion set available.


Race for the Galaxy

Race for the Galaxy is a card-based game of galactic expansion and development. We will be playing with both the base game, as well as the first expansion, The Gathering Storm.

Game Start

At the start of the game, each player will be randomly assigned a Home World and six cards. In addition, all players will be informed of the four First Goals and two Most Goals. The players must inform the GM of their two (or possibly three) discards, as well as their phase selection for turn 1.

A Turn

After all players have made their phase selections, the GM will inform all players of the choices, and call for orders for the first phase of the turn. Each phase will proceed as follows. Tableau displays will be updated as appropriate after each phase, as will victory point and hand totals. All actions within a phase are considered simultaneous.

Exploration: Each player will be informed of his card draw and how many of those must be discarded. The player will inform the GM which cards of those will be discarded.

Development: If a player has the ability to draw a card before Development, the GM will inform that player which card was drawn. Each player will then indicate whether they are playing a development card to their tableau. If so, the player must indicate which card will be played, and which cards (if any) will be discarded to play it. The GM will then inform any player who draws a card upon development which card was drawn.

Settlement: Much like Development, each player will indiate whether they will play a planet to their tableau, and if so which one and which card(s) they will discard to pay for it, if applicable. Players who played the Settlement phase or who otherwise have a Draw After Settlement power will then be informed of their newly drawn cards.

Consume: Players who played a Trade card indicate to the GM which card they will trade. All players indicate to the GM which Consume powers will be used with which goods and in what order. Afterwards, the GM will inform all players of their newly drawn cards.

Produce: The GM will place any automatic production in the players' tableaux. Players who have produce powers indicate how they will be used, and the GM will inform players of any new cards they have drawn.

Any player who has in excess of 10 cards must indicate to the GM which cards will be discarded.

Game End

Turns will be conducted until someone has placed 12 or more cards in their tableau, or when the VP chips have been exhausted. The player with the most victory points wins, with ties broken by the largest hand.


Robo Rally

RoboRally is a robot race game in which each player attempts to be the first to touch a series of flags by manoeuvring a robot across a dynamic race course. Robots move by following a set of program cards. As Robots move simultaneously many interactions can occur, causing robots to end up in strange positions.

Note that these rules have been stolen liberally from Jim Reader's Rules Bank site, and have been slightly modified to incorporate the Avalon Hill version rules.

A TURN

Players receive current positions of all robots, damage status of all robots, and information as to which robots are powered down this turn.

Players also receive the selection of program cards for their robot.

Players program their robots and send their programs to the referee. They also send conditional orders about firing, powering down, repairing, and special abilities.

Referee resolves the five phases of the programming, moving robots, and noting damage to them.

INFORMATION RECEIVED EACH TURN

Current position of each robot in the game, including the facing of each robot.

Current damage of each robot in play.

Any locked program cards for each robot.

Which robots are powered down for this turn. These robots will not be moving this turn.

Set of program cards that the player can program his/her robot with. The number of cards given is 9 minus any damage points scored on robot. If less than five cards are given, some cards from last turn are locked (and are reported to everyone). Note some optional weapons may mean cards are locked before damage is greater than 4.

PROGRAM CARDS

The program cards are of the following types:-

Move forward 1, 2, or 3 spaces. (Cards denoted Move-1, Move-2, Move-3 in orders)

Move backward 1 space. (Denoted Back in orders)

Rotate 90 degrees left or right. (Denoted Left, Right in orders)

Rotate 180 degrees. (Denoted U-Turn in orders)

(Note the rotate cards do NOT move the robot from the space it currently occupies).

As well as the type, a program card has a Priority. This resolves conflicts in moving simultaneously. Cards with HIGHER priorities are performed (fully) BEFORE cards with lower priorities. All cards have a different priority. Priorities are noted in orders as P123 (where 123 is the priority).

Card Mix:-

18 x Move-1

12 x Move-2

6 x Move-3

6 x Back

18 x Left

18 x Right

6 x U-Turn

PROGRAMMING

Five cards of program are needed. These must be specified in order (written as phases a-e).

The cards must be taken from those provided for this turn.

All five cards must be given (i.e. you cannot use a null program where the robot does nothing)

Some cards may be locked due to damage. These cards cannot be overridden. E.g. If 5 points of damage have been scored upon the robot Phase e card is locked, and only four cards are received, so these four cards must be placed in phases a-d.

TURN ON FACTORY FLOOR

Each turn is made of 5 phases (a-e), with robots performing one card, the elements of the race course moving, and firing of lasers to damage robots.

In detail a turn consists of five phases, each involving

Robots move according to the card for the phase. Higher priority cards go first.

Express conveyor belts move one square

Express conveyor belts move their second movement. Normal Conveyor belts perform their one movement.

Pushers push one square if active this phase.

Gears turn 90 degrees.

Crushers crush if active this phase.

Board-mounted AND robot-mounted laser beams damage robots.

Checkpoints touched. Robots still active and on checkpoints or repair sites are now deemed to have touched them.

After the fifth phase a special check is made. All robots on checkpoints or repair sites are repaired.

DAMAGE

Each robot can take 9 points of damage.

The tenth point of damage destroys the robot.

Each point of damage reduces the number of program cards the player receives by one.

Each point of damage OVER 4 locks a card stopping it from being changed between turns. Other players can see the locked cards, so have an idea about what the robot will be doing at some point during the turn. Cards are locked in the order e -a. (some option cards allow players to lock cards out of sequence, so it is possible to have the first card locked before later cards).

A robot may lose an option card (if it has one) instead of receiving a point of damage.

Damage can be repaired at the end of a turn, if the robot is sitting on a checkpoint or repair site. 1 or 2 points can be repaired this way.

If a robot decides to power down for a turn it does not move. It repairs ALL its damage points BEFORE any movement of other robots, but will not move or fire. To order a power down the player must give the programming for the current turn, and state that the robot will power down next turn (see sample orders). Conditional orders will NOT be accepted for powering down. The decision is made in advance.

Destroyed robots come back (if the player has any lives left) at the LAST checkpoint or repair site that the robot touched at the end of a phase. Robots reactivated in this fashion come back with 2 points of damage. The robot also loses an option card. Players can write conditional orders stating they will return powered down, but by default players will receive a hand, and will have to play it.

Robots can also be destroyed by running into a pit, off the edge of the factory floor, or by a crusher.

VIRTUAL ROBOTS

Only one robot can exist in a factory square at a time. This means robots that run into each other will push each other around (this is the reason for priorities on cards - who pushes who). Since destroyed robots could reactivate on the same square as another robot, the robots first appear as virtual robots. Virtual robots behave like normal robots but do not interact with each other (cannot push each other, cannot hit each other with lasers). Virtual robots interact with the board as normal (conveyors work, lasers work etc.). At the end of a turn, if a virtual robot is on a square all by itself, it then becomes a real robot and can interact with all other real robots. Note that reactivated robots can appear as real robots if no other robot exists on the square they reactivate on.

OPTIONS

As robots move around the factory floor, opportunities arise to pick up option mounts (finishing turn on spanner-and-hammer repair site). Option mounts are beneficial to a robot (shields, extra fire-power, tractor beams, etc.). Some option mounts, such as shields, and turret weapons have to be specified in the orders, as to what direction, or whether they are to be used. Others will have to have conditional orders (such as use tractor beam if opponent will fall into pit through my use). Some options (weaponry) are always in use. When people get options, they will also receive a description of how to write orders for it. An option can be destroyed instead of taking a damage point, but orders must be written for this. When a robot is destroyed, it loses an option.

FACTORY FLOOR GUIDE

The races take part on a factory floor. This section details all the elements found on a factory floor and how they interact with robots.

Pits - These are bottomless shafts. Any robot entering one of these squares is destroyed. Open edges of the game area also act like bottomless shafts.

Walls - Factory walls. These block robot movement and laser fire. Robots that attempt to move through a wall simply stay where they are. No damage is incurred running into a wall.

Checkpoints - These are the targets that robots must touch in order to win the race. Each checkpoint is numbered and they must be touched in order. A checkpoint is only touched if the robot occupies it at the end of one of the movement phases. Passing through the checkpoint does NOT count. When a checkpoint is touched, it becomes the place where a destroyed robot will reactivate. If a robot is occupying at the end of a turn, ONE point of damage is repaired.

Repair Sites - If a robot occupies one of these at the end of a movement phase, the repair site becomes the place where the robot will be reactivated when destroyed. If a robot occupies one of these at the end of a turn, the robot is repaired. Each site will repair one point. The sites that show a hammer will also install one option.

Express Conveyor Belts - These conveyor belts move robots two squares. They move robots in the direction of the arrow. This movement occurs at the end of each movement phase.

Turning Express Conveyor belts - As belts round corners robots being moved are also turned. If a conveyor belt pushes a robot onto this square, the robot is rotated 90 degrees in the indicated direction. In these examples the robot must be pushed from the South, North or South, or East, respectively. Being pushed in from other directions does not turn the robot.

Conveyor Belts - These conveyor belts work exactly like express conveyor belts, except they only move robots one square at the end of each movement phase.

Pushers - If a robot is in the pusher square when the pusher activates, the robot is pushed into the adjacent square (in this example, the square above). Multiple robots can be pushed, so a chain of robots could be pushed by one pusher. Pushers only operate on certain phases. The race map will detail what phases pushers will operate on.

Gears - Robots sitting on gears at the end of a movement phase are rotated through 90 degrees, in the direction indicated by the arrows.

Lasers - Robots caught in a laser beam at the end of a phase receive a point of damage for each beam in the square. Robots are NOT damaged by moving through a laser beam, and laser beams are blocked by walls and other robots. If two robots are in line with a laser, the robot closer to the laser mount will be hit, but not the other. Lasers DO affect virtual robots.

SAMPLE ORDERS

Fred Turn 3

Cards

a - Move-3 P345

b - U-Turn P23

c - Left P98

d - Back P123

e - Left P97 (Locked)

POWER DOWN next turn.


Settlers/Seafarers of Catan

1)  All standard rules apply except as modified below.

2)  Players may always make their orders conditional on something which has occurred in a previous phase or player-turn providing they would be able to do so in normal play.

3)  In general, each mail turn will consist of a single game turn plus 1 player turn. However, I will split the turn if I get requests from at least one third of all players in the game (rounded up).

4)  The following rules cover the orders each player should submit and the activities of the GM:

A) Raw Material Production: The GM will publish the dice rolls of all players for the next turn.

B) Trade: Each player may specify any trades they wish within the rules. Standing trade offers may be given.

C) Building: Players may specify builds to be made. Remember that in the 5- and 6-player games, if any player makes a build, all other players have the opportunity to build at that time.

D) Play Development Card: If desired, the player may specify the play of a development card. If a knight is played, the player must specify where Robber is to be moved to. It is best to specity a first and second choice in the event that the Robber was moved in a prior turn.

5)  The first mailing will consist of the map publication and the initial build order and orders will be required for the first build round. The second build round will be conducted on the second mailing.

Back to Top


Silverton

These rules are adapted from Paul Bolduc'’s Boris the Spider, which are themselves adapted from Randy Cox'’s Cognicenti.

I will be supplying a map, with the color of the line indicating the ownership. Unowned lines are black. Dashed lines indicate those closed during winter. The price and distance on the lines will be black for regular lines, and blue for those lines closed in winter.

That having been said, here are our special rules:

1. All actions in a phase are simultaneous. Conditional orders are not allowed within a phase.

2. If you prospect and win a claim, you automatically buy it (Exception: If you prospect the Deck, you retain right of denial). This allows me to replenish the available claims without fear of compromise and it discourages challenging the down-and-out to keep them that way.

3. Any trades, deliveries, etc. must be noted on all involved players' orders for that turn, otherwise the trade delivery is voided.4. All monies will be public. The game will be played for the full 24 turns. Most money wins at that time.

4. The Turn Sequence: We end our pbm turns after face-to-face Phase III with an exception: any prospected deck cards are then known. At that point, you indicate on your orders 1) whether you stake the claim; 2) which claims to operate; 3) any trades; 4) all deliveries including conditional deliveries based on what you net on operations rolls; 5) and which track to survey and claim to prospect next turn (track construction is automatic once surveyed).

OBVIOUSLY, order #5 is all you'll send in for the first turn.

Back to Top


Suburbia

1. Game setup will consist of the GM selecting the available tiles, borders, goals, bonus, and challenge based on the expansions in effect. Players will be made aware of the tiles available for placement, available goals, bonus, and challenge. In addition each player will be made aware of their own individual goal. The GM will determine player order and inform the players of that order. At this point, the game can begin.

2. In each player turn, the player shall select an available tile for placement. If the player wants instead to place one of the base tiles or a border, or if they want to play an investment marker, they player must then select a tile to discard. Whenever a tile or border is placed, the effects on income, population, reputation, stars, and/or cash are evaluated and put into effect for any player affected. After that, the player collects income. After that, the player's population is adjusted based on reputation, and any adjustments to reputation and income based on population is done. Finally, the real estate market is adjusted and the next player may take his or her turn.

3. If there is a bonus tile in place, when the first B tile is placed in the market, the bonus is evaluated and any player who meets its conditions gains the additional income.

4. If there is a challenge tile in place, when the first C tile is placed in the market, the challend is evaluated and any player who meets its conditions gains the additional reputation.

5. If the 5 Star expansion is in place, player order is rearranged after every time all players have taken one turn.

6. At the game end, all goals are evaluated, and the final population is determined to determine the winner.

Back to Top


Terraforming Mars

General

1) This game will be run via email, with updates in the zine based on the activity that has taken place since the last zine publication.

2) All standard game rules apply.

3) The map and player boards will be available on the website on a special page.

Game Setup

1) Before the start of the game, the players must decide whether to use the Corporate Age option. In addition, they must decide whether to use the Drafting option.

2) After the options are decided, the GM will determine the initial player order. Any player who has not played Terraforming Mars may choose to take a Beginner Corporation. All other players will be dealt 2 corporation cards. All players will be dealt 10 project cards. Players who take a Beginner Corporation must come up with a corporation name, while the other players must select a corporation card and choose which cards they will buy initially. After these decisions, play begins with the Action Phase of the first generation.

Game Turn

1) Turn Order Phase: The GM will adjust the player order.

2) Research Phase: Each player will be dealt 4 project cards. If the Drafting option is in play, then they each select one of the cards and the remaining cards are passed to the next player in sequence. The process is repeated until one card remains to be passed. At that point, and if the Drafting option is not in play, each player selects the cards (if any) that they will purchase this generation.

3) Action Phase: Each player in turn can take one or two actions, or pass. Once the actions are taken, the GM will inform the other players and the next player will be able to take actions. This continues until all players pass. I have added a grid to the map, so refer to it when placing tiles on the map.

4) Production Phase: The GM will move all unused energy resources into heat and apply all production. The GM will then inform all players of their production and move to the next generation.

5) At the game end, all victory points are evaluated to determine the winner.

Back to Top


Terra Mystica

General

1) This game will be run via email, with updates in the zine based on the activity that has taken place since the last zine publication.

2) All standard game rules apply.

3) The map and player boards will be available on the website on a special page.

Game Setup

1) Before the start of the game, the GM will select the available scoring tiles and bonus tiles and determine the player order and make those known to the players.

2) In player order, each player will select a faction. As soon as each player selects a faction, that selection will be communicated to the other players and the next player can make his or her selection.

3) As soon as all players have selected a faction, the players, in player order, place their first dwelling. Once again, as soon as each dwelling is placed, the result will be communicated to all players. Please note that I have added a coordinate system to the board. Please use it when placing anything on the board.

4) Once all players have placed their first dwelling (exception: Chaos Magicians), players place their second dwelling in reverse player order.

5) If the Nomads are in play, they then place their third dwelling. If the Chaos Magicians are in play, they then place their single dwelling.

6) In reverse player order, players now select their Bonus marker.

7) Play now starts with the first turn.

Game Turn

1) Income Phase: The GM provides the appropriate income to each player, then updates all players.

2) Action Phase: In turn order, each player selects an action to take. The GM resolves the action and informs all players. The next player then take their action. This is repeated until all players have passed.

3) Cult Bonuses and Clean Up Phase: In player order, each player receives any applicable cult bonuses. If the cult bonus is a shovel, players are informed of previous players' actions before they apply thier own shovel. Not that this does not happen during the sixth turn.

4) At the end of the game, the GM will apply all applicable bonuses, as well as convert all possible left over resources into coins, then total up final victory points and inform all players of the result.

Back to Top


S.O.B. Home