Star Battle - Revised Rules January 27, 1996
TYPESET/edited for clarity August 11, 1998
Rules By Merle D. Zimmermann - Free-Ware under the GNU GPL.
Equipment needed to play:
- 52 playing cards (or more, if you have multiple decks available, and
wish a longer game.),
- 2 different kinds of coins or other tokens for each player,
- 1 large table,
- the NEW Revised Rule set (this document).
Normal (old version):
Shuffle the deck of cards, and deal 8 to each player. The person to
the right of the dealer places their highest valued card (King = High)
in the center of the table, representing the Core of the Galaxy. The players
take turns to put down a card that can be moved from onto any previously
placed card. (refer to Table 1) When all hands are
exausted, Stage 2 Begins.
"Unknown Universe" :
In this version treat each player's "Home Base" as the "Core
of the Universe" for them (Q. Does this mean that each player gets
a bonus ship for each Home Base that they control? A. Probably. I haven't
played this game for a while and I am not quite sure what we used to do.
You can try both ways and then do whatever you like better. Come to think
of it, probably not. You should still probably try both ways, though).
Shuffle the Deck of Cards, and Deal it into a 5x5 square face-down. (or
larger, if you are adventurous (or have hours free to spend playing this
game). If you do this, though, you will probably need to shuffle several
decks of cards together to allow this to work.) Each player turns up a
random card on the perimeter of the playing field ("Star Chart")
to represent their "Home Base" or starting square. As the game
progresses, only cards that have (or have had) ships on them are turned
face up. (As soon as a ship moves onto a card, that card is turned face
Phases Rule A: Players take turns after the Player ("Star
Lord") on their left finishes.
Phases Rule B (a fun variation): Disregard Rule A. The player
with the fewest ships at the end of the last player's turn goes next.
After Stage 2 begins and before the first turn, each player gets two
ships, (one of each type ("Scout"s and "Dreadnought"s)),
and draws a hand of 2 cards. See Table 2 for suggested
--- The Turn: - During the Turn, Aces are rendered High - ---
Choose one of the following actions to take place on your turn:
- Build a Ship: Ships may not be built on cards that are Clubs. Ships
may not be built if another "Star Lord" is in control of your
"Home Base". Discard a card higher in value then one of the
"Star Systems" that you control. If the suit of the card discarded
does not match the suit of the "Star System", then you may build
a "Scout" coin. (refer to table 2 for coin
reccomendations for a 2 player game). If the suit matches, you may either
build a "Dreadnought" coin, or elect to build a "Scout"
coin and take a free turn.
- Move a Ship: Moves may only be made in the directions documented
in Table 1. These moves are calculated from the Starting
card, not the Destination. Discard a card higher in value then the
card to be moved to (Aces discarded are higher then any other card), and
transfer one "Scout" from the first card to the second. If the
suits of the Destination card and the discarded card are the same, you
may move a "Dreadnought" from card to card, or you may move a
"Scout" and take a free turn.
- Rebuilding: If you discard one of your ship coins, you may replace
the card previously occupied by the ship discarded with a lower valued
card of the same suit, or a higher valued card of a different suit. (Q.
Where do you get the card that you are replacing the "Star System"
card with? A. This card must be discarded from your hand when you make
your move, I think.)
- Discarding: You may take any number of cards from your hand and place
them in the discard pile. This ends your turn.
- (Take a "Free Move": You select another of the actions listed
above (1-4) and complete it normally. (Q. If I get a free move when I complete
the action, do I get to use it right away? A. Yes. ) (Q. Can I save free
moves for later turns? A. When I was playing this game, if you neglected
to use all of your free turns, they were lost. However, if you think that
you can deal with the other properties of this rule change, you are free
to do so. I do not advise it, though. ) ) If, after the actions of a player's
turn are complete, the player's Ships share spaces with one of the other
player's Ships, either of the two "Star Lord"s may initiate a
"Battle", the mechanics of which are detailed below (or use the
non- revised rules.)
There are several different types of methods used to evaluate the battle
- Ordinary (from Non-Revised Version): Each player flips the coins
that are attacking or being attacked, and all of the ones that land heads-up
are destroyed, except for the "Dreadnought" coins, which are
flipped ONE more time to see if they can avoid their end (if they land
heads- -up twice in a row they are destroyed anyway).
- Decisive: Repeat the "Ordinary" method until one of
the two sides in the battle has been completely destroyed.
Remember that if you lose ships, you hand size is going to shrink.
- Tabular - Lookup: Calculate the ratio of attacker to defender,
and roll a six-sided die to decide the result of this round of battle by
reference to one of the CRTs that abound in Avalon-Hill games.
After all battles have been evaluated using any of the above methods,
The current player draws cards until they are holding five cards, or the
number of ships that they have in play, whichever is lower. Then, the turn
passes to the next player, according to one of the options detailed on
the previous page (phrase A is greatly reccommended).
End of Game:
The winner is found by one of the following methods: ---The method to
be used MUST be agreed upon before the game begins.
A) When the deck runs out, the winner is the player with the highest
score, calculated by the following formula:
- Score = The total values of occupied cards, divided by the number of
cards occupied minus the number of ships in play.
B) The player who is the last remaining with ships.
C) The player who controls the majority of Home Bases.
- Diamonds-Moves may be made/connects to the cards to the North, South,
East, and West.
- Clubs -See Diamonds
- Hearts -Moves may only be made to the East and West.
- Spades -Moves may only be made to the North and South.
- Player one uses Penny and Nickel
- Player two uses Dime and Quarter
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