- This document provides the basic rules for playing the board game InterSpace, outlining steps for player setup, exploration, gameplay, economic development, movement, colonization, and combat.
- Players take turns performing actions like drawing exploration tiles, increasing industry/technology levels, building units, moving units on the board, colonizing planets, and engaging in combat with opposing forces.
- The goal is to be the first player to earn 50 victory points by controlling industrial levels on planets, with points awarded based on total industry levels controlled times two.
- This document provides the basic rules for playing the board game InterSpace, outlining steps for player setup, exploration, gameplay, economic development, movement, colonization, and combat.
- Players take turns performing actions like drawing exploration tiles, increasing industry/technology levels, building units, moving units on the board, colonizing planets, and engaging in combat with opposing forces.
- The goal is to be the first player to earn 50 victory points by controlling industrial levels on planets, with points awarded based on total industry levels controlled times two.
- This document provides the basic rules for playing the board game InterSpace, outlining steps for player setup, exploration, gameplay, economic development, movement, colonization, and combat.
- Players take turns performing actions like drawing exploration tiles, increasing industry/technology levels, building units, moving units on the board, colonizing planets, and engaging in combat with opposing forces.
- The goal is to be the first player to earn 50 victory points by controlling industrial levels on planets, with points awarded based on total industry levels controlled times two.
• seven hexes per player – 1 home world (center), 1 draw a hex for every unknown hex entered planet, 1 asteroids and 4 empty Another region (or Home World) – return tile back, • 2 Ind. + 2 Tech counters (Home World at 8 Ind. + search for Empty space, put it down and connect to 3 Tech, Colony planet at 2 Ind. + 2 Tech) another Player’s region: • 3 scouts + 2 transports + o roll d6 – 1,2,3 is left Player, 4,5,6 right Player 1 system station o if already connected to one of them, connect to • set aside Aleph-Null, Bet-Null and Vet-Null the other automatically o roll again – at 1,2,3 your scout faces the left side of its hex directly from your homeworld, at Gameplay 4,5,6 it faces the right side Players take turns to perform all steps (one player at o roll again – die result determines the side of the a time) – draw a unit from a bowl or decide other player’s board (as per his Home World) otherwise. o if boards would overlap, do not connect; only 1 Game turn = sum of Player turns empty space was discovered A player executes all, some or none steps, but Wormhole – place the Prime- wormhole under Scout always in order. and determine the Null- partner location: 2 Victory Points (VP) are earned for every o roll d6 Industrial level controlled (total Ind. levels on your o 4 players – 1,2 left, 3,4 center, 5,6 right planets * 2). o 3 players – 1,2,3 left, 4,5,6 right First player with 50 VPs wins (VPs are totalled at o roll again – determines hex side of that the end of a game turn – possible multiple Player’s Home World winners). o place Null- partner Wormhole to the first blank hex in that direction Economic Step Either: Colonization Step o increase Ind. level (planet) If your colony ship is on an uninhabited planet (max must be equal or lower than Tech level, one per planet), return Colony ship to stock and take max 8 the Planet Card o increase Tech level (planet) must be equal or lower than Ind. level, max Combat Step 8 o build a unit player on turn is Attacker, opposing is Defender adhere to Tech level and IOU cost (Home in each round both roll for every ship World can have Transport bonus) rolls must be below or equal to ship’s combat rating to hit if succesful, opposing side takes the rolled number of Movement Step hits to a ship stopping at asteroids, black hole, nebula, null space shields begin combat at full, but do not regenerate (evaporation) or unknown hex. during combat Black Hole – roll on exit, if less or equal to unit’s first the Attacker removes shields and/or units from V, you can move to adjacent hex; if higher, unit Defender remains in the Hole then the Defender removes shields and/or units from Dust Cloud – 2 upon entering (scout is allowed Attacker when discovering unknown hexes, as are units with first the Attacker, then the Defender may opt to flee a total V of 1) if fleeing, the player must leave 1 warship per each Wormhole – 1 upon entering, movement to partner opponent’s warship behind; otherwise he can’t flee wormhole is optional and also costs 1 if one side is gone, the other wins Unknown hex – only scouts and their stacked units; if after 3 rounds no side is a winner, it is a mate; if no more hexes, unknown cannot be entered; attacker must retreat (without leaving units behind) civilization level = max. unknown hexes in if Attacker runs out of warships, he must retreat Movement Step (without leaving ships behind) Pulsar – roll for an entering or leaving unshielded if Attacker wins on a Planet hex, he can conquer it unit: even number means destruction (2,4,6) with Assault boats and take it from the opponent – Patrol boat must return to a friendly planet or required number is ½ of Planet’s Ind. level station every other turn (otherwise is removed). opposing warships block movement, also opposing stations in wormholes exit hex with blocking units only if you have 1 warship per every blocking unit no stacking limit