Difference between revisions of "Interstellar Empire"

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The special cards represent your tactics and strategies, as well as random unfortunate events that will occur to your foes and make your victory a little easier. There are seven special cards in the core set. A special card is played by laying it on the discard pile at the appropriate moment.<br>
The special cards represent your tactics and strategies, as well as random unfortunate events that will occur to your foes and make your victory a little easier. There are seven special cards in the core set. A special card is played by laying it on the discard pile at the appropriate moment.<br>
'''Set Up'''<br>
Each player gets ten cards. The rest of the deck is placed in the center of the table. When cards are discarded, they are laid next to the deck, face up. Every player must be given a chance to see cards as they are discarded, but you cannot look through the discard pile, and the pile should be kept tidy so players can't see cards beneath the top discard.<br>
A player's play space consists of two horizontal rows, a line of space ships, his fleet, and behind it a row of planets, his empire.<br>





Revision as of 20:37, 20 June 2008

Interstellar Empire
Designer Mitchell & Matthew Glodek
Date 9/12/2007
Players 2-4
This is an unfinished deck. It is incomplete, and is not playable.
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
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This deck is locked. Further cards should not be added - leave feedback on the talk page.

You are the Emperor of a planet just setting out on a campaign of interstellar exploration and conquest. Planets whose governments have similar designs are in the same galactic cluster, and the game represents the race of you and your rival empires to dominate the area.

Special Rules

60 Card Deck

Each card has a single number on it, from 1 to 6. One use of these numbers is to generate a random number;when a random number is needed, turn over the top card of the deck and place it in the discard pile.

Ship Cards (Red)

Ship cards represent the space vessels your empire needs to explore the galaxy and discover new planets, and also the military might with which you defend your planets from enemy attack, and try to steal planets held by your foes.

The number on the ship card represents the cost of the ship, and its firepower. During the build phase, you can place a ship in your fleet by discarding a card with an equal or higher number than that on the ship, or a number of cards whose total is equal to or greater than the number on the ship. During a war, the numbers printed on the cards of all your ships participating in that war are totaled, and then a random number is added. The total is your attack score (if it is your turn and you are trying to conquer another player's planet) or your defense score (should it be another player's turn and he is trying to conquer one of your planets.)

Ships are tapped when they participate in exploration, or in a war. A tapped ship is assumed to be on its way back to base, much of its supplies exhausted. Such ships are unable to go on attack missions or to go exploring. However, such ships can participate in defensive battles. A tapped ship is vulnerable, and if things go badly in a battle will likely be destroyed.

There are five classes of ship: frigate, destroyer, cruiser, battlecruiser, and battleship.

Planet Cards (Green)

To win the game, you must own more planets than your rivals at the end of the game. Planets can be discovered in the exploration phase. To discover a planet, tap one of the untapped ships in your fleet, then lay down the planet, and then discard a card with a number on it equal to or higher than the planet's number, or, several cards whose total equals or exceeds the number on the planet.

There are four types of planet:

Barren. The value of these planets is limited, though they make useful military bases.

Agricultural. These productive planets help the economy of your empire. If you discover an agricultural planet, immediately draw a card from the deck and add it to your hand.

Jungle. The jungle planet is the perfect location for guerilla warfare. If the defense loses a war over a jungle planet, the attacker must discard a card from his hand if he wants to conquer the planet. If he refuses to discard a card, or is unable, the planet is placed in the discard pile; it is of no benefit to the victor, as guerillas resist the occupiers for years to come.

Industrial. If you have an industrial planet in your empire, you can draw an extra card in the draw phase. You draw an extra card for each industrial planet in your empire.

Special Cards (Blue)

The special cards represent your tactics and strategies, as well as random unfortunate events that will occur to your foes and make your victory a little easier. There are seven special cards in the core set. A special card is played by laying it on the discard pile at the appropriate moment.

Set Up

Each player gets ten cards. The rest of the deck is placed in the center of the table. When cards are discarded, they are laid next to the deck, face up. Every player must be given a chance to see cards as they are discarded, but you cannot look through the discard pile, and the pile should be kept tidy so players can't see cards beneath the top discard.

A player's play space consists of two horizontal rows, a line of space ships, his fleet, and behind it a row of planets, his empire.



Card List

1
Frigate
Ship











Interstellar Empire Core Set
1
Frigate
Ship











Interstellar Empire Core Set
1
Frigate
Ship











Interstellar Empire Core Set
1
Frigate
Ship











Interstellar Empire Core Set
1
Frigate
Ship











Interstellar Empire Core Set
2
Destroyer
Ship











Interstellar Empire Core Set
2
Destroyer
Ship











Interstellar Empire Core Set
2
Destroyer
Ship











Interstellar Empire Core Set
2
Destroyer
Ship











Interstellar Empire Core Set
2
Destroyer
Ship











Interstellar Empire Core Set
3
Cruiser
Ship











Interstellar Empire Core Set
3
Cruiser
Ship











Interstellar Empire Core Set
3
Cruiser
Ship











Interstellar Empire Core Set
3
Cruiser
Ship











Interstellar Empire Core Set
3
Cruiser
Ship











Interstellar Empire Core Set
4
Battlecruiser
Ship











Interstellar Empire Core Set
4
Battlecruiser
Ship











Interstellar Empire Core Set
4
Battlecruiser
Ship











Interstellar Empire Core Set
4
Battlecruiser
Ship











Interstellar Empire Core Set
4
Battlecruiser
Ship











Interstellar Empire Core Set
5
Battleship
Ship











Interstellar Empire Core Set
5
Battleship
Ship











Interstellar Empire Core Set
5
Battleship
Ship











Interstellar Empire Core Set
5
Battleship
Ship











Interstellar Empire Core Set
5
Battleship
Ship











Interstellar Empire Core Set
1
Barren Planet
Planet











Interstellar Empire Core Set
1
Barren Planet
Planet











Interstellar Empire Core Set
1
Barren Planet
Planet











Interstellar Empire Core Set
1
Barren Planet
Planet











Interstellar Empire Core Set
1
Barren Planet
Planet











Interstellar Empire Core Set
2
Agricultural Planet
Planet
Upon discovery, immediately draw a card from the deck and add it to your hand.







Interstellar Empire Core Set
2
Agricultural Planet
Planet
Upon discovery, immediately draw a card from the deck and add it to your hand.







Interstellar Empire Core Set
2
Agricultural Planet
Planet
Upon discovery, immediately draw a card from the deck and add it to your hand.







Interstellar Empire Core Set
2
Agricultural Planet
Planet
Upon discovery, immediately draw a card from the deck and add it to your hand.







Interstellar Empire Core Set
2
Agricultural Planet
Planet
Upon discovery, immediately draw a card from the deck and add it to your hand.







Interstellar Empire Core Set
3
Jungle Planet
Planet
If the defense loses a war over a jungle planet, the attacker must discard a card from his hand if he wants to conquer the planet. If he refuses to discard a card, or is unable, the planet is placed in the discard pile.



Interstellar Empire Core Set
3
Jungle Planet
Planet
If the defense loses a war over a jungle planet, the attacker must discard a card from his hand if he wants to conquer the planet. If he refuses to discard a card, or is unable, the planet is placed in the discard pile.



Interstellar Empire Core Set
3
Jungle Planet
Planet
If the defense loses a war over a jungle planet, the attacker must discard a card from his hand if he wants to conquer the planet. If he refuses to discard a card, or is unable, the planet is placed in the discard pile.



Interstellar Empire Core Set
3
Jungle Planet
Planet
If the defense loses a war over a jungle planet, the attacker must discard a card from his hand if he wants to conquer the planet. If he refuses to discard a card, or is unable, the planet is placed in the discard pile.



Interstellar Empire Core Set
3
Jungle Planet
Planet
If the defense loses a war over a jungle planet, the attacker must discard a card from his hand if he wants to conquer the planet. If he refuses to discard a card, or is unable, the planet is placed in the discard pile.



Interstellar Empire Core Set
4
Industrial Planet
Planet
Draw one extra card in your draw phase.








Interstellar Empire Core Set
4
Industrial Planet
Planet
Draw one extra card in your draw phase.








Interstellar Empire Core Set
4
Industrial Planet
Planet
Draw one extra card in your draw phase.








Interstellar Empire Core Set
4
Industrial Planet
Planet
Draw one extra card in your draw phase.








Interstellar Empire Core Set
4
Industrial Planet
Planet
Draw one extra card in your draw phase.








Interstellar Empire Core Set
5
Counter Attack
Special
Play after winning a defensive battle to destroy one attacking ship of your choice.






Interstellar Empire Core Set
5
Counter Attack
Special
Play after winning a defensive battle to destroy one attacking ship of your choice.






Interstellar Empire Core Set
5
Counter Attack
Special
Play after winning a defensive battle to destroy one attacking ship of your choice.






Interstellar Empire Core Set
5
Counter Attack
Special
Play after winning a defensive battle to destroy one attacking ship of your choice.






Interstellar Empire Core Set
5
Black Hole
Special
Play after an opponent has discovered a planet (after cards are discarded as resources, but before an extra card for an agricultural planet is drawn.) The planet and the ship that discovered it are discarded.


Interstellar Empire Core Set
6
Space Piracy
Special
Play in your own build phase. Take an enemy ship and add it to your fleet. If it is untapped, tap it.






Interstellar Empire Core Set
6
Space Piracy
Special
Play in your own build phase. Take an enemy ship and add it to your fleet. If it is untapped, tap it.






Interstellar Empire Core Set
6
Labor Unrest
Special
Play in an opponent's build phase, immediately after he has built a ship and spent resources to do so. He must discard an additional card from his hand or discard the ship he just built.
Nota Bene: This card cannot be used on a ship just captured with the Space Piracy card.
Interstellar Empire Core Set
6
Labor Unrest
Special
Play in an opponent's build phase, immediately after he has built a ship and spent resources to do so. He must discard an additional card from his hand or discard the ship he just built.
Nota Bene: This card cannot be used on a ship just captured with the Space Piracy card.
Interstellar Empire Core Set
6
Sabotage
Special
Play in your exploration phase to tap one enemy ship. If all enemy ships are tapped destroy one enemy ship.






Interstellar Empire Core Set
6
Sabotage
Special
Play in your exploration phase to tap one enemy ship. If all enemy ships are tapped destroy one enemy ship.






Interstellar Empire Core Set
6
Spy
Special
Play in your exploration phase. Another player of your choice must show you his hand.






Interstellar Empire Core Set
6
Spy
Special
Play in your exploration phase. Another player of your choice must show you his hand.






Interstellar Empire Core Set
6
Rally
Special
Play after drawing a random number during a war to draw a new random number. You must use the new random number.





Interstellar Empire Core Set
6
Rally
Special
Play after drawing a random number during a war to draw a new random number. You must use the new random number.





Interstellar Empire Core Set