TRAVELLER TRADERS
By C Gerard Luft





A SOLO CARD AND DICE GAME OF TRADING IN THE IMPERIUM

INTRODUCTION
In this one player game you play the Captain and crew of the FREE TRADER 
BEOWULF.  The Goal is to profit 73 Mega Credits (i.e., 73,000,000Credits), 
which is just enough to but a SUBSIDIZED LINER and become a Merchant Prince.
But in the 1350th year of the GALACTIC EMPIRE, this great utopian 
civilization of Humanity is far from civilized.  Trading in the Spinward 
Marches Sector, even close to its ducal capital REGINA, can still be 
dangerous.  

SET UP
You will need to make three decks of cards: TRADER DECK (which you start with 
all five cards of), ENCOUNTER DECK, MERCHANDISE DECK, and STARSHIP DECK.  
You will also need some six sided dice (d6).
You begin with all the cards from the TRADER DECK: FREE TRADER BEOWULF, 
CAPTAIN, FIRST OFFICER, SECOND OFFICER, and THIRD OFFICER.
Players begin with 1,000,000Cr at the start of the game to purchase 
their first cargo.

TRADER CARD LIST

CARD NAME 		POWER
Captain 		3
1st Officer 		2
2nd Officer 		1
3rd Officer	 	0
Free Trader Beowulf 	2

BUY AND SELL! ROUND

PURCHASE PROSPECTING TURN
You must first find merchandise to buy, so you can sell it at the next planet 
for profit (The game begins on the PLANET REGINA).  
You obtain merchandise from a PATRON.
Draw cards from the ENCOUNTER DECK until you draw a PATRON CARD.  

FIRST COMBAT TURN

All the cards you drew before reaching the PATRON you must battle (Space 
Ports can be a dangerous place).  Your Captain and Crew may battle one card 
at a time, unless more than one of like cards are drawn.  In that case they 
battle together.  If the ENCOUNTER DECK runs out, reshuffle its Discard 
Pile.
" ENCOUNTERS ATTACK FIRST:  The each opponent chooses a target.  They select 
targets in the following pattern: CAPTAIN, 1ST OFFICER, 2ND OFFICER and 3RD 
OFFICER.
" Each OPPONENT rolls 4d6 and adds its POWER to the roll.  The CAPTAIN OR  
CREW who is targeted rolls 4d6 and adds their power to the total.  If the 
ATTACKER'S score is greater than the DEFENDER'S score, then the defender is 
defeated (and dying; blasters (Fusion Pulse Guns) cause a lot of damage).  
If the 3RD OFFICER is present and active at that point of the battle, he can 
stabilize that officer's wounds, and prevent him from being defeated (dying; 
though he is inactive for 1 week, which is explained below).
" The surviving CAPTAIN and CREW may now be the attackers.  Each Crew surviving 
and present targets one opponent (They may choose to attack the same opponent 
as well).  The ATTACKERS roll 4d6 and add their POWER to the roll.  The 
DEFENDERS roll 4d6 and add their POWER to the roll.  If the ATTACKER'S 
modified rolls are greater that the DEFENDER'S modified rolls, that the 
target hit is defeated.
" If opponents remain, then the COMBAT TURN is repeated until all the 
opponents in that battle are defeated, or the CAPTAIN and CREW are defeated 
(at which time the game is over).
" DEFEATED CHARACTERS: OPPONENTS are discarded and defeated CAPTAIN or 
OFFICER is removed from the game. If both the CAPTAIN and 1ST OFFICER are 
removed, then the game is over.
" INACTIVE CHARACTERS: Characters who were defeated but saved by the 3rd 
Officer are inactive.  The other Officers may still deal with the PATRON.  If 
the CAPTAIN and his 1ST OFFICER  are both inactive then there is no one to 
pilot the FREE TRADER. The surviving Officers are effectively grounded.
" HEALING: An Inactive Character becomes active again when they reach planet 
fall on the next planet.  If the FREE TRADER is grounded, then the CAPTAIN 
and 1ST OFFICER are active again after the player draws 7 more ENCOUNTER 
CARDS (repeating the COMBAT TURN if necessary).


ENCOUNTER CARD LIST

CARD NAME 		# IN DECK 	POWER
Patron 			4 		-
Bounty Hunter 		4 		1
Space Pirate 		4 		2
Vagyr Space Pirate 	4 		2
Imperial Army Soldier 	2 		3
Mercenary 		2 		3
Imperial Marine 	1 		4
Zodani Invader 		1 		4


PURCHASE TURN

After all the OPPONENTS are defeated, the surviving and present officers may 
conduct the deal with the PATRON. Draw a card from the MERCHANDISE DECK.  
This is the merchandise available.  Using the two tables below, roll a 4d6.  
Subtract from the roll the POWER of the highest officer present.  Multiply 
this by the BASE PRICE OF THE MERCHANDISE.  This is the price the PATRON 
requires for the merchandise.
If you do not have enough Credits for the merchandise, or the price is too 
much to pay, then draw cards from the encounter deck to find a new PATRON and 
battle any OPPONENTS drawn.  
  
MERCHANDISE CARD LIST

MERCHANDISE CARD BASE PRICE
Tools 9,072,000Cr
Luxury Items 4,800,000Cr
Vehicles 2,800,000Cr
Machinery 907,200Cr
Clothing 546,000Cr
Robotics 108,000Cr
Consumables 70,560Cr
Synthetic Foods 70,560Cr
Weapons 403,200Cr
Spare Parts 546,000Cr.
Metal Part 1,092,000Cr
Electronics 2,016,000Cr
Synthetic Materials 2,856,000Cr
Gravitic Equipment 3,528,000Cr
Pharmaccuticals 8,440,000Cr
Protective Equipment 13,440,000Cr


ACTUAL PRICE

4D6 		PRICE
4 		20
5 		30
6 		40
7 		50
8 		60
9 		70
10 		80
11 		90
12-16 		100
17 		110
18 		120
19 		130
20 		140
21 		150
22 		160
23 		170
24 		180

SPACE TURN
The Beowulf has a HYPERSPACE JUMP FACTOR of 1, so its path through the 
subsector is limited. Below is a text flow chart of the Hyperspace Jump 
course of your Ship.

REGINA -> HELFRY -> FORBOLDN -> KNORBES -> WHANGO -> UAKE -> 
EFATE ->ALELL -> WHANGO -> KNORBES -> FORBOLDN -> HELFRY -> REGINA  
It is easy cruising at sublight maneuver speed out of a system you have been 
at a week, and making the Hyperspace Jump to your next destination.  The 
tricky part is exiting Hyperspace into the next system's space.  Bounty 
hunters, mercenaries and space pirates could be waiting for you (and they 
probably will).  So when coming out of Hyperspace into the next system, you 
must draw one card from the STARSHIP DECK and battle it.
" You have a "souped up" Free Trader and a 1st Officer with a keen eye, so 
you get to attack first in space.  Roll 4d6 and add the Beowulf's POWER to 
the roll.  Then roll for the opponent's ship and add their POWER to the roll. 
 If your modified roll is higher than their modified roll, you cause one hit 
to their ship.
" Now the step above is repeated with the opponent's ship as the attacker and 
the Beowulf as the defender.
" DAMAGE: On the first hit received the ship is sided (rotated 90 degrees) 
and receives a -1 to POWER..  On the second hit received the ship is inversed 
and receives -2 to its POWER.  On the third hit received it is dead in space 
and defeated.  If the Beowulf is defeated, then the game is over.
" REPAIRS: OPPONENT ships repair 1 hit if they do not receive any damage for 
three consecutive turns.  If the 2ND OFFICER is active and present, the 
Beowulf repairs 1 hit if it does not receive any damage for two consecutive 
turns (because your 2nd Officer is a top class engineer)! If the 2nd Officer 
is inactive or defeated, the Beowulf has no one to repair her.

STARSHIP DECK

CARD NAME 					# IN DECK 	POWER
FIGHTER (IMPERIAL NAVY)				4 		0
SCOUTSHIP (BOUNTY HUNTER) 			4 		0
FREE TRADER (SPACE PIRATES) 			4 		1
SUBSIDIZED MERCHANT (PIRATES) 			4 		2
PATROL CRUISER (IMPERIAL NAVY) 			1 		3
PATROL CRUISER (VAGYR SPACE PIRATES) 		1 		3
PATROL CRUISER (ZODANI INVADERS) 		1 		3
MERCENARY CRUISER 				1 		4


SALE PROPECTING TURN

The PURCHASE PROSPECT TURN  is repeated, except now you are looking for a 
PATRON to buy the merchandise off of you.

SECOND COMBAT TURN

This is the same as the FIRST COMBAT TURN except you are now on another 
planet.

SALE TURN

This is the same as the PURCHASE TURN except when you roll the 4d6 to figure 
the actual price the PATRON will BUY this merchandise from you you ADD the 
POWER of the highest ranking officer present (the higher the more the 
profit).

ALL SUCCEEDING BUY AND SELL! ROUNDS

After selling your merchandise it is time to repeat the turns sequence 
starting on this next planet (HELFRY if this is your SECOND ROUND).

WINNING

You win when you accumulate 73MCr.  Then its time to get a big ship and build 
your Merchantile Principality.

FOR FREE TRAVELLER THOTH FILES< EMAIL ME AT:
themcganndoctor@aol.com

FOR TRAVELLER CARDS AND A MAP OF THE REGINA SUBSECTOR GO TO:
Here



TRAVELLER MERCHANT PRINCE
AN EXPANSION TO TRAVELLER TRADERS

INTRODUCTION
You've got a SUBSIDIZED LINER and you are now a MASTER TRADER.  It's time to 
build your MERCHANTILE PRINCIPALITY.

CARD DECKS
You have a SUBSIDIZED MERCHANT (with a POWER of 3 instead of 2) .  And you 
will not need a MERCHANDISE DECK (people are coming to you now to cart around 
their cargo).  And you will not need the ENCOUNTER DECK (no need to leave the 
comfort of your new Captain's Cabin between HYPERSPACE JUMPS). 

ROUND SEQUENCE

HYPERSPACE JUMP TURN

Each Round you receive 873,000 Cr for middle passage and low passage 
accomidations and 200 tons of cargo transport to the next planet.  Leaving 
the star system you are at at sublight speed and making the Jump to 
Hyperspace is uneventful.  But when coming out of Hyperspace into the 
destination system's space, you must draw 1 card from the STARSHIP CARD DECK 
(no changes to this deck)

SPACE COMBAT TURN

This is done exactly as it is in TRAVELLER TRADERS.

This Simplified round is repeated for each Jump to a new system.  If you want 
to expand beyond the course plotted above (which is limited to the Regine 
Subsector) you can adapt other maps of the SPINWARD MARCHES for your course.  
Because you still have a HYPERSPACE JUMP FACTOR of only 1, and because 
Subsidized Liners gain more profit with parsec to parsec transport, the coure 
you set should be between star systems one parsec from each other.  Try it! 
It's a beautiful senic route around this corner of the Imperium.

WINNING

You win when you have accumulated another 73 MCr (time to build a merchant 
fleet).








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