SPACE 1889 EMPIRES






INTRODUCTION
Space 1889 Theme.
Module for the Warp Empires system.
You must use the Warp Empires system to play this game.
Various Victorian Powers fight for control of Mars.

DISCLAIMER
Space 1889 is a licensed, copyrighted property.
This is merely a fan site.

MAP
Map of Mars divided into Territories.
When creating a random Map roll on the Territory Type Table:

TERRITORY TYPE TABLE
1D6	Type:		
1	City		
2-4	Flats
5	Ravines
6	Peaks
Note: No Units may Enter Peaks.
Ground Battalions may not enter Ravines.

VICTORY
You win if you control 50% the Cities on the Map

POWERS
Each player picks a Power:
Race:		Special Ability:	
British		Air Supremacy: All Ships get Force +1
German		Ground Supremacy: Battalions & Forts get Force +1
Canal Martian	Established: Start the Game with 4 Cities
High Martian	Raiders: Gunboats get Force +1 & Speed +1
French 		Traders: All Cities get Income +1
Russian		Cheap Goods: All Units cost 1 less
American	Fast Going: All Units get Speed +1
Belgians	Tricky: Draw +1 card per Turn
Japanese	Strategists: Max hand size = 10

COMMON UNIT LIST
Unit Name		#	Force	Speed	Notes
Ground Battalion	20	2	S	Required to control a City
Fortifications		10	4	-	Cannot Move
Gunboats		15	2	VF	(Martian Screw Galley)
Aerial Cruiser		10	4	F	(Martian Cloudship)
Aether Battleship	5	8	M	May carry 1 Battalion


SETUP 
Each player starts with a City with 5 random units and a hand of 5 cards. 

UNITS & ACTION DECK
Players share a common Action deck and Unit chit pile.

DRAW PHASE
First discard any cards you don't want. 
Each player draws 3 action cards.
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it. 

MOVE PHASE
Use Action cards to move stacks or units in stacks.
A Very Fast unit can move 1-4 spaces.
A Fast unit can move 1-3 spaces. 
A Medium speed unit can move 1-2 spaces.
A Slow unit can move 1 space. 
Units can move into but not through opposing stacks. 

REVENUE PHASE
Each City Generates 4 Income Units per Turn.

ACTION DECK CARD LIST
Card Name:		#	Notes:
Minor Move		15	Move 1 Stack
Major Move 		10	Move 2 Stacks 
Grand Move		5	Move 3 Stacks
Wind & Steam		5	Move 1 Stack of all Ships
Surprise		2	Battle: Attacker gets Force +10
Trap			2	Battle: Defender gets Force +10
Out Maneuver		2	Battle: Stack gets Force +5
Machine Guns		2	Battle: Each Unit in Stack gets Force +1
Big Guns		2	Battle: Battleships & Cruisers in Stack get Force +3
Rams			2	Battle: Martian Ships in Stack get Force +2
Close Combat		2	Battle: Battalions in Stack get Force +3
Armor			2	Battle: Human Ships in Stack get Force +2
Swift Attack		2	Battle: Gunboats in Stack get Force +3
Guided Torpedo		1	Battle: Destroy Target Ship
Evasion			2	Battle: Negate Battle Card
Sandstorms		2	Negate Move
Adventurers		1	Steal 2 random cards from opponent
Treaty			2	Opponent may not attack this turn
Sabotage		1	Destroy Random Unit in target Stack
Spies			2	Look at opponents Hand
Scouts			2	Look at target Stack
Resupplied		2	Draw 3 cards
Martian Treasures	2	Gain 10 Income Units


LINKS
Adventures on the Red Planet
Royal Martian Geographical Society
Space 1889
Felix
Yahoo

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WARP EMPIRES RULESET

INTRODUCTION
Generic ruleset for a series of empire building/conquest games.
 
MAP
The map depicts an irregular, interlocked set of territories.

CONTROL MARKERS
Use chits to represent control markers.

UNITS
Use chits to represent units.
Units include Leaders & non-leader units.

DECK
Players share an action deck.
In some games, each player will have their own action deck.
The action deck cards allow you to move your units.

SETUP
Most Leader units will be in play.
Others will be mixed into the unit chit pile. 
Each player will start with several non-leader units in play.
Starting points of units will be determined by the scenario. 

TURN SEQUENCE
Players take turns. Each turn has 7 phases:
Draw Phase
Move Phase
Battle Phase
Revenue Phase
Recruit Phase
Upkeep Phase
Control Phase

DRAW PHASE
First discard any cards you don't want. 
Each player draws 5 action cards.
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it. 

MOVE PHASE
Use Action cards to move stacks or units in stacks.
A Fast unit can move 1-3 spaces. 
A Medium speed unit can move 1-2 spaces.
A Slow unit can move 1 space. 
Units can move into but not through opposing stacks. 
Fortifications cannot move (Move = 0).
Your opponent can only look at the top unit of your stacks

BATTLE PHASE
When two opposing stacks occupy the same territory there will be a battle.
Each unit has a force value.
Add up the total Force values for each side.
Players may play action cards to increase their force value. 
If one stack has a Leader and the other does not, the stack with the 
leader gets an additional 5 Force. 
The side with the highest force value wins.
The losing stack must retreat one space. 
The losing stack loses half of its units. The winner picks the first 
unit lost, the loser picks the remainder. 
Fortification units in the losing stack are destroyed automatically. 
The winning stack loses units with a force equal to at least half the force 
total lost by the losing stack. The winner decides which units are lost.
Destroyed units are returned to their chit pile.
Captured leaders are set aside and not returned to the chit pile.
After a battle both sides replenish their hands to 7 cards.

REVENUE PHASE
Gain revenue points for every revenue generating territory you control.

RECRUIT PHASE 
Draw 5 random units from the unit chit pile.
Purchase units. A units cost is equal to its Force value. 
If you purchased all the drawn units, draw another 1D6 random units. 
Revenue may be saved from turn to turn.
Discard unpurchased units back to your unit chit pile.
Units start in any revenue generating territory you control. 

UPKEEP PHASE
Number of Units that automatically receive upkeep = 5 x total Revenue.
Discard excess units. 
Example: You generate 10 revenue points per turn... 
You may have up to 50 units.

CONTROL PHASE 
Place a control marker on every revenue generating 
territory occupied by one of your units. 
Only one control marker per space. 

UNIT DECK ABBREVIATIONS
S = Slow
M = Medium speed
F = Fast
F = Force
F = Fortification
# = Number of that unit in the chit pile.







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