| Introduction | Sequence of Action | The Map | Fighting |
| Team Structure | Movement | Startup Resources | Technical Developments |
| Time, Distance & Location | Terrain | Structures and Buildings | |
| Economy | Reconnaissance | Vehicle and Unit Statistics | |
| Share Prices | Surveying | Colony Morale and Recruitment |
Humankind has finally worked out how to travel between the stars. Colonisation has become a real possibility, and mankind, being the sort of species it is, has engaged in sometimes violent competition over the resources of newly discovered worlds.
This game is about the colonisation of the third planet of the Dubhe system (known as New Edo). There are a number of human groups wishing to colonise the habitable and resource-rich third continent.
The continent is broken down into a series of areas - each with its own map. Player teams will control a single map to start with and explore additional zones in search of resources. Their maps will generally be on different tables. The relationship between these tables is shown on a master map of the continent.
Players will not be entirely free to act as they wish, however.
Their expensive colonising technology and the cost of the trip to New Edo have been funded by their parent company or government. These parent organisation will be expecting a return.
Successful teams will be those who are able to function well as a team, and plan, delegate and negotiate well.
Those of you with time and enthusiasm, and internet access can find out a lot more about the Universe in which this game is set at www.pastpers.co.uk/universe.
We hope you enjoy a grand day out on New Edo.
John Rutherford and Jim Wallman
October 2000
Each team has the following three key members:
|
Chief Executive |
|
|
Head of Resources and Planning |
|
|
Security Chief |
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If there are more than three players then one could usefully add these important roles:
|
Head of Internal Affairs |
|
|
Chief Surveyor |
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Players might choose to rearrange duties, though there should always be one player who is Chief Executive or the equivalent.
The scales are deliberately vague however, if you want to get a sense of the time scale this game represents, think in terms of each turn being around 100 days.
This means, using the Universal Time system, that there are about 4 turns per year.
All the colonies are on the same continent, because this is where orbital surveys have indicated the greatest likelihood of a high concentrations of Red Mercury and other suitable minerals.
There are a number of valuable things that can be found on the surface of new Edo, and the colonists have the technology to exploit these quickly and easily.
Player teams represent a subsidiary (that is a wholly owned subdivision) of a much bigger company; this parent is represented by the Umpires.
You should be careful to treat the parent company as a real entity that can both reward good performance and penalise poor performance.
Whilst the Board of the parent company usually realise that immediate profits might not be possible, failure to export after a reasonable period of time might result in the colony be closed down as unprofitable.
A regular series of shuttles will land near the colony, and the team can decide how much of their surplus they export.
The more they export, the more well disposed their financial backers will feel towards them and the more likely they are to provide additional support, such as professional military support, or improved technology.
Each turn, the Team Control calculates and gives a move number to Game Control who keep track of the share levels. Factors that might influence share prices are:
Of course, none of this is a precise process, and so there will also be some small random fluctuations caused by external factors in the interstellar markets. The overall share values of each company will be posted for all to see each turn.
Each turn will take 20 minutes to process. It is essential that you think and plan ahead and this will only be possible when teams delegate and divide their effort between themselves.
Typically we will conduct activities in this order:
Because each turn represents a considerable period of time, we do not have unit movement in the conventional sense. Instead, each turn has a deployment phase, in which units are allocated to parts of the map (see above)
In the event of an emergency or the unlikely event of combat, units can be re-deployed in stages, according to their agility and the intensity of the combat or emergency.
In theory it might be possible for every unit on the planet to assemble for a single huge combat in one turn though there might be very good reasons why players might not want to do this.
There are a number of different types of terrain that will be shown on the map zones. Each type has different characteristics:
|
Type of Map Zone |
Volume of Biomass |
Chance of Minerals |
Chance of Red Mercury |
Operational Difficulty |
| Jungle | Abundance |
Average |
Low |
Moderate (x2) |
| Savannah | Some |
Average |
Average |
Easy |
| Marsh | Lots |
Low |
Low |
Moderate (x2) |
| Lake / Ocean | Some |
Low |
Negligible |
Hard (x3) |
| Escarpment | Little |
Excellent |
Average |
Hard (x3) |
| Mountains | Little |
Good |
Good |
Hard (x3) |
| Regolith / Desert | None |
Good |
Excellent |
Moderate (x2) |
Operational Difficulty means the effect that the terrain has on activities.
Easy Everything takes the normal amount of time
Moderate Double the time taken to do things in this terrain
Hard x3 time taken to do things
The effect of the chance of results will be reported by Team Control depending on survey team activity.
Players may visit other maps on foot or in a ground or air vehicle. Players will be individually represented by a marker or flag - and when moving around the exact location of a player must be indicated.
This may result in some personal risk (local Team Umpires will inform you when this is likely).
You can also send flyers to check out other areas without a player in attendance.
Information you can gather is as follows:
If you move a unit within the same map zone of them, or overfly, you may demand a test on up to 2 structures per turn to see if they are fake. Roll 1d6 score 5 or 6 and the owner MUST say whether it is fake or real.
Attacking a structure will always reveal whether it is real or fake.
Survey units can survey any zone, sometimes several times per turn. It depends on the operational difficulty of the zone the number in the table below is the number of attempts at a survey you can do in a turn.
|
Operational Difficulty |
Survey Team |
ATV Survey Team |
Flying Survey Team |
| Easy | 3 |
4 |
4 |
| Moderate | 2 |
3 |
4 |
| Hard | 1 |
2 |
3 |
Players will say whether the survey attempt is looking for Red Mercury or Minerals for each attempt.
Results will be reported by the Team Control and will be one of the following results:
Definitely YES you found a potential mining site of the type you are looking for at co-ordinates that will be given to you by the Team Control. Once you install an extraction unit, you will be told how much can be extracted. A definite YES does not rule out the possibility that more than one site of the type you are looking for might exist. You can keep looking until you get a definite NO to be sure.
MAYBE there might be something here, but the survey team cant be sure. You can try another attempt if you have one in the same turn - or on subsequent turns otherwise.
Definitely NO There is positively no potential source of the type you are looking for in this zone. You might as well give up looking.
Each map represents a segment of the Main Continent. This will typically be divided into 16-25 zones, which are used to help administer the economic system.
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Unless detailed otherwise in your team briefing, the initial landing will have the following buildings and resources:
OPTIONAL EXTRAS: Choose any Two of the following:
Players can lay out their initial base how they please to start with. Bear in mind that the layout, once placed cannot be easily changed. Think carefully about this.
The sequence of construction is:
First Turn : Build Prefabricated Structure at the Structure Manufacturing Centre (SMC). It can be stored there on subsequent turns if required. (EXCEPTION: DPSR Link and Security Perimeter which are not made at and SMC)
Second Turn : Load on to construction vehicle and move to site. If the site is on the same map, assembly can take place this turn.
Third Turn : Assemble structure on site.
Structures MUST be linked to nearby structures by data/power/services/road (DPSR) link to work.
Structures in direct contact may be assumed to be linked.
Structures must be assembled by a construction vehicle.
Advanced Structures listed below cannot be built until you receive the plans from your home corporation (or equivalent) and they will only invest in this way if they feel your colony is profitable.
Dont expect to access all the advanced structures in the course of the game.
Costs of constructing structures are expressed in terms of Biomass, Red mercury and Minerals (consumed when the structure is first made in prefabricated form at the SMC)
Other requirements are Power and Colonists - these are represented by counters, which must be placed on the structure. Insufficient power or colonists means that the structure isn't functioning.
|
Structure |
Costs to build |
Time to build |
Power / Colonists Required |
What it does |
Basic Buildings You can select from this list from the inception of the colony |
||||
| Automated Mining Unit | 1B 2R 3M |
1 |
1P 1C |
Allows mining of minerals or Red Mercury at a rate of 3 per turn until the mine is exhausted. This must be linked to the processing centre by a DPSR link |
| Biomass Processing Plant | 2B 1R 5M |
1 |
2P 2C |
Central collection and processing point for
Raw Biomass into usable material. The collection vehicles are factored in,
and it can collect biomass from anywhere within its map zone or zone that
it can track a route to via a DPSR link
Collection rates are: Abundant = 30, Lots = 20, Some/Little = 10. A zone can only supply biomass for a limited time before it is stripped. The amount of biomass in a given zone is marked on the map. |
| Command Centre | 0B 1R 5M |
1 |
1P 1C |
Allows communication off world and on-world.
Players will be able to use a radio on an open net.
This is an essential element of each colony, since it represents your main headquarters. Dont lose it. |
| Data/Power/ Services/Road (DPSR) Link (approx 20cm) | 2B 0R 2M |
Doesn't need to be made at an SMC |
0P 0C |
This links buildings together, and provides a conduit for materials of various sorts. Allows buildings etc to function properly. |
| Fake Structure | 1B |
1 |
0P 0C |
Can be made to look like any standard structure. |
| Flyer Factory | 1B 1R 10M |
1 |
2P 2C |
Allows the manufacture of all flying vehicle types. |
| Guard Missile Turret | 1B 1R 2M |
1 |
1P 0C |
Provides fixed defences esp. against air units. Defends its own map zone. |
| Guard SCA Turret | 0B 2R 1M |
1 |
1P 0C |
Provides fixed defences esp. against ground units. Defends its own map zone. |
| HabDome | 1B 0R 2M |
1 |
1P 10B per turn |
Provides habitation for 5 Colonists. |
| Power Plant | 0B 1R 2M |
1 |
0P 0C |
Provides 10 power to the colony. |
| Security perimeter (approx 20 cm) | 0B 0R 2M |
Doesn't need to be made at an SMC |
0P 0C |
May not be crossed by vehicles or foot. |
| Structure Manufacturing Centre (SMC) | 1B 1R 10M |
1 |
2P 2C |
Allows the manufacture of prefabricated versions
of main structures listed here. It is essential for making buildings.
Prefabricated buildings made by an SMC can be stockpiled prior to assembly by a Construction Vehicle. |
| Training Centre | 2B 2R 5M |
1 |
1P 2C |
Converts Colonists into security teams and survey teams |
| Vehicle Factory | 1B 1R 8M |
1 |
2P 2C |
Allows the manufacture of all surface vehicle types. |
| Warehouse | 2B 0R 3M |
1 |
0P 1C |
Can store, in reasonable security, up to 20 prefabricated buildings or the equivalent. (Otherwise structures awaiting assembly are open to the elements, sabotage or other risks). |
|
Structure |
What it does |
Advanced Structures |
(Only when blueprints released from Corporate HQ - see 'tech development' below) |
| Advanced AMU | Double the extraction rate from a normal mine. Increased extraction efficiency means that it can continue to extract from a depleted mine at a rate of 1 per turn after it is depleted. |
| Advanced CommCen | Allows players to talk privately when they wish. |
| Advanced Power Station | Power output is 20 |
| Biological Research Station | Conducts pure research into the local flora and fauna and native biosystems. Not much direct economic value to this though. In fact its a bit of a waste of time. I wouldnt bother if I were you. |
| Commercial Zone | Open air trading area, shops etc. Improves Colonist Morale and increases values of exports. Can only be built if the colony has a Biosystem Safety Certificate |
| Deep Cover | Digging underground bunkers for a building.
Makes the type of building invisible to recce. Also provides some cover against
attack (+5 hit points).
The existence of a building cannot be hidden. This must be built before the building it houses. Needs a construction vehicle to do it. |
| Education & Training Facility | Maintains and improves colonists skills. +1 to colonist morale |
| Farm | Feeds 5 colonists permanently.
Can only be built if the colony has a Biosystem Safety Certificate |
| Hi-Density Hab-Dome | Provides habitation for 10 Colonists. |
| HSD construction facility | An orbital facility. Must have Industrial Unit, Tech Centre and Orbital Trading Station first. Does not require construction vehicle. Requires some colonists to manage. Has internal power and is supplied from planetside. With a shipyard and HSP allows construction of interstellar ships. |
| Hyperlynium Synthesis Plant | Must have Industrial Unit and Tech Centre first. Allows the construction of Hyperspace Field Generators (HSFG). It takes 1 turn to make enough Hyperlynium to make one HSFG |
| Industrial Unit | Allows construction to happen more rapidly an SMC on the same map can make any structure in 1 turn. New structures may become available. |
| Medical Centre | Retains colonists health at a higher level. +1 to colonist morale |
| Military Training Centre | Must have Industrial unit and Tech Centre first. Allows production and training of military grade ground force troops and vehicles (not Pacifiers or Marines though). |
| Militia Armoury | Permits the arming of all colonists in the zone as a peoples militia in time of crisis. Obviously if the militia are called out, all other functions of the colony cease. The colony must also stop work for one turn initially, to organise basic training to allow colonists to be armed. |
| Orbital Shipyard | Does not require construction vehicle. Requires some colonists to manage. Has internal power and is supplied from planetside. Allows construction of orbital shuttles, small interplanetary ships and Starship Marines. |
| Orbital Trading Station | Must have spaceport first. Does not require construction vehicle. Requires some colonists to manage. Has internal power and is supplied from planetside. During construction all exports are reduced by 50%. Once constructed DOUBLE value of all exports. |
| Recreation Dome | Pleasures 40 colonists. +1 to colony morale |
| Residential Zone | Open air housing for 30 colonists. Improves colonist morale. Makes habdomes obsolete (so once you start on these colonists wont live in habdomes any more). Can only be built if the colony has a Biosystem Safety Certificate |
| Security Station | Provides internal security and policing equivalent to 6 security teams (see Colonist Morale & Recruiting) |
| Shuttle Landing Field | Increases the efficiency of shuttle activity allows exports and imports to be made more effectively. Add 30% to value of all exports. |
| Spaceport | Must be an upgraded Shuttle Landing Field. Massively increases exports efficiency. Add 60% to value of exports. |
| Technology Centre | Allows technologies to be accessed without reference
to the home corporation.
Instant access to plans for all available options for vehicles and structures. |
| Space Defence System | Can shoot down military flyers, shuttles, and attack low orbit shipping or orbital facilities. |
Population growth occurs mainly by immigration. There is therefore as much population as there are habdomes to support it. Colonists arrive/leave on the Company Shuttle.
Damage to Structures
Basically, if the enemy has unrestricted opportunity to attack your base, in the 100 days of a game turn they can do extensive damage and destroy many buildings. In the combat section below, the table will show how many structures a unit can damage in a turn of trying. Units that fought against defending units in a turn cannot attack buildings in the same turn. A building damaged twice is deemed destroyed.
Deconstruction
Most structures can be dismantled and moved by a construction vehicle. Obviously it loses its function, and it takes 1 turn to deconstruct, and 1M and 1 turn to rebuild at the new site.
(EXCEPTIONS: DPSR link, shuttle landing fields, spaceport, pleasure dome, farm, deep cover).
|
Vehicle(s) |
Cost |
Build time |
Movement Agility |
Pop Requirement |
What it does |
Basic Units |
|||||
| AirTrans | 2B 2R 3M |
1 |
Flyer |
1C |
Can transport one foot team by air. |
Bulk
Carrier![]() |
1B 0R 1M |
1 |
Lumbering |
1C |
Can transport 20 units of any type. Or 2 foot teams. |
Construction
Vehicle![]() |
1B 0R 2M |
1 |
Lumbering |
1C |
Assembles prefabricated structure kits and builds certain items. Capacity 1 structure. |
Piloted
Flyer![]() |
1B 2R 2M |
1 |
Flyer |
1C |
More effective than RPV. |
Piloted Security
Flyer![]() |
2B 2R 2M |
1 |
Flyer |
1C 1 Sec team |
Armed flyer. A security team is needed as crew. |
Repair
Vehicle![]() |
1B 0R 2M |
1 |
Lumbering |
1C |
Can repair damaged buildings quickly. |
RPV
Flyer![]() |
0B 2R 1M |
1 |
Flyer |
0 |
Useful for surveying the terrain for new R or M mines. |
| Security ATV
|
1B 0R 1M |
1 |
Agile |
1C
|
Transports Security Team |
| Security GCV
|
1B 0R 1M |
1 |
Mobile |
1C 1 Sec team |
Heavily armed combat vehicle. A security team is needed as crew. |
| Security Team (foot) | 1B 1R 1M |
1 |
Mobile |
1C |
Defends colony. Counts as an extra colonist. Can only be made in a training centre. |
| Survey team (foot) | 0B 0R 1M |
1 |
Mobile |
1C |
Detects sites likely to be good for R or M mining. |
Survey Team
ATV![]() |
1B 1R 1M |
1 |
Agile |
1C |
Detects sites likely to be good for R or M mining. |
|
Vehicle(s) |
What it does |
Advanced Units(need technology import from Sponsors) |
|
| Advanced Survey Team (flyer) | Can find mining sites that may have been missed
by standard survey teams.
In an unsurveyed area they have a higher chance of finding normal mines. New Deep mines require a construction vehicle to spend 1d6 turns digging out before the Extraction Unit can be deployed. |
| Heavy Airtrans | Can transport 1 vehicle of any type (with its contents). Or 3 foot teams |
| Riot Squad | Can capture rather than kill. Very effective at keeping order in the colony. Not very effective in conventional combat. |
| Transformer | This is a method of converting a vehicle so that it appears to be a different type. For example, you might convert a Security GCV to look like a Bulk Carrier. The disguise is undetectable until they transform. Transformation takes time, so they cannot be used to shoot someone without warning or the opportunity to move away. |
Demanufacture
Vehicles can be scrapped. This is an activity conducted at the Vehicle/Flyer factory and takes one turn.
You recover half their mineral value (rounded up) or 1M whichever is greater.
The colonys morale is significant because it affects the population.
In any turn that you are recruiting more colonists to fill new habdomes, roll 1d6 for the number of colonists that arrive that turn.
This is modified:
-1 for each colonist or security team lost at any time during the last turn.
-1 if the colony is chaotic. This means that there is insufficient law and order. If the colony has less than one security team (or the equivalent) per 20 colonists allocated to internal security only (i.e. not wandering about the place picking fights with other colonies), then the Saturday night bar fights get seriously out of hand.
-2 if the colony is deemed demoralised. The team control will warn you if this is likely to happen but you can probably work out for yourselves what is likely to make the colony demoralised.
-1 if the colony is deemed to disadvantaged. The team control will explain if this has happened usually if life in another colony on the planet is substantially better than in your colony)
Because immigrants arrive on ships, the die roll, once made, cannot be unmade. If the resultant score is negative, it means that this number of colonists leave.
If you recruit more colonists than you have space for, the unaccommodated ones leave immediately (you cant save them up!)
|
Unit(s) |
Combat Power |
Defensive Power |
Movement Agility |
Number of buildings damaged per turn |
|
|
Vs Grnd |
Vs Air |
||||
| AirTrans | 0 |
0 |
2 |
Flyer |
0 |
| Bulk Carrier | 0 |
0 |
6 |
Lumbering |
0 |
| Construction Vehicle | 0 |
0 |
6 |
Lumbering |
0 |
| Ground Force GCV(1) | 15 |
6 |
12 |
Agile |
20 |
| Ground Force Section (1) | 12 |
6 |
10 |
Agile |
12 |
| Guard Turret | 8 |
2 |
10 |
Fixed |
8 |
| Military Pacifier (1) | 10 |
20 |
12 |
Flyer |
20 |
| Missile Turret | 2 |
8 |
10 |
Fixed |
4 |
| Piloted Flyer | 0 |
0 |
1 |
Flyer |
0 |
| Piloted Security Flyer | 1 |
1 |
1 |
Flyer |
4 |
| RPV Flyer | 0 |
0 |
1 |
Flyer |
0 |
| Security All Terrain Vehicle | 2 |
1 |
2 |
Agile |
4 |
| Security Ground Combat Vehicle | 4 |
1 |
6 |
Mobile |
8 |
| Security Team (foot) or Peoples Militia | 2 |
1 |
2 |
Mobile |
4 |
| Starship Marine Section (2) | 10 |
2 |
10 |
Mobile |
10 |
|
Advanced Units |
|||||
| Advanced Survey Team | 0 |
0 |
1 |
Flyer |
0 |
| Heavy Airtrans | 0 |
0 |
4 |
Flyer |
0 |
| Riot Squad | 1+ |
0 |
3 |
Mobile |
0 |
(1) Military and certain specialised units cannot be built only imported.
(2) Riot Squad can KO and capture units on foot rather than kill.
DECOY UNITS
Each team is permitted to create 3 decoy units. These are marked on the back clearly as DECOY and can be of any mobile type.
However, once called out in a combat, the real nature of the decoy must be revealed and the decoy unit is removed from play that turn.
It can be returned to play again the next turn.
COMBAT SEQUENCE
If two (or more) colonies have forces in a given map zone, they may choose to face off. Each player can add to their forces until their opponent is ready to fight, or backs down.
The order in which forces can be added are:
SPECIAL RULE: Transformers can join the action by transforming on the phase they would otherwise join in, and actually joining in on the next phase.
It goes like this:
Player 1"You leave"
Player 2 "No, you leave"
Player 1 "No"
Control "This is a face off player 1, will you up the ante?"
Player 1 "Yes" moves all three of his security teams on the same map.
Control "Player 2 back down or up the ante?"
Player 2 "Up the ante" moves two security teams in.
Control "Player 1, up the ante?"
Player 1 "No, Ill fight"
Combat is then resolved. In this example, Player 2 is forced out of the zone.
COMBAT RESOLUTION
Total the combat power and defensive power for each side.
Air combat power can be used if there are any air units on the opposing side.
Ground combat power can be used if there are any ground units on the opposing side.
If the defensive power is exceeded then that force must withdraw into the next zone.
If the defensive power is exceeded by a factor of 2 or more, that force must withdraw to the next map.
It is possible for both sides to be forced to withdraw.
Losses
Roll 1d6 for each unit in the fight
Winner score 1 for it to be destroyed
Loser score 1 or 2 for it to be destroyed
+1 to die roll if regular military unit
If a destroyed unit has a C value then lose a colonist as well.
There are no new technologies created during the game (or at least very few).
However the better technologies are expensive to import to the colony and the corporate sponsors want to know that their investment will be worthwhile before allowing you to deploy the higher tech stuff.
Some technologies (such as the farm) cannot be deployed straight away because of the investment needed in analysing the local biological conditions.
This is simulated here by an analysis of the exports each team makes to its patrons. Depending on how successful at exporting you are perceived to be, you will be awarded technology credits. These can be traded between teams.
You can use technology credits to access the following technologies:
|
Technology |
Tech Credit Value |
| Advanced AMU | 9 |
| Advanced CommCen | 4 |
| Advanced power plant | 1 |
| Barracks | 100 |
| Biological Research Station | 7 |
| Commercial Zone | 20 |
| Deep Cover | 30 |
| Farm | 20 |
| Heavy Airtrans | 2 |
| Hi-density habdome | 8 |
| HSD Factory | 150 |
| Hyperlynium Plant | 150 |
| Industrial Unit | 60 |
| Medical Centre | 11 |
| Militia Armoury | 5 |
| Orbital Shipyard | 120 |
| Orbital Trading Station | 50 |
| Recreation dome | 15 |
| Residential Zone | 20 |
| Riot Squad | 10 |
| Security Station | 6 |
| Shuttle Landing Field | 2 |
| Space Defence System | 150 |
| Spaceport | 17 |
| Technology Centre | 75 |
| Training Facility | 12 |
| Transformers | 20 |