Game Overview:

Background:
Quantum gate technology - which prevents electronics from functioning in a large area - divided society into two distinct technological geographies.
Spacer/Gatekeeper zones lacked electronics and were located a safe distance away from the Electric zones.
Hydrogen burning steam engine transports carried cargo and people between planetary zones.
Our Spacer ancestors arrived here with no electronic equipment and all gate connections suddenly severed.

Goal:
Gain control of the Singularity so escape can be accomplished.


Winning

Controlling 25 or more of the 37 planets at the beginning of 3 successive turns is a win for a single player.

Factions:
A winning faction may consist of 2 or 3 players in a 6 player game and 2 players in a 4 or 5 player game.
A faction may be declared at the beginning of any turn where the faction holds 25 or more planets.
A declared faction that maintains required alliances and planetary control for 2 turns wins.

A declared faction dissolves if either alliance or planetary control minimums are not met at the beginning of a turn.

A 2 player faction consists of 2 players allied with each other and may be declared by either member.
A standard 3 player faction (all members allied with all other members) may be declared by any member.
An empire faction consists of a dominant player allied with 2 other players who are not allied with each other.
--- The dominant player may declare the faction and must control at least 13 planets them self.
----- Empire factions also dissolve if a turn begins with dominant member under 13 planets and 2 members who are not mutual allies.

Alliances are more a non-aggression pact between 2 players than a true alliance
- An ally cannot take your planet and might prevent someone else from taking it just by being there but might keep you from taking a planet just by being there.
- They know way too much about where you have your forces and depending on house rules might turn on you at the end of any turn.
Alliances may overlap.

Information is limited. Everyone can see the ownership and color of all planets.
--- You can see some information on another player's ships in the same space as your ships (id, type, and damage total).
     You can see the location of all allied fleets but not any details on what or how many ships.
---Dark ships can be seen only by the player they belong to and do not provide any sensor information to that player.
     Planets themselves provide no sensor information.
--- Ships can detect the presence of "unknown ships" in adjacent spaces and some have a 2 space sensor range.
--- Combat reports go to all players with a non-dark ship in the combat space during combat.

House Rules:
The game enforces mechanics only and is open to house rules for victory conditions, faction requirements, use of alliances, and information sharing.


Turn Summary:

(A) Economic - collect points and spend them on builds and repairs and maintenance
all players submit orders then information updates for the next section

(B) Movement - any mobile ships can be moved - enemy stationary ships might interrupt moves
all players submit orders then information updates for the next section

(C) Combat - all enemy ship same space encounters continue combat rounds until no further combat is possible
after all combat is completed planet ownership changes are processed and information is updated for the final section

(D) Ecopolitical - planets change colors and alliance settings are submitted
negotiate and submit desired alliance settings - after all submit the information updates and the next turn begins

The Display

Top of Page
The game board with planets and ownerships is a background image with a transparent overlay for each of the 19 levels plus a combined strategic overlay.
Markers are positioned on the overlays for fleets and sensor data.
Level select buttons and summary markers are to the right of the board. The order Entry/Results panel is to the right of that.
The    just left of Economic Points is a link to the Lobby page.



Middle of Page
In the middle is a quick reference section - ship types, planet points/colors chart, and encoded untransmitted orders.



End of Page
Individual ship details, encounter info, and charted hyperspace jumps in grouped sorted list report form.