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STAR CHASE

OUTLINE RULES

Star Chase is a new game in the same series as Dark Age and Spaceplan. It's intended to replace Spaceplan I, which was the oldest of the series still in play. It should be easier to play and more user-friendly. The early stages should be a lot faster, there should be more options in the middle game (it should take longer to reach the limits of economic and technological development), and warfare should be more tactical.

See our Downloads page for a sample game report from a Star Chase game, along with how to join, a special offer and enough information to be able to fill in the first turn.

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MAP & RULES CHANGES

Compared to the old game the main changes are that the map is bigger and laid out differently, with a lot more variation, population limits are a lot higher, build and supply costs are higher and there's a conditional move action. The balance of build costs is different, so that fighters are more cost-effective the cruisers (except you're limited in how you can move them around).

TECH LEVELS & SHIPS LOST IN SPACE

There are a lot more tech levels (nineteen) and ships can now get lost in hyperspace and be recovered later. This applies not just to ships lost in deep space jumps, but also a proportion of the cruisers lost in battles now escape into hyperspace and live to fight another day (although that day may be rather distant).

EXPLORATION & RESEARCH

The scenario is about rebuilding after the collapse of a previous galactic empire, so you get to dig around in the ruins and discover all sorts of useful stuff as you explore (pop, industry, BPs, treasuries, all kinds of ships, any sort of technology etc). This should help liven up the first few turns and make the empires more varied (especially as I've added research for tech levels as well, and that will tend to increase the technology you've already got rather than encourage everyone to all have the same tech levels - which is what happens with the trade rules).

COLONY SHIPS

Colony ships now have defence strengths and are the only ships able to deploy the new planet buster and and link buster bombs (they also carry fighters... put a black tin bucket over your head and breath funny and you'll soon get the idea).

SMART ACTIONS

I've added a couple of pages of optional rules on a separate sheet. These add ten new "smart" actions that make the rules more complicated, but which I hope actually make the game easier to play. Instead of working out exactly what you want to order you use can these new actions - which just say what result you want and lets the computer work out the details for you (eg. the SETTLE action plants a new colony - but you don't have to say where or how). See the Optional Rules for more details.

WORMHOLES

I backed off from adding wormholes, as once I'd worked through the necessary rules they added another page to the rulebook, extra symbols to the map and a lot of extra complications for the players - the exact opposite of what I was trying to achieve. But the idea is mapped out, and maybe I'll be able to work it into Spaceplan II instead (where the extra complications will be appropriate and probably welcome)

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