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Space Empires: 4X» Forums » Rules

Subject: Do you see any rules errors with this American size reference cards? rss

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Derrek McNab
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Viewable here: http://i.imgur.com/1nVErqi.png

I have a friend who has trouble with his eyes involving lots of small text, so I will print out some reference cards (at a larger size for him of course, they are currently American Standard size, easy enough to fit in the side of the box!)

Is there anything I have gotten wrong?

This is assuming new players will be playing the Basic game (with movement 7 and Titan's abilities from Close Encounters that would be relevant to the basic game)

Edit: I just made this for the advance/expansions. See any issues with these?

http://i.imgur.com/Xe4RTIl.png
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Niko
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Overall it looks very good. There are however a few small mistakes:
- Bases require SS2 to be build.
- CAs have to use exploration tech before they move (currently it says "during movement" which could be misinterpreted).
- Decoys can have any movement tech and are upgraded for free (they "move at current technology level") and they are also removed during the movement phase, so enemy ships don't get stopped by them.
- When retreating you can retreat into a hex that's equal to or lesser distance than the combat hex to any colony, not just the nearest.

There are also some minor details that aren't technically wrong, but I think might be confusing:
- CO description might be clearer by adding "unless" i.e. "Immediately destroyed in combat unless escorted"
- Maybe list that titans can't split damage between multiple ships or stacks.
- Asteroids prevent use of Attack technology, "Offensive" tech is understandable but not the term used in the rules.
- Colony bombardment could use clarification that it also happens after combat if all opposing ships are destroyed. Also a typo: "ships still roll ato hit a colony". Reduces vs Reduced (just a style preference)
- In Combat 2 it says "highest tactics fires, then defense fires" which took me a bit to realize that it means that if the tactics are tied the defender fires first.

These second list isn't major and can probably be left since it's just a player aid and you'll explain the game in more detail.

Also, please post the final version to the files section. It might help others in your situation and is also a pretty neat player aid for the first one or two games when all the advanced options might just confuse new players.

EDIT: Is there a build-in way to make proper bullet points?
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Derrek McNab
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Awesome, thanks! And I'm using GIMP to make them,haven't looked up bullet points yet.

If anyone else finds the cards useful I could try to put more effort in detail.

Edit: here's the updated version. http://i.imgur.com/7Sxdenu.png
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Niko
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I actually meant bullet points here on BGG, the lines look good on the player aid.
I also just noticed that SYs say "build 1.5x more". Maybe replace the "more" with "ships" like for the 1.0x to avoid confusion?

EDIT: I also just spotted some can not rather than cannot typos.
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Derrek McNab
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Good idea. And I discovered a 'nebula' that should say 'asteroid' as well.
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Derrek McNab
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Well the cards works out WONDERFULLY. Never had to look up the rulebook in the 6 hours it took the three people to play (I just kept the game moving pretending I was timing econ phases and moving the turns along).

The only modification I will probably make is underlining the 1 Shipyard per hex per Econ phase, as it was the only mistake one player made.

I will make small cards for the advanced ships soon.
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Niko
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Glad to hear it worked so well!
When you make the addition for the advanced game don't forget to include PD and Scanners for SCs and DDs respectively. You might even be able to put it on the existing sheet with an "Advanced Only!" Heading since those blocks are pretty much empty so far.
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Derrek McNab
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I added another set for Advanced (didn't combine or do anything fancy yet).

See any issues with these?
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Niko
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Don't have much time right now, so I only gave it a quick read. It looks good with a couple minor details that I think are off.

Pipelines:
Enemies can't use your pipelines, they can only destroy them. Pipelines also allow you to ignore movement restrictions of asteroids and nebulae even if only that one hex is entered on a pipeline (different from the +1 hex movement which only works when the whole move is on a pipeline)

Mine Sweepers:
Add level 3 minesweeper tech

Boarding Ships:
SY is missing from the list of non-boardable ships, not sure if it's worth pointing out that empty transports can be boarded since it rarely happens anyways. Also not sure if reverse engineering captured ships should be mentioned on this sheet or if a verbal exploration is enough.

Transports:
I'm not sure if transports really can't explore, I'll check that tonight.

Grav Armor:
Is missing the two bullet points that the previous ground troops have.
It's worth noting that the bonus is calculated at the start of each round. Therefore it can change as tanks are destroyed and you can change who you are buffing each round. E.g. if you can't buff all troops you can decide to buff all damaged ones to make them harder to destroy.

CAs and BCs are no longer on the sheet.
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Derrek McNab
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Thanks for that, i'll make some changes.

One quick Q: is destroying a pipline or lone miner optional? Or do they have to be destroyed (for diplomacy reasons could you decide not to destroy an enemy's MS for a non-binding promise)
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Niko
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I checked the rules and you were right about Transports not being allowed to explore.

As for not destroying civilian ships, the relevant rules are in section 4.3, specifically this sentence
Quote:
If a unit enters a system containing only enemy units without any combat capability (Decoy, Colony Ship, etc.), those defenseless units are immediately destroyed and do not impede movement (or reveal ships or technology).
I would interpret this so that you do not have a choice and civilian ships are destroyed if that space is entered.
However, this game is very mod-friendly and you could always decide that you want to make it optional. Keep in mind though that the rules as written keep alliances fairly weak overall; if you play with the uneasy alliance you cant even enter hexes with allied units or colonies and as per 4.3 you do destroy your allies civilian ships.
I don't think it would have too great of an impact overall though.
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Derrek McNab
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That was my though when I read it. For the reference cards, I might change some of the rules just to simplify any text on the cards if needed.
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