PARDUS: BOARD GAME - v0.11 - SFera

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Drop to space. 0. Scoop from space 8-Speed/3. SPs required for building permit. Number of buildings. 2 3 4 5 6 7 8. 2 players 2 4 7 12 21 37 64. 3 players 3 6 10 ...
PARDUS: BOARD GAME - v0.11 Contents: 1. Victory points 2. Map 3. Resources, factories and production 4. Ships 5. Sequence of play 6. Moving cargo and trading 7. Movement 8. Building and upgrading 9. Combat 10. The planet 11. Food 12. Police 13. Starting setup - Reference chart (tables) - Tracks: planetary growth, planet consumption, Action Points Copyright notice: Pardus and all concepts derived directly from the game are under copyright of Bayer&Szell OG. No permission was obtained to using any of it thus making creation, downloading and reading this document a criminal act. You have been warned. This document with its original ideas and concepts is under the copyright of its author and can't be used for any financial gain without asking permission from all previously mentioned and their wives and mothers. However, it can be freely copied, distributed or even modifed for personal use. If you make any substantial modifications, please send a copy to the author at [email protected] who is a very curious person, so that he can steal it from you and take all credit.

0. INTRODUCTION When turning any computer game - and especially a MMORPG - into a bord game, an incredible amount of tweaks, adjustments and, most of all, simplifications, is necessary. So many that many people will be at least partially right when saying it's actually a different game. This is why probably many hardcore Pardus players will be disappointed and many more will not be interested at all. This is understandable. It's probable that this board version will be more interesting to experienced boardgamers with no experience in Pardus than to experienced Pardus players with no experience in boardgaming. However, I hope that at least some from one group may become interested in the other aspect. To-Do list - a sensible way of handling all those commodity counters on the board; there are two variants, need to discuss and decide which is better - details on setting up the sector - some graphics - some more equipment (cloaker, extended cargo bay...) - critters? - events? - when does the game end?

1. VICTORY POINTS There are two types of Victory Points: Supply Points and Kill Points. A player receives one Supply Point for each unit of commodity he sells at the planet, regardless of type and price. A player receives Kill Points for shooting down other player's ships or Police. A player ship that is shot down loses either SPs or KPs or both, whichever he has, according to the Combat Effects table. A player, when shot down, loses KPs first and only when he doesn't have any more, loses SPs. The point count can not go into negative. Therefore, shooting down players with 1 or 0 SPs gains no KPs.

Combat effects Attacker Victim gains loses 2KP 3KP 2KP 2KP 1SP 1KP 1KP 1SP 1KP 2SP 0 1SP 0 0

Shooting down a Police ship gains 2 KP. At the end of the game, the player with most SPs and KPs added together is the winner. 2. MAP Pardus: Bord Game is played in a single sector. The sector size is roughly 20x20 tiles and contains: - up to two nebula clouds, each 10-30 tiles big - up to two asteroid fields, each 10-30 tiles big - a food producing planet The sector is drawn up / assembled from pieces so that every game can be different. Nebulas, asteroids and the planet should be at minimum distance of two tiles plus one more per player (four for two players, six for three etc.) The nebulas are allowed to be closer to each other as are the asteroid fields. 3. RESOURCES, FACTORIES AND PRODUCTION Resources in the game are: - food - ore - chemicals - radioactive cells - gems - metal - plastics - electronics - optics - robots - hand weapons - battle weapon parts - droids Factories at production level 1 consume one unit of each resource and produce

Factory building an upgrading Factory Asteroid mine Chemical lab Smelting plant Plastics factory Electronics factory Optics research centre Radiation collector Robot factory Hand weapons Battle weapon parts Droids

Building cost 3M 3M 5M 2M 3M 2P 2M 3P 3M 3EL 4M 2EL 2P 3M 2EL 2P 4M 3EL 2P 4M 4EL 4P

Upgrade Package 1M 1M 2M 1M 1M 1P 1M 1P 1M 1EL 2M 1EL 1P 1M 1EL 1P 2M 2EL 1P 2M 2EL 2P

one unit of commodities. Asteroid Mine must be located in the asteroid field and Chemical Lab needs to be located in nebula. Asteroid mine: food → ore + gems Chemical lab: food → chemicals Radiation collector: food → radioactive cells Smelter: food + ore → metal Plastics factory: food + chemicals → plastics Optics plant: food + gems → optics Electronics factory: food + metal + plastics → electronics Robot factory: food + optics + electronics + metal + plastics → robots Hand weapon factory: food + optics + electronics + plastics → hand weapons BWP factory: food + optics + electronics + metal + radioactive cells → BWPs Droid assembly plant: food + robots + rad cells → droids (Note that there are some differences from the Pardus original: there is no Energy and Nebula Gas, Water is joined with Food, Plastics are also used in Robot Factory, Radioactives are also used in BWP factory.) All factories have unlimited capacity. When a factory is upgraded, it consumes one more unit of resource and produces two more units of commodity. (Exception: Asteroid Mine always produces half the amount of Gems it would produce, rounded up.) Upgrading a factory from level 1 to level 2 uses up one Upgrade Package (see table above). Upgrading a factory for one level uses as many Upgrade Packages as is the number of the level the factory is being upgraded from. Upgrading it from level 2 to level 3 uses up two Upgrade Packages. Upgrading from level 3 to level 4 uses up three Upgrade Packages etc. In order to prevent the board being swarmed with commodity counters, a building counter that is placed on the board contains only the basic information: type of building and the owner. The rest of the information is placed on the larger building card in front of the owning player. Commodities are placed on the card, not on the building counter on the board.

4. SHIPS There is only one type of ship. Its default setting is Impulse Engine, three units of armour and ten slots that can be used for cargo and/or equipment.

Engine

Space required

Impulse Nuclear Fusion Hyper 1st booster 2nd booster

0 1 2 3 1 1

Movement speed (APs / tile) 6 5 4 3 first move -2 last move -3

Combat speed (To-Hit) 4 5 6 7 +1 +1

Cost 0 5 10 20 15 15

When a player loads cargo onto the ship, the counters are placed on the ship counter in the cargo area. Same goes for all equipment except missiles which are installed on the "wings" and do not occupy cargo space. A ship can have up to four missiles installed.

A gun occupying either of the two front (blue) slots is considered to be a forward gun. A gun occupying either of the two rear (red) slots is considered to be a forward gun.

Weapon Pulse laser Particle laser Gatling laser Missile

Shots Space 1 1 2 2 4 3 +2 to hit, 2 DMG

A gun occupying neither front nor rear slots is considered to be a turret able to shoot both ways, but requiring an additional to-hit roll to check if the enemy ship is out of the turret's arc of fire. The small ship counter marking the location of the ship in space is placed on the board, while the large ship "model" with visible cargo slots is located in front of the player

Armour strength 3 HP +1=4 HP +1=5 HP +1=6 HP ….. repair

Cost 5 15 30 10

Cost 0 5 10 15 ….. 40%

All equipment can be sold at the planet at 50% of the price. When selling more pieces of equipment, the complete sum is calculated first and then reduced by 50%.

5. SEQUENCE OF PLAY There are eight game turns during a day. In the middle of the day - after the fourth turn - all factories produce (if thy have all needed resources). At the end of the day - after the eighth turn - a planet ticks: it consumes commodities, produces food and adjusts its population size (grows, shrinks or stagnates). During a single turn all players have 20 Action Points to spend on various actions, in any order, as many times as wanted and possible. Unspent APs are not transferred into the next turn. Possible actions are: - move one tile - move/attack - attack/move - dogfight - move cargo to and from the ship - build - upgrade All players should have their counter at the 20 Action Points mark on the Action Points Tracker. As soon as the player has performed a single action, he must move his counter on the Action Point Tracker down for as many APs as the action they performed costs. At any moment, the player with the most Action Points moves first. If more players have equal APs (for example, in the beginning of every turn when all players have 20 APs), the ship with the best engines moves first. (If a ship has boosters installed, each adds one to engine level). If more players have the same engines, the one with most Kill Points moves first. If more players have an equal amount of KPs, the one with more Supply Points moves first. If more players have an equal amount of SPs, use dice to determine priority.

6. MOVING CARGO AND TRADING A ship can expend APs loading and unloading cargo (see table). Players can trade with each other in any logical way they agree on. Money can be exchanged freely while commodities can be exchanged if their ships are on the same tile.

Load / unload 1 commodity Ship - Factory Ship - Planet Ship - Ship Drop to space Scoop from space

AP cost 2 1 2 (for each) 0 8-Speed/3

A ship can trade with other payer's factory at any agreed price. The price is agreed in the moment the ship is on the same tile as the building. A deal can be made before that, but those deals are not binding - both players can change their minds until a transaction actually starts taking place. 7. SHIP MOVEMENT Moving one tile costs 3 to 6 APs, depending on the engine. (See table)

A ship can have up to two boosters installed. The first booster reduces movement cost of the first move by 2 APs. The second booster reduces movement cost of the last movement by 3 APs. A ship must use its boster on the first move during the turn. After the ship has used the second booster, it can't move even if he has enough APs to do so. (Note: Due to the layout of numbers, boosters are most efficient with a Hyper Engine.) The reason for all this is easier and more sensible AP bookkeeping. 8. BUILDING AND UPGRADING In order to build or upgrade a factory, all required materials must be present at the tile, either in the ship, in the factory or combined. Building a factory spends 30 (thirty!) APs, but they don't have to be spent all at once (and, obviously, can't). The player can use those APs on construction whenever he feels like it. He can leave the construction site and return as he wishes. It is good to put an additional marker on the Action Points Tracker to keep account of how far the construction has progressed. Upgrading a factory begins at the end of a turn and lasts one turn for each starting level. (Upgrading from level 1 to level 2 takes 1 turn, from level 3 SPs required for building permit to level 4 takes 3 turns, etc.) While the factory is Number of buildings being built or upgraded, it is inactive, doesn't 2 3 4 5 6 7 8 produce and can't be traded with. 2 players 2 4 7 12 21 37 64 In the beginning, a player can immediately build 3 players 3 6 10 18 32 57 98 one factory. For further factories, he needs to 4 players 4 8 14 25 44 78 121 obtain the building permit which the planetary 5 players 5 10 19 33 57 90 160 authorities will grant only after he has proven 6 players 6 12 25 42 71 103 189 himself useful to the community. This is 7 players 7 14 32 52 86 117 211 represented by the amount of Supply Points he 8 players 8 16 40 63 102 132 248 has earned (see table).

9. COMBAT Combat may occur only when two ships meet on the same tile. When firing on another ship, a To-Hit roll is required. The attacker rolls dice and if he gets a number equal or bigger than the defender's Combat Speed (see Engines table), the defender is hit. A dice roll passes when the To-Hit value or more is rolled. A ship entering a tile with the enemy ship present may fire at it immediately providing it has a gun installed either on the front mount or in the turret. A ship exiting a tile with the enemy ship present may fire at it immediately providing it has a gun installed either on the rear mount or in the turret. A ship already on the same tile with the opponent may choose to spend two APs to dogfight the opponent. The defender may choose either to accept the fight or try to evade. If the opponent accepts the fight, both ships fire a salvo at each other simultaneously and both spend two APs. During dogfighting there are no additional turret To-Hit rolls. If the attacked ship doesn't accept combat, he doesn't fire at the attacker and doesn't spend his APs which gives him a better chance at having more APs then the attacker when combat ends and trying to escape. If shooting from the turret on the move-attack or attack-move action (not dogfight), an additional To-Hit roll is required in order to determine if the pilot got into favourable position to be able to get the enemy ship in his sights. To make that roll: 1. The defender ship's speed is deducted from the attacker ship's speed ("attacker minus defender". If the attacking ship is slower, the result will be negative.) 2. The dice are rolled. 3. If the number on the dice is bigger than the number corresponding to difference of speeds in the table below, normal dice rolling can commence. Speed difference To-Hit dice

-5 9

-4 8

-3 8

-2 7

-1 7

0 6

1 6

2 5

3 5

4 4

5 4

A successful hit removes one hit point from the defender's shield (if any) or armour (if any). Shield takes damage first. Once shield and armour are down, the next hit destroys the ship. A ship can fire a missile at any moment, regardless of relative positions and movement of his and the opposing ship. Firing a missile doesn't cost APs. When the missile is fired, a regular To-Hit is rolled and +2 added to the roll. If the missile hits, it gives two damage points to the target. A total of four missiles can be fired by a single ship in one 20 APs turn. Only one missile per quarter of the turn (5 APs) can be fired. For example, if the ship fired a missile while having 17 APs, he can fire the next missile when he gets to 15 APs. If the ship fired a missile while having 9 APs, he can fire the next missile when he gets to 5 APs. If a ship started it's move in one quarter of the turn and finished it in the other (for example, started with 17 APs and ended with 12), the ship can fire two missiles during that move (one at 17 or 16 APs and the other at 15, 14, 13 or 12 APs), but not in the same tile (because it is presumed that the ship crossed the 15 AP limit in the middle of the move and while "between tiles").

When the ship is shot down, the player returns to the planet and collects the insurance money equal to half the value of all equipment he had on board. The attacker has 2/3 chance of capturing any Food, Ore, Metal, Chemicals, Plastics or Gems the destroyed ship was carrying and 1/3 chance of capturing any other cargo. Also, both players adjust their Kill Points and Supply Points according to the Combat Effects table. Ship vs. Building Every factory has 10 armour points. If a ship shoots at a factory, every shot taken at a building is an automatic hit. Also, on every hit, a d6 dice is rolled. On 4 or more, production of the factory is decreased one level. When a factory is destroyed, it turns into a wreckage. Turn the token upside down. When rebuilding it and upgrading, it is presumed that half the metal and plastics and a quarter of any other material previously used for building and upgraing is still usable from the wreckage so the building and upgrading cost is decreased for those materials. The same goes for upgrading a surviving factory back to its previous level after an attack. Repairing armour costs one metal per armour point. A factory can have a defence module installed. A defence module is armed with a Particle Laser, one missile and has 3 points of armour. Although not really moving much, due to being small and not trivial to hit, the module is presumed to have a To-Hit value of 7. When a ship vs. ship combat occurs on a buiding tile, if one of the combatants is the building owner, he receives +1 to his combat rolls while his opponent receives -1 (home turf advantage). If none of the combatants own that particular building, the owner can declare one of them a "friend" in which case the modifiers also apply, representing help the "friend" receives from factory personnel. If a ship attacks a building while another ship is present at the same tile, this other ship can shoot at the attacker without being shot at (because the attacker is busy shooting at the building). The ship shooting at the attacker receives a +2 bonus to his combat rolls (not being shot at, he can aim more calmly). 10. THE PLANET Planet size is marked by the position on the Planetary Growth Track. To mark the size, simply place a planet counter on the Track. When the planet size changes, move the marker accordingly. The starting population of the planet is 10k. As long as its population is below 20k, the planet consumes one commodity of each type. For each additional 10k of population, the planet consumes one additional commodity of each type: 24k planet consumes 2 units of every commodity, 38k planet consumes 3 etc. Planet starts consuming Hand Weapons only after it reaches population of 20k, Droids after it reaches 30k and Battle Weapon Parts after it reaches 40k (see Planetary Growth Track and Planet Consumption Track). While population values are below 20k, 30k and 40k, those commodities are not consumed nor taken into account for planet growth. This means that at population of 50k, the planet consumes 4 units of HWs, 3 units of Droids and 2 units of BWPs per day. In order for a planet to grow, it must be supplied with: - one commodity of each type it consumes at its present size - more commodities than the number listed in the "Grow" column in the Planetary Growth Track for the row corresponding to its present size

In order for a planet to shrink, it must be supplied with less commodities than the number listed in the "Shrink" column in the Planetary Growth Track. If the planet supply is at or between values listed in the "Shrink" and "Grow" columns in the Planetary Growth Track, then its size remains the same. The planet grows and shrinks in increments of 2000 inhabitants. If it is supplied with more than minimum needed to grow, it may grow for 4000 or even 6000 inhabitants. The corresponding values are in the Planetary Growth Track. When a ship with cargo arrives at the planet, it can sell it at the market. The planet will buy only the base amount of goods at the base price (see table). The base amount is 1 for each 10k inhabitants, rounded down. This means that the base amount of commodities a planet with 40k inhabitants will buy is 4. Base amount of Hand Weapons, Droids and Battleweapon Parts is decreased by -1, -2 and -3 respectively (see table). This means that the planet must have at least 20k to buy Hand Weapons, at least 30k to buy Droids and at least 40k to buy BWPs.

Consumed Day+1 Day+2 Day+3 immediately Ore 1 1 0 0 Metal 2 1 1 0 Chemicals 1 1 0 0 Plastics 2 1 1 0 Radioactives 3 2 1 0 Gems 2 1 1 0 Optics 3 2 1 0 Electronics 4 2 1 1 Robots 8 4 2 1 6 3 2 1 Hand Weapons (-1) (-1) (-1) (-1) 12 6 3 2 Droids (-2) (-2) (-2) (-2) 8 4 2 1 Battleweapon Parts (-3) (-3) (-3) (-3) Commodity

If there is no commodity at the planet, the player gets the full price (Price 1). However, once the base amount for that commodity has been supplied, he can sell it only at Price 2 until he has supplied two base amounts. After that, he sells the goods at Price 3 and then at Price 4. The maximum nuber of goods of the same type a ship can offload is four base amounts. Example: For a planet size 20k the base amount is 2. This means that a ship arriving with 9 units of Metal can sell the first two units at a price of 2 per unit, the next two units at 1 per tonne, the next two units (again) at 1 per tonne while he will not get any money for the last two tonnes, although he will be able to unload them and get Supply Points for them. So, for those 8 units of metal, the player wll make 8 (2+2+1+1+1+1+0+0) and 8 Supply Points. When the consumption tick occures, all commodities from the first column are consumed and, if the planet has grown, the players who supplied them get 2 Supply Points per commodity supplied, 1 SP if the planet stagnated and 0 SP if it shrunk. Commodities from the 2nd, 3rd and 4th column are then moved one column to the left, ready to be consumed the following days. 11. FOOD The planet produces one units of Food for each 2k population. Food available for purchase should be arranged into ten piles, each pile containing one unit of Food for every 10k of planet population, rounded down (3 Food per pile for 34k, 5 Food per pile for 52k etc.) Price of each unit of food in the first pile is 1 , 2 in the second pile etc. The player can buy food from any pile he wishes, although it is likely he will buy from the cheapest one. When planet produces food, the piles fill from more expensive to cheaper.

Example: The planet has 34k population and the food is stocked like in the image below: A player wants to buy five units of food and pays 7+8+8+8+9=40 . (The player who buys food after him would have to pay 9+9+10+...). When the planet produces food, it will produce 17 units and fill the slots in the image from left to right, two units in the 7 slot (because there is already one Food there) and three units into each slot from 6 to 2 . 12. POLICE Every time the planet shrinks for three consecutive days and a ship has been shot down during that period, the colonists organise a Police ship to patrol the sector. Also, a Police ship also appears if the player ship has been shot down at the beginning of the game and the goods the player bought at the initial auction raided (see Starting Auction chapter). The Police ship is equipped with Fusion Engine, two Particle Lasers, level 2 shield and level 4 armour. This can happen even if there already is a Police ship in play. If a Police ship is shot down, it is replaced by two more in the next turn. When the planet grows for three consecutive turns and no Police ships have been shot down, they are all disbanded. If a Police ship has been shot down, all Police ships remain in play until they shoot down the pilot that shot down Police ships as many times as he did so. Shooting down a Police ship gains the shooter 2 KPs. Kill point losses apply when being shot down by Police ship(s). Police ship(s) will pursue all ships whose pilots have any Kill Points. If there are more pilots with Kill Points, Police will pursue those that have more KPs and are closer to the Police ship. When calculating which ship will be pursued, reduce distance by one for every KP the pilot has. If there is a draw, use the dice. 13. STARTING SETUP At the beginning of the game, each player gets 10 organised. Materials are:

. Also, an auction for starting materials is

Metal: 4 units per player Plastics: 1.5 units per player (rounded down) If a player buys materials at the auction, but is attacked before using them and the goods get raided, the auction house supplies again the same materials at no cost, but also sends a Police ship to hunt down the attacker. The Police ship leaves only after it has made a kill.

Quick reference chart SHOPPING Engine

Cost

Impulse Nuclear Fusion Hyper 1st booster 2nd booster

0 5 10 20 15 15

Space required 0 1 2 3 1 1

Combat speed 4 5 6 7 +1 +1

APs / tile 6 5 4 3 -2 last move -3

first move

Weapon Pulse laser Particle laser Gatling laser Missile Armour strength 3 HP +1=4 HP +1=5 HP +1=6 HP ….. repair

Shots Space 1 1 2 2 4 3 +2 to hit, 2 DMG Shield power 1 2 3 4 5

Cost 0 5 10 15 ….. 40%

Cost 5 15 30 10

Cost

Space

5 15 30 50 80

1 2 3 4 5

COMBAT Turret To-Hit values Speed difference attacker-defender To-Hit dice

-5

-4

-3

-2

-1

0

1

2

3

4

5

9

8

8

7

7

6

6

5

5

4

4

Building Defence Module Police

Particle laser + 1 missile + 3 armour ; To-Hit: 7 ; Cost: 20 Fusion Engine + 2 x Particle Laser + Shield x2 + Armour x4

Combat effects Attacker Victim gains loses 2 SP 3 SP 2 SP + 2 SP 1 TP 1 SP + 1 SP 1 TP 1 SP 2 TP 0 1 TP

ECONOMY AND TRADE Upgrade package Asteroid mine 3M 1M Chemical lab 3M 1M Smelting plant 5M 2M Plastics factory 2M 1M Electronics factory 3M 2P 1M 1P Optics research centre 2M 3P 1M 1P Radiation collector 3M 3EL 1M 1EL Robot factory 4M 2EL 2P 2M 1EL 1P Hand weapons 3M 2EL 2P 1M 1EL 1P Battle weapon parts 4M 3EL 2P 2M 2EL 1P Droids 4M 4EL 4P 2M 2EL 2P M - metal; P - plastics; EL - electronics Building

Cost

Load / unload 1 tonne AP cost Ship - Factory 2 Ship - Planet 1 Ship - Ship 4 Drop to space 0 Scoop from space 10-speed/3 SPs required for building permit Number of buildings 2 3 4 5 6 7 2 players 2 4 7 12 21 37 3 players 3 6 10 18 32 57 4 players 4 8 14 25 44 78 5 players 5 10 19 33 57 90 6 players 6 12 25 42 71 103 7 players 7 14 32 52 86 117 8 players 8 16 40 63 102 132

8 64 98 121 160 189 211 248

Planetary growth track 2k

10k

2k

20k

2k

2k

2k

2k

2k

2k

2k

2k

Shrink Grow

2k

13

2k

2k

2k

2k

< 15

40k

2k

2k

2k

2k

2k

< 18

>26

>34

50k

2k

2k

2k

2k

2k

< 29

>39

>44

70k

2k

2k

80k

2k

2k

90k

2k

3

4

>74

64

57

21

< 36

2k

2k

2k

2k

2

2k

2k

2k

2k

1

2k

6

1

1

0

0

Metal

2

1

1

0

Chemicals

1

1

0

0

Plastics

2

1

1

0

Radioactives

3

2

1

0

Gems

2

1

1

0

Optics

3

2

1

0

Electronics

4

2

1

1

Robots

8

4

2

1

Hand Weapons

6

3

2

1

(-1)

(-1)

(-1)

(-1)

6

3

2

(-2)

(-2)

(-2)

(-2)

8

4

2

1

(-3)

(-3)

(-3)

(-3)

+HWs

2k

2k

Ore

x3

9

93

7

>27

>61

>69

>80

>98

+droids

+BWPs

>49

>64

>74

>86

102

Droids Battleweapon Parts

ACTION POINT TRACK 8 9 10 11 12

13

12

14

15

16

17

18

19

20