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1 Budget Conquest Core Rules Part 1 Budget Conquest is a board game that focuses on two or players competing against one and other for dominance over a space region. This region is composed of many types of planets that produce resources to be used to increase a player’s fleet size and the ability to research new technology keeping them ahead of other players. The first player to achieve one of five different victory conditions is the winner. In order to play the game you will need to print off the various sheets that are required including a copy of this rulebook can be advantageous in the early games until the rules have been mastered. In addition to the printed content you will also need several six sided dice (referred to as D6), a pencil for each player to keep track of various things, white card stock to print the counters on to, coins or chips to be used as resources collected, a table to play the game on, a pack of playing cards, and some people to play against. Setting Up: The Space Deck and Board The game components are broken down into 3 areas: Space Deck, Factions, and Ship Counters. The Space Deck consists of all the cards you need to create the actual board itself that are split up into classic playing card style suits. Spades, Clubs, and Diamonds are the main source of board cards that form the main playing area that each have a set of territory included on them, though the suit isn’t important at the start but is discussed later. The Hearts suit is mainly used for non-essential territory but usually has the player’s starting Home World card that is added to the board when it is setup. Once the space deck has been printed on to white card and cut up it needs to be shuffled but make sure you leave out the Black Hole card, or the Ace of Spades, as this is the card that placed in the centre and all other cards go around it. The taking the first card from the deck place it above face up next to Black Hole and so on and so forth with 3 more cards until you have something like that on the left. Then place another 4 cards diagonally to the Ace card so it looks like the diagram here on the right. This forms the basic setup for all games and from here you can expand on how many cards you wish to play with from half to the full deck if you so wish. You can even print more copies of the Spades, Clubs, and Diamonds suits and use them also as there isn’t any restriction how many cards you can use, it just makes the playing area a hell of a lot bigger with more territory to move across and conquer!

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Page 1: Budget Conquest Core Rules 1 by Soviethybrid-d4wiqfm

1

Budget Conquest Core Rules Part 1

Budget Conquest is a board game that focuses on two or players competing against one

and other for dominance over a space region. This region is composed of many types of

planets that produce resources to be used to increase a player’s fleet size and the ability to

research new technology keeping them ahead of other players. The first player to achieve

one of five different victory conditions is the winner.

In order to play the game you will need to print off the various sheets that are required

including a copy of this rulebook can be advantageous in the early games until the rules

have been mastered. In addition to the printed content you will also need several six sided

dice (referred to as D6), a pencil for each player to keep track of various things, white

card stock to print the counters on to, coins or chips to be used as resources collected, a

table to play the game on, a pack of playing cards, and some people to play against.

Setting Up: The Space Deck and Board

The game components are broken down into 3 areas: Space Deck, Factions, and Ship

Counters.

The Space Deck consists of all the cards you need to create the actual board itself that are

split up into classic playing card style suits. Spades, Clubs, and Diamonds are the main

source of board cards that form the main playing area that each have a set of territory

included on them, though the suit isn’t important at the start but is discussed later. The

Hearts suit is mainly used for non-essential territory but usually has the player’s starting

Home World card that is added to the board when it is setup.

Once the space deck has been printed on to white card and cut up it

needs to be shuffled but make sure you leave out the Black Hole card,

or the Ace of Spades, as this is the card that placed in the centre and all

other cards go around it. The taking the first card from the deck place it

above face up next to Black Hole and so on and so forth with 3 more

cards until you have something like that on the left.

Then place another 4 cards diagonally to the Ace card so it looks like the

diagram here on the right. This forms the basic setup for all games and

from here you can expand on how many cards you wish to play with

from half to the full deck if you so wish. You can even print more copies

of the Spades, Clubs, and Diamonds suits and use them also as there isn’t

any restriction how many cards you can use, it just makes the playing

area a hell of a lot bigger with more territory to move across and conquer!

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For this rulebook’s example we are going to go with a basic two

player setup and follow it through from start to finish so you get an

example of how the basics are played before getting into a bigger

game with more players. For a two player game it is generally a

good idea to have perhaps 14 cards from the space deck and the

Player 1 and Player 2 Home World cards and deploy them like the

diagram on the right here.

By now you will notice all the words, icons and various values on

a majority of the cards and it is crucial to know what these mean as

they essentially run the game, this is the game board. A board

game such as Classic Risk has a set world that never changes and

you know what to expect from each game. In Budget Conquest

there are only a small selection of cards that are always there; the Ace card and the player

Home World cards. Other than that the rest of the “board” is shuffled and then laid out as

above so you’ll have an idea of what to expect but not the order of which they come out.

Anyway the icons from the card below need to be explained as I said earlier they keep the

game moving and they are the game board, though split into pieces.

1) The Suit: denotes which suit it comes

from which is more important in

multiplayer games and will be

discussed later.

2) The Planet Class: more territory is

split into planet classes that determine

how valuable they are. The planet

classes are based on the classifications

from Star Trek.

3) Resource Amount: the amount of

resources this territory makes should

you control it. The silver diamond is

the universal symbol of all types of

resource; money, metal, etc.

4) Dip Value: this is the Diplomacy value

for the planet and is the alternate non-

hostile way of taking control of the

planet.

5) Cqt Value: this is the conquest value for the planet and the score you need to beat

via attacking the planet with your ship or fleet.

6) The above symbols and values are mirrored at the bottom/top so that both players

can see what’s what without having to tilt their head or ask.

Now that the board has been setup it is time to select a faction to play as; this core

rule book starts with 9 playable races from the Star Trek universe from 2271 to 2300.

1

2 3

4

5

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Setting Up – The Factions

All factions, either for this core game for Star Trek, or for other faction expansions, all

come with their own Faction Board and ship counters.

Above is Starfleet’s Faction Board and on it you can see it has a LOT of information but

a majority will only be used when a specific time comes up. I will start with what you

actually start with when you choose a faction at the beginning of the game.

Starting Units is exactly as it sounds; these are the

units that start at your Home World at the

beginning of the game and should prove useful for

expanding or even defending early on.

Starting Technology can span from one Tech

Ladder to all four (more explained in the Research

section later) but this section helps your race at

the beginning for the best, some times though

some factions won’t have nay starting technology.

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The Special Abilities section will have

many types of advantages or even

disadvantages that define the faction you

have chosen, but in most cases though it

will be a benefit and the main reason for

choosing that race.

While mainly looking at the Special

Abilities area is helpful in choosing a race

it is very beneficial looking at the Unit

section at the bottom of the board.

The section above shows what type, cost, attack and defence strength each unit has for

that faction. Values for cost, attack, and defence will be different for a majority of races

as not everyone builds their ship exactly the same unless you are playing against the

exact same race. Starfleet and the Klingons are one of the few races that have every type

of ship in their arsenal meaning they have more choices in game.

Cost is the amount of resources (the silver diamond icon) it takes to produce a single ship

at a Space Dock. Like I have said previously, these costs will vary depending on what

faction you choose and the rule of thumb is that if it costs more then it more than likely

stronger!

Attack is total strength of a single unit and this number will range from the basic 1 to 15

for all playable factions. Combining multiple ships together to form a fleet will add these

attack values together and create an even larger number that could total from somewhere

between 10 or even 80 in some cases! This value is countered by the Defence value.

Defence is the total strength of a unit’s armour, hull thickness, and shields, so a lower

number means a weaker ship for defending. Like Attack, combining high Defence value ships together in a fleet can make for an almost impenetrable defence fleet for a high

value planet that you own, or even your Home World.

The Special column is where additional information is noted and a majority of is very

easily understandable without much explanation being needed. In many cases it may say

“Requires Special Technology” and this will be explained on the next page as it will

come up for many factions in this game as well as future expansions.

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The Special Technology will be your first glance at a

Tech Ladder as it is on every Faction Board for all

races. While Research is explained in detail later a

brief summary of what you do with this ladder.

In the Fabrication phase (see Playing The Game

section) you have choice of either building as many

ships as your Space Dock allows or Researching new

technology. Let’s say we are going to Research this

turn.

You’ll have sheet with 3 basic tech ladders on that is

used for all races and this one on your Faction board.

This is unique to your race and no other race can

research these items. Most of the time you will only

be able to research up to two items from all 4 ladders

but mainly it is your own faction’s research that can

make all the difference in future battles.

You declare what you are going to do, pay the

resources for one or two items, then say which ones

you have researched.

Why declare?

Let’s say I’m playing against a player that is rushing

me with frigates but I’m repelling him thanks to

previous research in Defence Technology. If I tell

him I have researched something that benefits me

greatly like Industrial Grade Replicators he will rethink his strategy as now, I will be able

to out produce him on ships in a single turn. Researching items and declaring it at the

right time can potentially put a spanner in the works of another player’s master plan!

Finally; in the middle of

every board there is a

summary of how to play

the game, from start to

end.

There is also summary of

how Tactical Combat is

performed, taken directly

from this rulebook!

This concludes the Faction Boards, the only thing next to do is print off the counters for

your chosen factions as well as the faction board.

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Setting Up – Ship Counters

Ships Counters can also be referred to as Units and Fleets when combined into a stack in

the game. As you have seen in the Faction Board section there are many types of ship to

choose from but knowing what does what and which one to build at the right time is

tricky unless you know what you are doing. So here is a little guide to get you going.

Below is the Faction Counter sheet that shows what ship counter represents what unit it is.

Very useful for those who have only played one or two games but also handy to know

what your enemy has on the board also.

*Battleship column also include Battle Cruiser units also!

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Ship counters, as you can see, are very nice to look at when printed off in colour even at

that size. You may notice that there isn’t a column for Fighters, this is due to the fact that

you can denote what ship has X amount of fighters by simply using a single D6, in most

cases, on top of the carrier ship

First thing first; Frigates! These ships on a vast majority of counter sheets for all factions

will be the most numerous. While initially weak at the start they are to be used to hold

territory that you have taken over, essentially a police ship so that the bigger ships can go

off and find new territory while it stays there holding that planet while it produces

resources. In the later game Frigates, when combined in a large fleet, with the right

research behind them can make devastating attacks in to enemy held territory or hold off

smaller fleets.

Destroyers, Light and Heavy Cruiser; will form the bulk of your fleets, some classes

more than others. In this game you’ll see more Heavy Cruiser action than in most other

games though I have seen test games where players mass produce the cheaper Destroyer

and bulk it up to cruiser standards. Best use these classes to support larger classes of ship

for the inevitable fleet-on-fleet clashes.

Battleships/Battle Cruisers are the spearhead of conquest and attacking as their unit

attributes on the faction profiles will no doubt tell you. While their defence values will

often be low their attacking value is high as is best used for fleet engagements or

conquering new territory. Add a few cruisers to it for added defence if you find yourself

on the defensive.

Carriers and any ship that has a Fighter Capacity excel at multi-roles as either defending

or attacking. The Carrier class itself reflects the need for defensive ships in the game as

one player expands and the other player is on the receiving end. It is very important to

now note the attributes of the Fighter class.

Fighters are two separate units but are produces as if they were only classed as a single

unit (hence the x2), so you get one for free! The Attack and Defence values have a +1 to

them meaning they can only do one or the other. During a turn if you are attacking the

fighters on board a carrier ship will add a +1 to a Carrier’s attack value. If you are being

attacked then it adds +1 to the Carrier’s defence value. For that turn the fighters can only

be used for one or the other not both circumstances. Fighters can ONLY be produced if

you have a ship capable of carrying them.

Finally Dreadnoughts; these are almost an entire fleet attack and defence strength in

themselves. If you are able to produce one these bad ass ships during the early stages you

will have a clear advantage but only if they are supported. In the mid and later stages of a

game; Dreadnoughts can be used to make or break an onslaught of enemy players coming

at you. Also the words that you are producing a Dreadnought have the fear effect.

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Playing The Game – The First Phase: Economy

Now that you and your opponent have your factions chosen, fleets printed off and cut,

and the game board ready to play on it is time to get to it. The first phase is probably the

most important as it brings in that all important necessity; Resources.

At the start of the very first turn, you and your opponent are only going to have your

starting Home World with your starting ships on, and a Space Dock. The Home World

doesn’t produce enough resources to keep your faction supported but in the early stages it

is a constant source of income and should provide enough for some Frigates of a

Destroyer a turn. In this game you really have to expand a little before you can play a

defensive strategy.

Anyway in the first, second, and third turns you need to look for planets that

have a number next to this icon shown here on the left, the silver diamond.

This represents all manner of resource in any universe but it all summed up

with this icon. Nearly every territory card in the Space Deck will produce some value

from this, the maximum being a great value of 10, though this is a rare planet indeed.

As mentioned earlier when explaining the Space Deck cards, it is a very good idea to

have objects to represent the resources in the game. In many of my games I use small

copper coins to represent single denominations of resources and poker chips to represent

tens of resources. You can use paper and pen to keep track of how much you get and

spend but it is far easier to do it this way. Other types of object can be used as long as

there is enough to represent a resource value of up to 200.

Playing The Game – The Second Phase: Fabrication

This is the phase where you get to spend all that resource you have collected on one of

two things; Ships and Research. Everyone does this phase in unison as waiting for

everyone to think, do, and declare saves valuable time in game.

Fabrication: Build Ships

Ships are produced at a Space Dock that is always located at your Home World; in the

case of the Romulans they have 2 Space Docks. A Space Dock can usually only produce

a single ships per turn so that means researching to expand the efficiency of the Space

Dock is mandatory for anyone wanting to become the Genghis Khan of space!

You see what unit type you wish to build and pay for it using your resources putting the

resource object back into the pile you just got it from. Place the counter over the space

dock that produced it then declare what you have done aloud to the other players.

Some Space Docks, especially those upgraded, may or will gain the Produces 0-X

amount of units, where X represents a higher value. This means a Space Dock can

produce more than one unit per turn as long as your resources allow the construction of

more ships.

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Fabrication: Research Technology

Research is just as important building units to put out on to the board to expand or defend.

The only difference is that Research leads to making what units you have a lot better if

you put your resources into the appropriate tech ladders. Tech Ladders are split into 4

categories: Attack (red), Defence (blue), Economy (orange), and Special Technology

(green). Each Fabrication phase you must choose only one of these Tech Ladders to

research from but if you have the right amount of money you can research up to 2 items.

All research starts off costing 7 Resources per item including those on the Special

Technology ladder. However an initial investment of 7 is required for the first of the core

3 technologies but you gain the benefit of -1 Resource needed for all the rest. Some races

may even have these first ones already part of their Starting Technology on their faction

boards. Hence it is a good idea to have your own sheet for the core technology ladders

and tick off the ones you have researched or begin with so you can keep track of what has

been done.

Keep this sheet handy as when it comes to Tactical Combat or the next Economy phase;

knowing what research affects what units or territory will give you significant bonuses

over the enemy. As with Fabricating Ships you must declare what you have done this

Research phase and made sure you have paid for what items you have done. By now you

will see arrows pointing downwards for each research item, this denotes the direction of

the research and it must be followed in the core rule version of the game.

Fabrication: Build Stations (currently not used in a core rules game)

This isn’t used in this initial version of the core rules as it represents future plans to

include different kinds of stations that give benefits to the player who builds them but for

now players will skip this option. For now players start with, and only have, 1 or 2 Space

Docks to produce ships from. Once lost all is lost!

Playing The Game – The Third Phase: Initiative

Once everyone has done what needs to be done in unison and declared what they have

planned on doing it is time to declare who goes first this turn. Each player rolls a D6 and

the highest score wins meaning that player goes first. In the case of a tie the player the

next highest number goes first.

Once a player is declared of having the highest number the turns go clockwise around the

table. In the case of a two player game a tie will cause both players to re-roll until one has

a higher number than the other.

The Initiative gives the player who now has it the first turn this time allowing him or her

to go first before everyone else. The first player takes their Fourth and Fifth Phase in their

entirety. Once declared they are complete the player to their left takes theirs, and so on

until all players have had their go at the fourth and fifth phase.

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Playing The Game – The Forth Phase: Diplomacy & Trade

This is where multiple participating players can negotiate cease-fires, military alliances,

or even buy off other players to attack your rivals! Very player orientated with the

Diplomacy part while the Trade part has a basic market system in place. However both of

these options in this phase are due to be updated with better rules and more involving

actions that provide better benefits to the player but for now the basic system works.

TRADE Trade is perhaps the first action you should take in this phase as you collect a card from a

deck of shuffled playing cards (as noted on the first page of this rulebook) for every

territory you take over. This is also explained in the next phase; Tactical Combat.

Collecting these cards are important as it enables you to trade a set of 5 cards, random or

in numeric sequence, and gain additional resources that can be used straight away.

You can only ever have up to 7 cards in your hand but you can exchange ones you don’t

want by using the market system below.

TRADE MARKET

(Any Suit) 5-7 Number Cards [in numeric order 2-10] = 5

(Any Suit) 2-4 Random Cards [2-10] = 1

(Any Suit) 4 Face Cards [in order J,Q,K,A] = 10

(Any Suit) 4 Random [including any duplicates] = 3

(High Suit) 5-7 Number Cards [in numeric order 2-10] = 5

(High Suit) 2-4 Random Cards [2-10] = 1

(High Suit) 4 Face Cards [in order J,Q,K,A] = 10

(High Suit) 4 Random [including any duplicates] = 3

The High Suit The high suit in the trade market is the card suit; Clubs, Spades, Diamonds, that have the

most territory that make up the game board from the ones drawn from the Space Deck.

Just count the amount of a card that are from the same suit making up the board area and

that makes them the high suit. However the Ace of Spades, the Black Hole, does not

count toward the total of Spade cards that make up the board.

DIPLOMACY

This will be between other players if there are more than two of you playing as it allows

you to barter with them to not attack you or better still create a military alliance against

another player. Usually they will ask resources from you or perhaps a particular territory

so it more negotiating than anything else. If a deal is struck the other player MUST

accept the deal for a minimum of the rest of this turn otherwise pay the price of missing

their next turn.

Some races allow alliances with other players, while some like The Klingons and Lyrans

don’t play well with others and prefer to attack than ally. This can be overcome by

research for the Klingons, and in turn that allows a Klingon and Lyran player to team up

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against one that is not so fortunate. In the case of a Cardassian player where you can only

ally to some one if they have something more than you do then it is a good idea to accept

an alliance with some you know that has a bigger fleet than you do, or at the very least

ask for a non aggression pact for a few turns until you can get your fleet to rival theirs.

Playing The Game – The Fifth Phase: Tactical Combat

This is the key phase where new territory is acquired through Diplomatic and Aggressive

means depending on what faction you take. Most forces have access to both types of

taking over neutral territory and this where it all happens.

Tactical Combat: Movement You can only move up, down, left, or right. Simple! You can NEVER move diagonally

even if you are boxed in and that is the only way you can go, but other players may be

sportsmanship enough to allow a redeployment of a ship or fleet back to your Home

World. Pick 1 Fleet or ship from all others and this is the main fleet/ship for this turn that

you plan to take over territory with. You can only move Fleets (grouped ships of 2 or

more) 1 territory card, where as a single Frigate can often move 2 territory cards per turn.

Tactical Combat: Taking Over Territory – Diplomatic

In order to take over a neutral territory via Diplomatic means look at the Dip value on the

territory you have moved your fleet/ship on. For this example we will go back to the

Class I territory card from the second page and it’s Dip value of 6+. In order to take over

this territory successfully you need to have a Defence value of 6 or more by adding the

total Defence for all ship on that territory card. If you surpass the number then you have

successfully taken over your first territory. If you are below the number you may increase

the score by adding any resources you have to beat the score. If you have no money in the

early stages then it is classed as having failed the challenge and the Phase is instantly

finished for you.

Tactical Combat: Taking Over Territory – Conquering

In order to take over a neutral territory via Conquering them then look at the Cqt value

on the territory you have moved your fleet/ship on. Still using the Class I territory card

we need a 6+ to beat it. Add all ships on the territory card Attack strengths together and if

it surpasses the value you have successfully taken over your first planet. If you are below

the value needed; you may add a Special Weapon D6 outcome to it by rolling it when

trying to conquer the planet and if surpasses then it is conquered. If you fail to conquer

the planet, even with the Special Weapon D6, then your phase is instantly finished for

you.

Tactical Combat: Expansion or Engagement

In the first few turns of the game all players will be expanding their territory to gain

resources and increase the number of ships they want or research to make the ones they

already have even better. However the player may only choose to expand or engage other

players. At some point, this is a definite, there is going to be a conflict or clash between

one or multiple player’s fleets, this leads to an engagement. Now to the explanation:

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Tactical Combat: Fleet/Ship Engagements

As stated on the Faction Boards in steps follow them to the letter and you will know how

to win or defend in combat. However between each step here a little more will be

explained.

1) & 2) Players may only move 1 Fleet 1 space per turn unless otherwise stated.

Exactly the same as the previous page’s movement rules.

3) If you are attacking another fleet then add all the Attack values in your fleet against

that of the enemy’s total Defence value of all ships in that territory; the highest wins.

4) Roll a Special Weapon D6 to add to your combat resolution should you have the

research.

Both players may use their Special Weapon D6.

5) If the attack is repelled the fleet moves back to your own territory but suffers damage

equal to the difference you lost by.

Say I lost against a Starfleet Dreadnought by 4; I would have to remove 4 ships from my

fleet as it sustained casualties If I attacked with a single ship then the ship is completely

destroyed.

6) Remove ships equal to the damage sustained if possible. Fighters may be used to

reduce the damage taken but are removed in turn.

Fighters are classed as having a ‘weight’ of one for fleet damage and therefore can be a

useful meat shield if you can afford a carrier.

7) If the attack is successful then the Defender must follow Steps 5 & 6 suffering any

damage taken equal to that of the difference their fleet or ship lost by.

This is not stated in the summary but it is assumed players will understand the inner

workings after playing with rules for a short time.

If the attacking fleet is repelled then the attacking player’s phase is instantly over as they

have failed to do anything significant like failing take over neutral territory. However if

you are lucky enough to have successfully taken over new territory or defeated an enemy

fleet then you entitled to a final action.

Tactical Combat: Support Movement

You may only use Support Movement if you have successfully taken over neutral

territory or attacked an enemy fleet and won. This action allows you to move another

ships or even fleets you have a single space to where ever you please. This can be

particularly useful to plug gaps in your lines or increase a fleet’s size for a possible

counter-attack.

IMPORTANT NOTE: At all times there must be at least 1 ship on any territory you

have conquered. If there are no ships on a territory card you own then that card is

now considered to be neutral again.

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Playing The Game – The Sixth Phase: Resolution

In the sixth and final phase players’ check to see whether they have successfully achieved

one of five winning objectives that will instantly win them the game should they finish

that very turn with it.

The winning objectives will come with

a handy reference card that at least 1-in-

2 players should have to make sure they

know what to strive for.

It is up to you, the player, on what to

aim your winning sights on as most are

very difficult to achieve in the short

term if you plan on rushing the other

players or if you have access to the

territory that doesn’t produce as much

resources as the others.

The 5 objectives on the left here are for

the core game and were primarily

written with Star Trek in mind.

However with further expansion on

their way it is safe to assume new

objectives may be introduced in the

near future that reflect the expansion

faction you are playing.

And this pretty much covers the core

rules on how to play the game, hope to

see battle reports soon.

CREDITS Inspiration:

Twilight Imperium Edition 3 by Fantasy Flight Games 2005

Imperium Galactica 2 by Digital Reality 2000

Images:

Starfleet, Klingon, Romulan, Gorn, Hydran, ISC, Lyran ships: Starfleet Command 2 by

Taldren

Cardassian ships from Star Trek Armada 2

Dominion ships from Star Trek wiki.

Icons from Google Image search and Starfleet Command 2

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Budget Conquest Optional Rules While you don’t have to print the next two pages it might be wise to keep them handy as

they supply additional rules to help mix up, enhance, or even extend the length of games

for that extra feeling of galactic conquest! So no more chit chat, to the rules!

Optional Rule 1 – Weight of 2

Battleships, Carriers, and Dreadnoughts now have a weight of 2 in the game. This means

they are classed as being able to soak up to two points worth of damage if defeated but in

turn means when being built you need a space dock that can produce more than one unit

as theses ships are like building 2 ships at once.

Optional Rule 2 – 3-8 Players

For playing with more players it is a good idea to increase the amount of territory cards

from the Space Deck with an additional 4 cards per player playing. If you run out of cards

it is a wise idea to print off perhaps 3 copies of each page for the planet cards (see and

download Budget Conquest Core Rules 2) as it contains the Space Deck, all the factions

and their corresponding ship counters.

You will also come across new cards such as the Jack, Queen, and King of Spades and

Diamonds. The Spades say they are Empty Space that has no Conquer or Diplomatic

values nor do they produce resources, essentially they are there to plug in gaps in the

board. The Diamonds has a small red circle on it with a line through it and says Nebula;

this means you can not enter this territory no matter what ship you are. These can be

useful to split straight territory lanes from one player to another.

Diplomacy can be used to its fuller extent when played with 3-6 players and even more

so to create whole military alliances in 8 player games as there is far more competition to

be had. All other rules apply however players who have the last turn may find themselves

waiting a short time before their turn begins however as the last player that turn you

could potentially ruin other people’s plan as it has already been made.

Optional Rule 3 – From the Beginning

This can be combined with all the other optional rules as it still uses the core game in

effect but alters the player’s faction ship attributes so that all classes start off with exactly

the same Cost, Attack, and Defence but the only difference between them would be what

types of units you can build and what Special Abilities your race has.

Special Technology and all other technology still counts as any new types of ship can still

be constructed, just that the primary types of unit are exactly the same as the other

players. Additionally this optional rule allows the construction of additional Space Docks

to be constructed should your race allow it meaning more ships can be built in the game

but they can only be built in territory you own. Should you loose that territory to the

enemy then the Space Dock belongs to the enemy!

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The Reference card here on the left is like

the reference card for the winning

objectives and there should be one for

every two players playing.

For some factions they have Battle Cruiser

not Battleships but in this version it is still

classed as a Battleship and uses the

attributes as stated on the left.

As stated before technology hasn’t

changed except it is no longer a ladder but

instead each item can be researched

individually and in any order you wish

making the faction you have chosen more

unique than it already is that also gives the

opportunity for multiple versions of the

same race.

This game type can be further enhanced

with the optional rule below:

Optional Rule 4 – Fleet Capacity & Loss

Loss: If a ship is destroyed it is completely destroyed and can never be remade and must

be put into a “destroyed” area near the playing area. The Dominion ignores this rule.

Fleet Capacity: Each faction has a basic amount of ships they can produce each game, see

the list below; Fighters don’t count toward Fleet Capacity.

Starfleet: Frigates: 12 / Destroyers: 10 / Light Cruisers: 8 / Heavy Cruisers: 6

Battle Cruisers: 4 / Carriers: 2 / Dreadnoughts: 1

Klingon: Frigates: 12 / Destroyers: 10 / Light Cruisers: 6 / Heavy Cruisers: 9

Battleships: 3 / Carriers: 2 / Dreadnoughts: 1

Romulan: Frigates: 12 / Destroyers: 10 / Light Cruisers: 8 / Heavy Cruisers: 6

Battleships: 4 / Condor Battleships: 4 / Dreadnoughts: 1

Gorn: Frigates: 12 / Destroyers: 10 / Light Cruisers: 8 / Heavy Cruisers: 9

Dreadnoughts: 1

Hydran: Frigates: 12 / Destroyers: 10 / Light Cruisers: 8 / Heavy Cruisers: 6

Carriers: 2 / Dreadnoughts: 1

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ISC: Frigates: 12 / Destroyers: 10 / Light Cruisers: 8 / Heavy Cruisers: 6

Battleships: 5 / Carriers: 2

Lyran: Frigates: 12 / Destroyers: 10 / Light Cruisers: 6 / Heavy Cruisers: 6

Battlecruisers: 6 / Battleships: 4 / Cave Lion Battleships: 4

Cardassian: Destroyers: 22 / Heavy Cruisers: 18 / Dreadnoughts: 3

Dominion: Light Cruisers: 30 / Battleships: 6 / Dreadnoughts: 1

You can increase the basic Fleet Capacity by printing off more counters for each faction

that in turn can create bigger fleets but will also extend the game significantly or

completely eliminate the need to build bigger ships when stacking multiple smaller ships

together to form a massive fleet.

Optional Rule 5 – Stack of 10

This rule essentially limits player’s fleets to a total unit count of ten ships in each fleet so

it stops players hording massive frigate fleet stacks or cruiser stacks and moving it to the

another player’s Home World and conquering them instantly. If this is combined with

Optional Rule 1 then a Battleship, Carrier, and Dreadnought would class as having 2

units in the stack instead of 1.

Optional Rule 6 – Alternate Setups

See the images below for alternate ways of setting a board. Players discretion of where

they place their Home Worlds.