Boulder House Rules

From TI3 PBF Wiki
Jump to: navigation, search


Setup Procedure

This setup procedure assumes players are using Setup as Written (SAW). If you are instead using Home_System_Auction rules, then determine the Speaker after races are selected and the HS choices are made.


Determine Speaker and Seating Order

  1. Randomly determine the Speaker using a die roll (e.g. highest d100).
  2. Randomly roll a d100 again to determine player seating order to the left of the Speaker (descending order).
  3. For the TI3 Super Bowl, the Speaker is the player who won the most times during the past calendar year. For PBF on this board, I will host a Super Bowl after we have six unique winners using these same base rules.

Random Race Draw

  1. Starting with the lowest rated player, randomly draw two races. Players with equal wins or no games on the PBF board stats may be ordered by their place on the player wait list.
  2. Each player must choose one of the two drawn races. Discarded choices are made available to the random draw for other players.
  3. After all players have selected a race, there is an optional random race draw.
    1. Reverse the player order used above (last player is now first).
    2. Each player in order now has the option of exchanging their race for an additional random draw. Return their selected race to the pool.
    3. Any player opting for the additional random draw must keep the drawn race.


Objectives

  1. Each player, starting with the player to the right of the Speaker and progressing counterclockwise, receives two Preliminary Objectives and returns one.
  2. Repeat until all players have one Preliminary Objective.
  3. The Speaker draws last and receives three Preliminary Objectives to choose from.
  4. Upon completing a Preliminary Objective during the game, players gain 1 VP and draw two Secret Objectives. Choose one before reshuffling the remaining Secret Objectives (including the one not selected).


Galactic Map Setup

The map and tiles used in a BHR game are different than RAW or BGGB.

  1. Use a 4-ring map, even with 6 players. The System Tiles are divided into four stacks:
    1. A shuffled stack containing 9 Empty Space (including Wormholes).
    2. A shuffled stack containing all 12 Special Systems.
    3. A shuffled stack with all Systems containing a 2 or lower Resource or Influence rating.
    4. A shuffled stack with all Systems containing a 3 or higher Resource or Influence Rating.
  2. Build a number of piles equal to the number of players by evenly and secretly dealing the System Tiles from the four stacks to create the player piles.
  3. Players then choose a random pile. For PBF, this goes faster if the GM determines the piles randomly.
  4. If not using Home_System_Auction rules, generate the map once players are seated using SAW (start with the Speaker and oscillating back and forth as per the basic rules). For PBF, SAW takes 1 month and a 4-ring map could take 1.5 to 2 months. GMs may wish to set up a poll for interested players to determine whether to use SAW or to randomly generate a map and bid for HS placement per BGGB rules.


Strategy Cards

Shattered Empire + Shards Strategy Cards.

  1. Leadership (modified, see Alien Leaders)
  2. Diplomacy I and Diplomacy II. Only one of these two may be selected during the Strategy Phase. The other receives a bonus token.
  3. Assembly II
  4. Production
  5. Trade III (remove Barudin, R'una, Sarah Crane, and Daffren)
  6. Warfare I and Warfare II. Only one of these two may be selected. The other receives a bonus token.
  7. Technology II
  8. Bureaucracy. Public Objectives are drawn randomly, with 8 Stage I Public Objectives (4 revealed at game start) and 6 Stage II Public Objectives (remove Imperium Rex).


Game Options

Game is "The Medium War" to 12 VPs, except that the Super Bowl is "The Long War" to 14 VPs. Note that these rules make for a longer game and this game as PBF could go 8-12 months or longer.

  • Leaders
  • Artifacts (RAW with modification: these count as a Free Tech of the same color for the first Great Race to discover, after which they are simply discarded)
  • Mechanized Units
  • Shock Troops
  • Facilities (Colonies & Refineries)
  • Tactical Retreats
  • Flagships (but players may produce the FIRST Flagship at half-price rounded-up)
  • All SE & SotT Great Races & technologies
  • Preliminary Objectives
  • All SE & SotT System Tiles
  • Political Intrigue (but the PN "Support of the Throne" for 1 less VP is REMOVED)
  • Mercenaries (but these four mercs are REMOVED: R'una, Barudin, Sara Crane, Daffren)
  • Territorial Distant Suns
  • Final Frontiers (Precursor Space Station modified, does not give 1 VP)
  • Sabotage Runs
  • Space Mines
  • WH Nexus (receives additional "C" WH token)
  • Custodians of MR
  • Racial Techs


Additional House Rules

Ace Fighters: Work exactly like Shock Troops but with Fighters instead of Ground Troops. They must be earned when a fighter rolls a natural 10 during a space battle. They hit on 5 but are the first casualties to be lost! Ace Fighters are marked with the 8 red futuristic fighter figures (for PBF, use a racial marker for a race not in play). No more than 8 are allowed on the board at any given time, regardless of rolls.

Fighter Bays: Dreadnoughts with Stasis Capsules technology may opt to carry a Ground Force or a Fighter (and/or using the L1z1x racial).

Final Frontiers mods: The Final Frontier token "Precursor Space Station" counts as a free Space Dock in space with a Production Capacity of 4. This is not worth 1 VP. The SD simply floats in space (think Deep Space 9). It changes allegiance to any Great Race that occupies the system (just like a trade station) and may be scuttled during the Status phase by its current controller. Also, any extra Wormholes discovered in space are the extra "C" wormholes provided with the game; these are both connected to the WH nexus.

Alien Leaders: All extra non-player Great Race Leaders are placed in a cup. The player that selects the Leadership Strategy Card each turn, in addition to the normal use of the card, randomly draws one alien Leader from the cup, immediately placed on a planet within the Home System (if able). The player may use the Leader as per the normal rules. The NPC alien Leader is loyal to his or her Great Race and considered a friendly leader thereafter.

Space Mining & Research Orbiters: Asteroids, nebulae and ion storms are treated similar to trade stations in terms of ownership. When you move a fleet (even one ship) into a nebula or through an asteroid field (with Antimass Deflectors), you may claim the Special System hex with a flag to show you have set up a mining operation there. When the Trade Strategy Card is played, you get a bonus Trade Good per Space Mining Operations you have. When you move into or through (with Maneuvering Jets) an ion storm you may set up a special Research Orbiter lab by marking the hex with a flag. Each orbiter lab you have in ion storm systems grants you a +1 bonus discount to the cost of a single technology purchase when purchasing technologies. This is exactly as if you owned a planet with a wildcard tech discount and is cumulatively included with all other tech discounts. Nekro would also receive such a discount for purchasing CCs, because it is generic.