InterstellarConquestTextVersion

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Interstellar ConquestVersion 2.0 - Revised 07/2002Based on Cosmic Encounter by Eon, re-
released by Eon, West End Games, GamesWorkshop, Mayfair Games, and Hasbro.Adapted for
the piecepack and Icehouse by Ken Leyhe2-8 players
ObjectiveBe the first alien race to place four colonies in your opponents star systems.
Equipment1 Piecepack or Piecepack Expanded (for 5-8 players).At least 4 different
colored Icehouse stashes (the more stashes the better).A bag or bowl to randomly draw
pieces from.
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Setup1. Each player takes all of the piecepack tiles of one suit and places the Null
tile in thecenter to form the void, then places the remaining tiles face-up in front of
him in theplay area to form his system.2. Each player randomly chooses a stash of
Icehouse pieces, and then places one ofeach size on each of his home worlds in front of
him. (The pieces can be stacked toform a tree.)3. All of the piecepack coins (regardless
of the number of players) are placed in thebag and each player draws three, these are
kept private.4. The color of your Icehouse pieces, ships, determines the power of your
race. Thelast player to choose his race takes the first turn, play then continues
clockwise.
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The following chart shows the powers of the different races. The color to
racecombinations suggested are recommended but not required, all players should decideon
the color to race combinations before play begins. If at anytime you have less thantwo
colony ships on your home worlds you loose your race power.

Color Race Power
Red Balchoth When calculating attack strength in combat all of your colony
ships are worth 2 and your warships are worth 4.
Green Celegorm After combat has finished you may reclaim the coin you have
just used.
Blue Druwaith In combat you may play your coin after your opponent has
revealed theirs’.
Yellow Gelmir Any ships you lose in combat are returned to your home worlds
instead of going to the void.
Black Hirilorn You are allowed 4 coins instead of the normal 3 and you may
replenish your hand at the start of your turn.
Clear Mormegil After combat has finished you may claim the coin your

opponent has just used.
Orange Nirnaeth You may “heal” damage done to another race by returning their
ships from the void to one of their home worlds, for this they
must give you one coin for each ship returned.
Purple Pelantiri You win combat if you play a Diplomacy coin and you have at
least one ship involved.
White Seregon When calculating attack strength you multiply your ship values
by the value of the coin you play instead of adding the values.
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The following chart shows ship size and abilities.

Size Type Strength Abilities
Small Colony ship 1 This is your colony when placed on an alien planet,
if it is removed for any reason your colony no
longer exists.
Medium Warship 2 You must have a Warship in your fleet to attack
another planet or colony. A Warship is not needed
to defend a planet or colony.
Large Interstellar
Transport
3 You must have a Transport in your fleet to travel to
another system. A Transport is not needed to
move from planet to planet within a system.
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Play1. If you have no coins at the start of your turn, draw three from the bag. If there
are nocoins left, place all discarded coins back into the bag to be added back into
play.2. Reclaim one of your lost ships from the void and place it on any one of your
homeworlds.3. Decide which system and planet you are attacking by placing the attacking
fleet onthe table next to the planet with the ships pointing towards it. Be sure to
follow theabilities for ships listed in the chart above.a. A Warship is needed to attack
another race’s planet or a colony on your homeworlds.b. A Transport ship is needed to
move ships from one system to another for attack.c. Even if an opponent has no ships on
his home world and you attack it he stilldefends it normally.4. You may ask other
players if they will ally with you for the attack. They do notanswer yet.5 Your opponent
may ask other players if they will ally with him, he may ask the sameplayers as you.6.
Alliances are declared and ships are committed.a. A player may only ally with the
attacker or defender not both.b. Allies may only offer colony and warships as aid.

c. The allies’ ships must be from the system being attacked unless the attackingplayer
is using a Transport ship in which case the ships being offered as aid maycome from the
target system or the origin system.d. Defending allies’ ships must be from the same
system as the planet beingattacked.7. Both main combatants choose a coin from their pile
and conceal them until bothplayers have chosen. Coins are then revealed.a. Attack coins
have a combat value equal to their displayed value (1-5).b. Blank coins are Diplomacy
coins.8. Determine the outcome of combat using the chart:

Coins Played Combat Values Victory Results
Attack / Attack Coin value + all
ship’s values.
Attacker has
higher combat
value.

Attacker wins. All attacking ships move onto
planet, including allies. All
defending ships are sent to the
void, including allies.

Attack / Attack Coin value + all
ship’s values.
Defender has
higher combat
value.

Defender wins.
All attacking ships are sent to the
void, including allies. Defending
allies are sent back to where they
came from, and then they gain
one coin or one of their ships from
the void for each ship committed
to defense.
Attack / Attack Coin value + all
ship’s values.
Tie.
Tie. All ships are returned to their
original planets.

Diplomacy /
Diplomacy
Players attempt a
deal.
Deal reached. Both parties follow the terms of
the deal.
Diplomacy /
Diplomacy
Players attempt a
deal.
No deal reached. Both players lose 2 ships to the
void and the attack is cancelled.
Attack /
Diplomacy
Player using
attack coin wins.
Attacker wins. All attacking ships move onto
planet, including allies. All
defending ships are sent to the
void, including allies. Defender
gets one coin per ship lost from
the attacker.
Attack /
Diplomacy
Player using
attack coin wins.
Defender wins. All attacking ships move onto
planet, including allies. Attacker
gets one coin per ship lost from
the defender. Defending allies are
sent back to where they came
from, and then they gain one coin
or one of their ships from the void
for each ship committed to
defense.
9. All used coins are set aside in a discard pile.

10. If you are successful in your first attack you are permitted to make a second
attackfollowing steps 3 - 8 again.11. Play proceeds to the next player.
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WinningThe first player to have four colonies on planets in other systems wins. If more
then oneplayer meets the goal at the same time then a joint victory is granted.