This will be the third official playtest of my 6-Player Strategy Cards:
http://www.ti3wiki.org/forum/YaBB.pl?num=1239674662/0(NOTE: I will be putting Commerce in the #5 slot, and pushing both Industry & Prerogative down a spot. Also, the Emissary & Military Primaries will be modified slightly.)
I will be using the same map shown here:
http://www.ti3wiki.org/index.php?title=Psycosis_PBeMPlayers will be randomly given 2 races to choose from, but the Hacan & Sol will be excluded from consideration. Speaker & starting position on the map will also be random.
This game will include the following standard SE variants; Leaders, Homeworlds, Artifacts, Shock Troops, Nexus, Tactical Retreats, Custodians, Racial Techs, Facilities, Space Mines and VOTC. The rules are all standard and updated through the most recent FAQ unless noted otherwise.
Rules Changes
- Objectives-The Objective Deck will be built exactly like with Bureaucracy, except that Imperium Rex is in one of the last 3 Stage II's. The SO's Master of Ships and Keeper of the Gates will not be used.
- Races - Replace Emissary for Diplomacy for the Xxcha, Commerce for Trade for the Hacan, and Research for Technology for the Jol Nar.
- Secondaries - Secondaries will be open for no more than 36 hrs after they are initiated.
- Voting - 36 hours maximum will be open for discussions on potential agendas, and then voting will commence.
- Sabotage - Except for weekends, there will be a 12-hour window for Sabotage.
- Gen Synthesis - Rolled at the end of combat to prevent impenetrable HS.
- Limitless - No limits on ST's or TG's. Also, there will be no limit on Space mines, but only one is allowed per player, per system.
- Artifacts - There are Artifacts placed in non-planet systems.
- Action/Political Cards - Cards that deal with specific SC's will either be altered or removed per the GM's discretion.
Expectations/Rules/Variants
Expectations: The assumption is that each player will be able to check/post at least
twice per day. We may have people in very different time zones, but we have commited players that can live up to this as much as life allows. If you know you'll be gone for longer than the 24 hr time period, please let us know in the boards at least 2 days in advance (emergencies are obviously an exclusion to this). The players understand that
this is a playtest, so they need to be able to roll well with rulings and possible changes to the races/rules. Please contact me about any potential problems or any time clarifications are needed. This is a
do-it-yourself so please be familiar with wiki editing or get familiar with it quickly. I, the GM, have the final say on all rulings and will hold the players to the below posting format. If that's a problem, please don't request to play.
Required Posting Format
(
every relavent post; Tactical, Transfer, AC, SC's, SC Secondaries, Racial Abilities/Techs, Status Phase, Strategy Phase, etc)
CCTAP Beginning
Race & action
AC's played if combat
Casualty List if combat (see below)
Request for pauses in combat (ie, Please don't advance past the 1st round as I may want to play and AC)
CCTAP Final
Next Race in "
big
" Font
When engaged in combat list all the relevant units & their combat values so rolling can be done quickly (I plan on doing it with actual dice btw).
For Example;
PDS/PrecombatRace 1 PDS 4@6;
Race 2 PDS 2@6;
Race 3 PDS 2@6;
Race 2 AFB 3@6;
Regular CombatRace 1
WS 3@3;
Fighters 3@9 (assuming any left);
Race 2
Carrier 1@9;
Players
Reservedi6uuaq
Zaf
Jeddicus
Tawnos76
Potentialshaluni
Eppic
lordrevan