27
Jul
07

The Light Rules Summary

StarBrik – A Space Oddessy

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Each player has been chosen by their respective Home Systems to reach out into the Galaxy, and attempt to join the larger, older races that form the Galactic Assembly.

Each player’s Galactic Exploration force is represented by Construction Brick starships, utilizing one of two scales:

‘Minifig’ scale, which uses the Minifigs to create a large ship, with some smaller supportships, such as fighters or shuttles.

‘Micro’ scale, which creates a fleet of smaller ships, to represent various modules and abilities.

In either case, any granted ability, such as sensors or weapons, must be represented by construction bricks. The Ship, ships, or fleet representing a Player’s Abilities must be capable of handling the following:

1) A hangar bay that can fit two ‘shuttle’ sized ships. These are used to send Trade and Technical teams to various planets.

2) 6 Modules. Modules might be sensors, passenger holds, etc. There are two types of modules for any given system, basic and advanced. There are a limited number of the advanced modules available.

3) Up to three “Weapons”. A given player can have up to three weapons systems throughout the game, which are a mix of ‘light’ and ‘heavy’, to do battle with enemy starfleets and various pirates.

4) Up to three “Engines”. A given player can have up to three engine systems throughout the game, which are a mix of ‘slow’ and ‘fast’, to maneuver through the cosmos. These could be represented by small and large engines on a single ship, or micro-scale “scout” ships of two different sizes.

5) 5 Cargo Holds – There are Several types of trade goods and construction materials used throughout the game. A player’s fleet must be able to represent this carrying capacity.

The types of cargo are: Trade Goods, Ore, Fuel, Food, Carbon

6) A Science Lab.

Science Labs can hold four points of ‘research’.  Cargo Bays can hold up to four units of cargo, but start out only being able to hold two.

Each ship starts with two “Small Engines” and one “Light Weapon”, as well as one module from the following list: Trade, Logistics, Sensor, Production, Command, Research

It is important to note that creativity is encouraged.  There is no limitation on how you represent things on your brik ship or fleet, as long as you keep things standardized through your own designs.

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The game is divided up into a simple turn sequence, streamlined for the PBeM setting. Each week, an email will be sent out to each player, in order of initative. Initiative is determined by the player with the most Engines, ties are broken by a die roll.

The turn sequence looks a little like this…

>> Production Phase

(Public Posting) – All players produce goods based on their Modules and Colonies.

>> Exploration Phase

(Email to Player) – Speed this turn, Sectors available to explore, actions available, other details.

(Email to GM) – Sectors to be explored (in order of exploration)

(Email to Player) – Result of explorations.

(Public Post) – Result of all player’s explorations.

>> Trade Phase

Anyone is free to trade goods with other players, subject to restrictions. Any trades must be confirmed by BOTH parties to the GM. There are some ‘forced trade’ situations which can be activated via Email to the GM, which will then email the result to the targetted player.

(Email to GM) – Any and all Trade Actions.

(Public Post) – Result of all player’s trades.

>> Build Phase

Any and all building of modules. If there is a tie for trying to get an advanced form of technology, the winner is chosen in iniative order.

Repeat Phases until end of game.

Each phase will happen in a one week period. This gives time for people’s Real Lives to interfere. If all actions are emailed to the GM before the end of the week, the game will proceeed forwards. (For example, if all the players turn in their actions within two days, the next phase will start immediately.) Any player who does not get their actions into the GM by the end of the week will forfeit that phase’s actions.

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