From: bmac@astro.ucla.edu (Bruce Alan Macintosh) Subject: Re: Stellar Conquest and space empire games (was Re: SF Games) > Web and Starship (Westend Games) It's an interesting attempt to create a three-player game that's fair for all three players and has players with radically different abilities; very ambitous. Basically, the primitive-but-expanding Terrans are caught in between two much older, much larger empires. The catch is that the two empires have radically differnt technologies. One uses faster-than-light starships, very deadly in space combat but only able to carry a few ground troops. The other uses insterstellar teleportation gateways that can transport an effectively unlimited number of troops but have to be carried to a planet by slower-than-light probes. Once the probe arrives you can pour a nearly unlimited number of troops, colonists, or whatever through the gateway. However, the probes are somewhat easy to shoot down. The result is that the two empires can't fight each other effecitvely - one can always dominate space but never land enough troops to take a world, and the other can never get a probe into a defended system. The terrans can use both technologies - albeit initially at a very primitive (short-ranged) level - so both sides want to ally with the terrans to be able to beat the other. The terrans want to expand and build up their technology and economic base. There are some nice touches. Like Imperium, what appears on the board is a part of amuch larger empire; the alien players can call on off-board reinforcement at a penalty in victory points. This also means that neither can get kcked completely out of the game. If Terra is occupied by one side or the other it still gets some slow buildup of secret rebel forces, so they can't be knocked out of the game either. One *very* nice touch, from a realism standpoint, is that when a war starts the game goes from year-long economic turns (in which faster-than-light ships have unlimited movement inside your empire and limited movement for exploring new systems) into combat turns where there isn't time for building new forces and movement is limited by ship's speed (and the STL probes don't move at all.) This is very nice - it solves the disconnect between the timescales you want in an economic game (years, to build up colonies and ships) and in a war (weeks or days). A soimilar mechanism is in Pax Britannica - it's a brilliant idea. From playing it twice (both as the Terrans) my main point is that the other players have to be agressive in stomping moderately on the Terrans - if they let the earthling weasels develop to tech levels comparable to their own the terrans can become nearly unbeatable. A terran player who's even moderately cleverer than the other two will usuallly win. Bruce