>>7925Non-essential rules:
Species-Bonus
Humans- Insane: While most species have an aversion to the concept of mutually assured destruction, humans are more liable to go out with a bang- If humans so choose, they can construct 3 engines (each requires a roll of 7+) on their home planet which can be used accelerate their home planet into an opponent's (destroying both in the process.) The engines must be constructed as close to the capital as possible, and can not be the site where an enemy beacon is landed. The engines can be used at any time, but it is recommended to use them when an opponent has first landed interplanetary forces adjacent to the engines. It is legal to beacon territories adjacent to the engines, but they can not be captured before the humans have had an opportunity to use them.
Bios-Ingenius: These bionic humanoids only require a roll of 6 to construct a teleporter at any given time.
Crab People-Crab People: receive a +1 to attacking or defending naval invasions (the white lines connecting two regions concern naval invasions.)
Earth (top left):
High Population: +3 to planet controller
Israel: 6 million percent bonus to shekels
Hyaro (top right):
Medium-High Population: +2 to planet controller, +3 if controlled for 5 turns
Ancient Technology:
Durenheim (bottom right): Ice planet
Small Population: +1 to planet controller
Exceptionally Harsh Winters: Natives of Durenheim have adapted to the exceptionally harsh conditions, if a native defender of Durenheim rolls a 0-2 the attrition their opponents face reduces their roll by -2 (but not below 0).
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