SUPREMACY

The Game of the Superpowers

 

CHALLENGE OF THE NEW WORLD ORDER

 

 

 

Rules of Play

Version 3.0

to the Basic Game

 

 

For two to six players

 

 

 

Conquer the world with economic,

political and military power.

 

In the near future, six superpowers will emerge from the ashes of the Cold War. They'll use their economic, political and military muscle to crush their opponents, and thus conquer the world.

 

You are the Commander-in-Chief of a Superpower. You'll have to make hard economic decisions. Should you sell your surplus oil to the Market for cold cash, or use it to build more armies and navies.

 

Threats and opportunities abound. Be careful when and where you make a move, for suddenly and without warning, the world can explode into total war.

 

All theaters of war are under your command, from the bloody, battlefield trenches, to the cold expanse of space. Your toughest decisions will be "to nuke or not to nuke."

 

Surprise your enemy by using airborne and amphibious assaults to attack him in some far corner of the globe. Launch laser stars to defend your country from a nuclear attack. The high cost, high-tech defense system will give you the strategic edge when flexing your political and military power.

 

On the political front, you'll need to rely on your street smarts. Can you trust your allies? Will they join in the fight when the battle begins, betray you, or disappear behind a cloud of excuses.

 

You, and you alone, must make the decision that will guide your nation on the road to victory. May the winds of fortune be favorable.

 

 

 

OBJECT OF THE GAME

 

The object of the game is to conquer the world by bankrupting, capturing or destroying your opponents. Each player is the leader of a superpower. Players buy and sell resources, build weapons, deploy their forces and wage war to win global economic and military supremacy.

 

 

GAME BOARD AND PLAYING EQUIPMENT

 

Game Board Description

 

The board is a map of the world divided into six superpower nations and 24 neutral countries.

 

Home territories of the six superpowers are:

 

Confederacy of South America: Argentina, Brazil, Peru and Venezuela

 

Federation of African States: Mozambique, Nigeria, South Africa and Zaire

 

League of European Nations: British Isles, Eastern Europe, Western Europe, Iberia and Scandinavia

 

People's Republic of China: Manchuria, Mongolia, Nanling, Shantung and Tibet

 

United States of America: Alaska, Eastern U.S.A., Midwest U.S.A. and Western U.S.A.

 

Union of Soviet Sovereign Republics: Buryatsk, Kazakh, Kola, Russia, Siberia and Yakutsk

 

Neutral territories are grey.

 

The land is divided into territories and the water into seas. Light blue seas are territorial waters and the dark blue seas are international waters. White dots are ports. The Market is the colored scale at the top of the board. This is where players sell or buy grain, oil and minerals. Beneath the Market is the Price index. It shows the current selling or buying price for each resource.

 

When a player sells a resource, the price can fall as low as $1 million. This leads to the Bull Pen which, is the lowest market price. When a player buys a resource, the price can rise as high as $1 billion. This leads to the Bear Pit, which is the highest market price. Thus the bull pen and bear pit indicate the potential for new trends, i.e. a rising (bull) market or a falling (bear) market.

 

 

Playing Equipment

 

Money comes in the following dollar denominations: 1, 5, 25, 50, 100 and 500 million, and 1 billion.

 

Meters are black disks which measure the supply of resources in the Market or supply centers. 

 

Supply Centers show five different colored rows of spots: L-star, nukes, minerals, oil and grain. Below these are two lines: bank loans, and interest payment per turn.

 

Resource Cards: This deck of 65 cards is comprised of 20 grain, 20 oil, 20 mineral, three nuke and two L-star.

 

Each grain, oil and mineral card shows the name of a company, its location, and the number of units it produces. The cards are color coded by the type of resource and by the superpower or neutral country that owns it. Nuke and L-star cards show that a weapon has been built.

 

Armies and Navies come in six different sets of cubes and oblongs, color matched to a superpower. Each cube represents one army and each oblong represents one navy.

 

Mushroom Clouds are black and are shaped like mushrooms. A cloud is used to mark where a nuclear bomb has exploded.

 

Dice (four) are used to resolve battles.

 

 

SETTING UP

 

- Appoint Marshall

Appoint one player "Marshall". He ensures all players quickly follow the Order of Play found on the board

 

- Appoint Banker

Appoint another player "Banker". He ensures all payments are made to the bank, and that players move their market and supply meters correctly.

 

- Sort Resource Cards

Each of the six superpowers has six companies in the deck of Resource Cards: two mineral, two oil, and two grain. The resource cards are color –coded by resource and country. Sort those companies into six separate piles, according to the superpower which owns them and place them face up on the board. Put all the remaining resource cards face down on the board in the top left corner.

 

- Choose a Superpower

Each player rolls a die, and the player with the highest number is the first one to choose a pile of cards belonging to one of the superpowers. The other players do the same, taking their turn according to the roll of their die. Any remaining cards are returned to the resource deck.

 

- Place Armies and Navies

Each player receives (in the corresponding color to that of his superpower) his armies and navies. They may place one army on each of their home territories. Naval units will be used later in the game.

 

- Store Starting Resources

Give each player six black meters and a supply center card. Each player takes three of his meters and places one on each of his resources at the third spot in his supply center. This means each player has three units each of grain, oil and minerals. The remaining three meters will be used later to keep track of bank loans, nukes and L-stars.

 

- Get Your Money

Give each player $7 billion in cash (five $100 million notes, five $500 million and four $1 billion).

 

- Pricing the Market

The banker now sets the market price for each resource. He takes three black disks (meters) and places one on each of the natural resources in the market at the $500 million point of the Price Index. This is the starting price for all resources.

 

 

THE ORDER OF PLAY – OVERVIEW

 

The following is a summary of the seven stages to the order of play.

 

Each player must play Stages 1 and 2.

 

Stage 1 – Pay Salaries and Loans to Bank

            Phase A – Pay Salaries

            Phase B – Pay Bank Loans

 

Stage 2 – Transfer Production Units to Supply Center

            Phase A – Transfer Production Units

 

Each player may play up to three of the remaining five stages or pass.

 

Stage 3 – Sell Resources

            Phase A – Blind Bid

            Phase B – Determine Player Sequence

            Phase C – Sell Resources to the Market

            Phase D – Sell Resources to the Other Players

 

Stage 4 – Attack

            Phase A – Blind Bid

            Phase B – Determine Player Sequence

            Phase C – Attack with Forces and Weapons

 

Stage 5 – Move Forces

            Phase A – Blind Bid

            Phase B – Determine Player Sequence

            Phase C – Move Army and Navy Units

 

Stage 6 – Build Forces and Weapons

            Phase A – Blind Bid

            Phase B – Determine Player Sequence

            Phase C – Build and Deploy Conventional Forces

            Phase D – Build and Deploy Strategic Weapons

            Phase E – Research and Development

            Phase F – Arms Bazaar

 

Stage 7 – Buy or Prospect for Resources

            Phase A – Blind Bid

            Phase B – Determine Player Sequence

            Phase C – Buy Resources from the Market

            Phase D – Buy Resources from the Other Players

            Phase E – Prospect for Resources

 

End of cycle, go back to Stage 1.

 

Details to the seven stages of play follow.

 

 

STARTING THE GAME

 

All players must play Stages 1 and 2 together. Then each player may choose to play up to three of the remaining five stages in sequence.

 

The players must follow the phases listed for each stage, in the sequence in which they appear.

 

Each player must set three of his cubes aside, to use during the Phases, Blind Bid and DPS.

 

 

Blind Bid

 

The Blind Bid rule applies to Stages 3 through 7 only.

 

At the beginning of Stage 3, the Marshall asks the players to make a secret bid if they wish to sell.

 

When a player wants to play a stage, he secretly puts one of his colored cubes in his hand. When all of the players are ready, the Marshall asks the players to open their hands. Only the players who have a cube in their hand may play that stage.

 

If a player bids to play a stage, then changes his mind about playing that stage, it still counts as one of his three choices.

 

 

Determine Player Sequence (DPS)

 

The DPS rule applies to Stages 3 through 7 only.

 

Roll Die

If two or more players want to sell, then each player must roll a die to determine which player goes first, second etc.

 

Place Cubes

The players place their cubes on the board next to Stage 3. The cubes should be put in sequence, according to who is playing first, second, etc. When a player hasn't any cubes left with which to bid, he can not play any more stages on that cycle. On the next cycle, players get their cubes back, and can bid again.

 

When the players have finished selling, the Marshall repeats the above procedures (Blind Bid and DPS) for each of the remaining stages. This continues throughout the game.

 

Double Seven

If at stage 7 a player has two cubes left, then he is allowed to buy and prospect. The buying is done before the prospecting.

 

 

STAGE 1 – PAY SALARIES AND LOANS TO BANK

 

Phase A – Pay Salaries

Phase B – Pay Bank Loans

 

Phase A – Pay Salaries

 

Companies and Military Forces

Each player must pay the following salaries to the bank, for each resource card he controls and each military unit he has on the board.

 

Resource Companies            $50 million each

 

Armies and Navies   $10 million each

 

If a player does not pay the salaries of his military forces, he must remove them from the board. If he does not pay the salaries of his companies, he cannot transfer their production units to his supply center during Stage 2.

 

Phase B – Pay Bank Loans

 

The players who owe money to the bank must make their interest payments now. They may also pay back some or all of the principal. When players are paying back the principal, they must do so in billion dollar amounts.

 

 

STAGE 2 – TRANSFER PRODUCTION UNITS

 

Phase A – Transfer Production Units

 

Phase A – Transfer Production Units

 

A player may transfer the production units on his resource cards to his supply center.

 

One production unit is equal to one spot on the supply center.

 

Production units are stored by moving the supply center meters the same number of spots to the right. For example, a player who has a resource card with three units on it would move the meter at his supply center three spots to the right.

 

When a player's supply center is full. Any surplus units are regarded as lost and thus out of play.

 

 

STAGE 3 – SELL RESOURCES

 

Sell if you need money or wish to drive the market prices down.

 

Phase A – Blind Bid

Phase B – Determine Player Sequence

Phase C – Sell Resources to the Market

Phase D – Sell Resources to the Other Players

 

After the players have completed phases A and B, they follow the rules to phases C and D.

 

Phase C – Sell Resources to the Market

 

- Marshall Opens the Market

The Marshall announces that the Market is open.

 

- Rotating Sales

The player who is the first to play this stage may choose to sell any number of one type of resource in his supply center to the Market. One supply center unit is equal to one unit on the Market.

 

For example, suppose a player decides to sell two of the six units of oil he has in his supply center. He must move his oil supply center meter two spots to the left. The oil market meter would also be moved two spots to the left. If the oil market was trading at the $500 million point of the price index, the seller would receive $1 billion from the bank.

 

After player one makes his first sale, then the next player takes his turn, according to player sequence. When all of the players have had one turn to sell, the player who made the first sale gets a second turn to sell. The selling to the market continues according to the player sequence, until all of the players no longer wish to sell. Then, the players proceed to Phase D.

 

Phase D – Sell Resources to the Other Players

 

After the players have made their sales to the market, they may sell to the other players in any order they wish. Players may sell resources to each other for whatever terms they agree to. The players involved adjust their supply center meters accordingly. The seller deletes the resources from his supply center and the buyer adds them to his supply center.

 

When players trade resources amongst themselves, the market price is not affected.

 

 

STAGE 4 – ATTACK

 

When you want to capture or destroy an opponent's country.

 

Phase A – Blind Bid

Phase B – Determine Player Sequence

Phase C – Attack with Forces and Weapons

 

After the players have completed phases A and B, they follow the rules to phase C.

 

Note: On the first turn, no one may attack. Please proceed to Stage 5 – Move.

 

Phase C – Attack with Forces and Weapons

 

The rules for attacking with conventional and strategic forces follow. Players may attack with their conventional and strategic forces in any order they wish.

 

Rotating Attacks

The player who is the first to play this stage may choose to attack anyone, anywhere, with his conventional or strategic weapons. After player one has made his first attack, the defender gets one counterattack.

 

Each player that is attacked gets one counterattack. After the counterattacks have been resolved, player two gets to make an attack. The attacks continue according to player sequence, until all of the players no longer wish to attack. Then, the players proceed to the Stage 5 – Move.

 

There are two battle drills. One for conventional forces and another for strategic forces.

 

 

How to Use Conventional Forces (armies and navies)

 

There are two types of conventional forces: army and navy. The following rules give the general fighting ability for each one.

 

Army units in a territory may attack other army units in an adjacent territory. They may also attack navy units in an adjacent light blue sea.

 

Navy units in a light blue sea may attack navy units in adjacent light blue sea. They may also attack armies in an adjacent territory. However, they may not attack a navy in an adjacent dark blue sea.

 

Navy units in a dark blue sea may attack navy units in the same dark blue sea or in an adjacent light blue sea.

 

 

Battle Drill for Conventional Forces

 

The players must follow the steps listed below in the sequence in which they appear.

 

Step A – Identify the Theater of War

Step B – Delete (Remove) Supplies

Step C – Getting the Dice

Step D – Roll the Dice and Count the Losses

Step E – Move Reinforcements

Step F – Defender May Counterattack

 

When a player is attacked, he has some tactical options. Please refer to the rules for "Defensive Tactics".

 

Details to each step of the conventional battle drill follow.

 

 

Step A – Identify the Theater of War

 

A player may attack a territory or sea that is occupied by an opponent. He may also attack an empty territory or sea, in this event, please refer to the "Militia Rule".

 

- Identify the Front Lines

The Attacker must first identify which territory or sea he is attacking from.

 

- Identify Target

Now, the attacker must identify which territory or sea he is attacking

 

 

Step B – Delete (Remove) Supplies and Deploy Forces

 

- The attacker must remove one set of supplies from his supply center. The attacking forces are then pushed to the border of the territory or sea under attack.

 

One set of supplies consists of: one grain, one oil and one mineral unit.

 

- The defender must also remove one set of supplies from his supply center.

 

Note: If the defender does not have a set a supplies to remove, then he only gets one die at Step C.

 

 

Step C – Getting the Dice

 

- Position Dice

The attacker gets one die and the defender gets two dice.

 

Note: If the defender did not remove a set of supplies during Step B, then he only gets one die.

 

- Fire Power Die

The player with the most armies and/or navies (Fire Power) in the battle gets an extra die.

 

A navy convoying armies may not count the armies on board when determining fire power, unless it is an amphibious assault. Please refer to the rule "Amphibious Assault".

 

- L-star Die

The player with the most L-stars gets another die.

 

 

Step D – Roll the Dice and Count the Losses

 

- Attacker Rolls

The attacker rolls his dice and totals his points. For every three points, he may remove one of the defender's armies or navies in the territory or sea under attack.

 

For example, if the attacker rolls a five and a three, he has a total of eight points. This means he may remove two of the defender's armies or navies.

 

- Defender Rolls

Now, the defender rolls his dice and totals his points. For every three points, he may remove one army or navy from the attacking forces.

 

The defender may still roll his dice, even if all of his forces have been destroyed in the attack.

 

If a navy is sunk while convoying armies, the armies are lost as well.

 

- Occupying a Captured Territory or Sea

The players may occupy captured zones depending upon the outcome of the battle.

 

Only the Defender is Destroyed

If the defender has lost all of his forces at the target of the attack, then the attacker may now occupy that zone with any number of his forces from one or more zones. He must pay the standard moving costs, and then takes any of the defender's resource cards belonging to the captured zone.

 

Only the Attacker is Destroyed

If the attacker has lost all of his forces in the territory or sea that he attacked from, then the defender may now occupy that zone only, with any number of his forces from one or more zones. He must pay the standard moving costs, and then takes any of the attacker's resource cards belonging to the captured zone.

 

Mutual Destruction

If both the defender and attacker lose all of their forces in the territories or seas where the battle took place, then the attacker may now occupy the zone he attacked, with any number of his forces from one or more zones. He takes any of the defender's resource cards belonging to the captured territory or sea. He may also move forces into the zone from which he originally attacked.

 

Note: If the attacker does not occupy the zone where he destroyed the defender's forces, then the defender may reinforce that zone during Step E.

 

If a player captures the last home territory of an opponent, then he may use the rule "Spoils of War – The Capture", but only after the defender has an opportunity to counterattack.

 

 

Step E – Move Reinforcements

 

The defender moves his reinforcements before the attacker. They must pay the standard moving costs and may move as many forces as they have the supplies to do so, subject to the following rules.

 

Territories: A player may reinforce any territory that he already occupies.

 

Light Blue Seas: A player may reinforce any light blue sea that he occupies or is vacant.

 

Dark Blue Seas: A player may reinforce any dark blue sea.

 

 

Step F – Defender May Counterattack

 

The defender may now counterattack (once) anywhere, against anyone. He goes to Step A of the battle drill for either conventional or strategic forces.

 

Note: If the attacker has captured the defender's last home territory, the defender is still entitled to one counterattack with his conventional or strategic weapons. If the defender liberates (captures) one of his home territories, then he remains in the game. If the defender decides to nuke the last home territory that has just been captured, and succeeds in destroying it, then the attacker does not get to use the rule Spoils of War.

 

 

How to Use Strategic Forces (nukes and L-stars)

 

Nukes may be fired at any territory or light blue sea. Everything within the zone it strikes is destroyed including armies, navies and/or companies. Return destroyed companies to the resource deck.

 

When a nuke explodes on a territory, place a mushroom cloud on that territory to show that it is out of play. Armies may not travel through or occupy a nuked territory.

 

Mushroom clouds are not placed on light blue seas, thus the seas remain in play after a nuclear strike.

 

L-stars may be used to defend against a nuclear attack, and also for attacking other L-stars.

 

Note: When a player wants to destroy an opponents L-star, he must refer to the rules Space Blast and L-star Clash.

 

 

Battle Drill for Strategic Forces

 

The players must follow the steps listed below in the sequence in which they appear.

 

Step A – Identify Target of Nuclear Attack

Step B – Declare Tactics

Step C – Launch Nukes

Step D – L-star Screen

Step E – Defender May Counterattack

 

Details for each step in the strategic battle drill follow.

 

 

Step A – Identify Target of Nuclear Attack

 

- Identify Ground Zero

The attacker must first identify his target(s) e.g. which territory or light blue sea he intends to nuke. He identifies his target(s) by placing a mushroom cloud, upside down, on the territory or sea he wants to nuke.

 

 

Step B – Declare Tactics

 

The attacker must now declare how he plans to attack, e.g. solo or cluster shot.

 

Solo

A player fires one nuke at a time, at one target.

 

Cluster

A player fires two or more nukes at the same time, at one or more targets.

 

 

Step C – Launch Nukes

 

The attacker launches his nukes by moving his nuke supply meter one spot to the left for each nuke he fires.

 

Champions Commit

When a player attacks another player(s) and/or an unoccupied territory with nukes, then any or all of the other players may come to their defense. Those players are called Champions.

 

The Champions must decide now if they are going to use their L-stars to destroy the nukes during Step D. They place a colored marker (cube) on the board at step D of the strategic battle drill to indicate their decision to defend. Once champions have decided to defend, they can not change their minds later.

 

 

Step D – L-star Screen

 

The defender may use his L-stars (if he has any) to defend against a nuclear attack.

 

- Defender Rolls

The defender rolls one die, once, for each of his L-stars. A 1, 2, 3, 4 or 5 will destroy a nuke, but a 6 is a miss and the nuke proceeds to its target.

 

When a nuke strikes a territory, turn the mushroom cloud right side up, on the target. Everything within that territory is destroyed including armies and/or companies. Destroyed companies are returned to the resource deck. Destroyed armies are returned to the player who owns them. Armies may not travel through or occupy a nuked territory.

 

When a nuke strikes a light blue sea, the mushroom clouds are removed from that sea and thus it remains in play after a nuclear strike. Everything within that sea is destroyed, but navies and armies (being convoyed) may sail through or occupy that sea.

 

For example, suppose the defender has two L-stars and he is attacked by three nukes. He may roll only twice, therefore one nuke will get through for certain. The defender must decide which nukes he will attempt to destroy. If he rolls a 4 and a 6, he destroys one nuke, but the other nuke will also hit its target. In this situation, the attacker destroyed two targets.

 

- Champions Roll

The champions may now use their L-stars to shoot down the nukes. A 1, 2, or 3 destroys one nuke, but a 4, 5 or 6 is a miss.

 

L-stars remain in play after they are used to shoot down nukes.

 

If a player destroys the last home territory of an opponent, then the rule "Spoils of War – The Destruction" must be followed, but only after the defender has an opportunity to counterattack.

 

Step E – Defender May Counterattack

 

The defender may now counterattack (once) anywhere, against anyone. He goes to step A of the battle drill for either conventional or strategic forces.

 

Champions may not counterattack.

 

Note: If the attacker has destroyed the defender's last home territory, the defender is still entitled to one counterattack with his conventional or strategic weapons.

 

 

Tactics

 

The following are tactics that the attacker or defender can use during Stage 4.

 

 

Offensive Tactics

 

The following tactics may be used by the attacker during Stage 4.

 

Amphibious Assault

During Step A of the conventional battle drill, the attacker may attempt an amphibious assault by convoying his armies to the territory, which is the target of the attack. He must pay the standard moving costs. Amphibious assaults may only be made from a light blue sea.

 

During Step C, the attacker may add together the army(s) and navy(s) involved in the battle, when determining his fire power.

 

During Step D, when the defender removes the attacker's forces, he may choose to remove the attacker's navy(s) used in the battle.

 

If the attacker does not capture the territory, then he must continue to attack with those forces, but only after the defender has had an opportunity to counterattack.

 

During Step E, if the attacker does not wish to continue the battle in that territory, then he must surrender his forces in the territory he attacked, or, withdraw his armies from that territory to a navy in an adjacent light blue sea.

 

However, if the attacker wants to continue the battle, then he may reinforce his armies in the territory he attacked, even though he did not capture it during Step D.

 

Airborne Assault

During Step A of the conventional battle drill, the attacker may attempt an airborne assault by flying his armies to the territory, which is the target of the attack. He must pay the standard moving costs.