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.