COSMIC STELLAR CONQUEST


Each player represents one of the races below and has the benefit of a "special power" that otherwise break the rules. Races can be randomly assigned or by bidding VP or ips. Other players are not informed of your race, but may infer it in the course of play (i.e., the Hobbits or the Marines).

The Clairvoyents: you can sense an enemy attack a turn before it happens.
The Copy Cats: Cannot do research (except initial 3-speed); will copy one tech from each colony they capture.
The Doves: Score double points for colonies, none for slave colonies, negative points for enemy warships killed.
The Enslavers: Scores double VP for captured colonies.
The Hawks: Score 1 VP for each F and 2 VP for each D they destroy.
The Hobbits: you can populate a planet to twice its normal limit
The Industrialists: All construction costs halved; all research costs doubled.
The Kobolds: You score B and MT planets instead of T and ST; cannot settle T planets
The Marines: when you kill a ship in combat, roll a die, if result is even, capture it
The Natives: you begin on a T planet at Draconis with full population, but no ships
The Nomads: Get emigration bonus for all colonists that emigrate.
The Rabbits: you breed at twice the normal rate; you work at half (.5 ip per M)
The Raiders: your scouts are armed; roll 1 to kill S, 10 to kill C, no effect on F or D
The Spies: Your scouts are cloaked and undetectable.
The Techno-geeks: All research costs halved; all construction costs doubled.
The Telepaths: you start with USC

Updated 14 Jan 08.

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