I have been bouncing the rules around on BGG and Redit as well as here and have reached a final ready for playtest version incorporating all the various suggestions.
With no local playtesters available and no room in my apartment (and local game shop has limited room even for the current crop of Magic players) further development is at a standstill. Rules polishing is completed and it is shiny now and complete enough with 5 appendices plus the wheel pages and the addendum for a whopping 39 page pdf.
It still links to another pdf of nothing but possible page layouts for print-and-play prototype making.
Once again, I am looking for a design partner (50/50) for legwork and such in the next stages.
http://thesingularitytrap.com/physical/Fleet-Admiral_Singularity.pdf
Area Control Hexmap Wargame / Miniature Battles Hybrid
for 2 - 6 players
Since I retired I get outside rarely myself (was a 10 day gap since last time when I went out yesterday and bought milk and finally checked the mail and set trash outside and to the curb a day early). My wife gets out less often (driving and extended riding bother her neck) and when her car died we did not replace it. Saves a bit of cash that way. Rarely drive more than a mile away now anyway. Small town but has a Walmart.
So, now I can get back to the battling telepaths idea and figure out how to bring a flavor of coding and hacking into it.
The wheel (sliderule) was added for the cardboard purists (people here at BGDF complained that using an app or calculator was anathema). The offset function for hyperspace jumps is an add-on to the circular sliderule once we got stuck with having that wheel and then some people did not grasp the idea of the offsets wrapping around.
I do not like the wheel myself. Using the silly thing would not make me feel more like a stargates and steampunk ship navigator or fleet commander. But, I do have to admit that it adds a small thematic element and should satisfy the cardboard purists.
Correct. See the addendum at the end of the pdf. 200 cups are to be included along with 40 of each color fleet stands/clips.
2 oz is specified because the 1.5 oz size sells at 120% the 2 oz price. Came as a surprise to me, but since either size works went with the cheaper. Making a playtest prototype the cup cost is $5 or less.
Colored clips or stands for the fleets were also generally priced and can be acquired (in bulk only) at about the same price as the cups.
The assorted color packs of small paperclips were looked into and a package sufficient for a playtest prototype can be found for about $7 shopping around.
Wording now changed to "As needed, convert combat fraction..." for clarity.
Only morph the number to match the dice when you are actually going to roll them. See the Combat Appendix also.
Converting to a percentage is simpler math than converting to 5% increments.
I have fixed that so you know which line to read for point values now.
Over at BGG one of the main complaints was that they wanted more of what I think of as a hook at the beginning and maybe a quick paragraph about what the game is about. I used to have part of the theme here but now it is mainly a blurb followed by instructions on game setup.
Over at Redit at least one person was having trouble following the rules because theme was intertwined with rules and over here the theme must not have been as clear as I thought because people thought ships were used for transport between planets you controlled. A small addition to theme text and moving the theme to an appendix have hopefully solved those issues.
I had also considered drawing and keeping displayed 3 altitude chits as offset values. Any method of randomly selecting and displaying the 3 hyperspace offset values for the game is fine - playtests should lead to an actual decision here.
This is an attempt to give a potential design partner, who would be making a prototype, all info needed. See the Fleet Stack appendix and the Addendum.
The term seemed to fit better than calling them the Rotating Chosen One. Prime Player does not quite seem to fit. But it really doesn't matter.
Many hours have been spent on this. The concepts interact so much it forces referring to some things yet to be explained no matter how you arrange things.
Only if Disney has placeholder art lawyers - images were grabbed from the web and slightly modified as placeholder art.
start of 3 consecutive turns. Those two things are subtly different, or at least a player would have room to argue (which can never be a good thing
New wording:
A faction wins by declaring control of 25 or more of the 37 planets at the beginning of a turn, then maintaining control of at least 25 planets through that turn and the next turn. Control 25 or more planets at the start of 3 consecutive turns including the turn in which you make the declaration.
They used to be described that way. People said they didn't understand that.
You are correct. I used to have a thing about your color = 5, 2 closest = 4, gray = 3, 2 almost opposites = 2, and opposite color = 1 point but I removed that.
In the Economic Phase it now says
Collect 1-5 points per planet owned depending on color – your own color is worth 5 points
which should clarify it there and I have added a similar note on the front page.
No real reason. Stance declaration and sensor sweeps are both "might happens" and I just always thought of them together.
Same player who just repaired can then hide before the next player does both as opposed to all players hide after all have finished repairs. Hide is a reverse repair and actually part of repairs but since repairs are also an economic action that involves points they get completed for that player before chits not involving money start moving around.
From the final line in the Initiator section (top of page 2):
When players go in sequence it begins with the Initiator and proceeds clockwise.
The cups keep ships with fleets plus keep damage chits with the ship they belong to. Also they are cheap.
Such mods are for after playtesting about the same time that placeholder art is replaced. A matter of changing player "named as a color" to player "named as something else" in the move direction names and extra printing on the board and on some chits. However, using other than color coded fleet clips/stands might run that cost way up.
Warp moves to an adjacent space in any direction (flat plus altitude) and uses 1 drive unit per warp.
Also see the Theme appendix.
The move section is indeed the first place (other than in the Theme appendix if it had already been looked at) where movement is talked about.
Warp - move to adjacent space
Slip - same as warp but can leap up to 3 spaces depending on range
Jump - that pesky hyperspace helix thing
Those 3 "coordinates" are the hyperspace jump X offset and Y offset and Altitude offset for the game (different from one game to another).
If all 3 offset values were 0 the location (3,4,5) would jump to (5,3,4).
With an X offset value of -4 it would jump to (1,3,4) instead.
If the offset makes the new number more than 9 or less than -9 it wraps around for the new value.
3D space is a basic concept of the game (the move system for warp and slip actually warp a cylinder into fitting in a sphere).
3 Dimensions (multilevel space) - 37 planets spread among 19 levels (271 hexes per level)
Adjacent spaces are up, down, all six flat directions, all six flat directions plus up, and all six flat directions plus down.
Note that while offset values for jump may wraparound the space itself does not and any move that would exit the game board and go higher than level 9 or lower than level -9 or any flat location not on the board (all board locations fit the -10 < X+Y < +10 description in mathy terms) bounce back off the event horizon and end movement for that fleet for that turn.
We have made a couple of changes from feedback in this thread so far.
The game itself is a Heavy Wargame / Miniature Battles hybrid.