Interstellar Conquest

From Looney Pyramid Games Wiki
Interstellar Conquest
Ken Leyhe
Be the first alien race to set up four colonies in your opponents star systems.
:Players Players: 2 - 8
:Time Length: Long
:Complexity Complexity: Medium
Trios per color: 5
Number of colors: 1 per player
Pyramid trios:
Monochr. stashes:
Five-color sets:
- - - - - - Other equipment - - - - - -
Piecepack, Bag
Setup time: 3 Min
Playing time:
Strategy depth: Medium
Random chance: None
Game mechanics:
Theme: Space
BGG Link:
Status: Complete (v2.0), Year released: 2002
based on Cosmic Encounter by Eon


Objective[edit | edit source]

Be the first alien race to set up four colonies in your opponents star systems.

Equipment[edit | edit source]

  1. Piecepack or Piecepack Expanded (for 5-8 players)
  2. At least 4 different colored Icehouse stashes. (the more stashes the better)
  3. A bag or bowl to randomly pick pieces from

Set-up[edit | edit source]

  1. Each player takes all of the piecepack tiles of one suit and places the Null tile in the center to form the void, then places the remaining tiles face up in front of him in the play area to form his system.
  2. Each player chooses 5 trios of a single color, and then places one of each size on each of his home worlds in front of him. (the pieces can be stacked to form a tree)
  3. All of the piecepack coins (regardless of the number of players) are placed in the bag and each player draws three, these are kept private.
  4. The color of your Icehouse pieces (ships) determines the power of your race. The last player to choose his race takes the first turn, play then continues clockwise.

The following chart shows the powers of the different races. The color to race combinations suggested are recommended but not required, all players should decide on the color to race combinations before play begins.

If at anytime you have less than two colony ships on your home worlds you loose your race power.

Color Race Power
Red Balchoth When calculating attack strength in combat all of your colony ships are worth 2 and your warships are worth 4.
Green Celegorm After combat has finished you may reclaim any coin you have just used.
Blue Druwaith In combat you play your coin after your opponent has revealed thiers.
Yellow Gelmir Any ships you lose in combat are returned toyour home worlds instead of going to the void.
Black Hirilorn You are allowed to have 4 coins instead of the normal 3 and you may replenish your hand at the start of your turn.
Clear Mormegil After combat has finished you may claim the coin your opponent has just used.
Orange Nirnaeth You may "heal" damage done to another race by returning their ships from the void to one of their home worlds, for this they must give you one coin for each ship returned.
Purple Pelantiri You win combat if you play a Diplomacy coin and you have at least one ship involved.
White Seregon When calculating attack strength you multiply your ship values by the value of the coin you play instead of adding the values.

The following chart shows ship size and abilities.

Size Type Strength Abilities
Small Colony Ship 1 This is your colony when placed on a planet, if it is removed for any reason the colony no longer exists.
Medium Warship 2 You must have a warship in your fleet to attack a planet or colony. A warship is not needed to defend a planet or colony.
Large Interstellar Transport 3 You must have a transport in your fleet to travel to another system. A transport is not needed to move from planet to planet within a system.

Play[edit | edit source]

  1. If you have no coins at the start of your turn draw three from the bag. If there are no coins left, place all discarded coins back into the bag to be put back into play.
  2. Reclaim one of your lost ships from the void and place it on any one of your home worlds.
  3. Decide which system and planet you are attacking by placing the attacking fleet on the table next to the planet with the ships pointing towards it. Be sure to follow the abilities for ships listed in the chart above.
    1. A warship is needed to attack another races planet or a colony on your home worlds.
    2. A transport ship is needed to move ships from one system to another for attack.
    3. Even if an opponent has no ships on his home world and you attack it he still defends it normally.
  4. You may ask other players if they will ally with you for the attack. They do not answer yet.
  5. Your opponent may ask other players if they will ally with him, he may ask the same players as you.
  6. Alliances are declared and ships are committed.
    1. A player may only ally with the attacker or defender not both.
    2. Allies may only offer colony and warships as aid.
    3. The allies’ ships must be from the system being attacked unless the attacking player is using a transport ship in which case the ships being offered as aid may come from the target system or the origin system.
    4. Defending allies’ ships must be from the same system as the planet being attacked.
  7. Both main combatants choose a token from their pile and conceal them until both players have chosen. Tokens are then revealed.
    1. Attack coins have a combat value equal to their displayed value (Ace = 1).
    2. Null coin are Diplomacy tokens.
  8. Determine the outcome of combat using the chart.
Coins Played Combat Values Victory Results
Attack / Attack Coin value + all ships value
Attacker has higher combat value
Attacker Wins All attacking ships move onto planet, including allies.
All defending ships are sent to the void, including allies.
Attack / Attack Coin value + all ships value
Defender has higher combat value
Defender Wins All attacking ships are sent to the void, including allies.
Defending allies are sent back to where they came from, and then they gain one coin or one of their ships from the void for each ship committed to defense.
Attack / Attack Coin value + all ships value
Tie
Tie All ships are returned to their original planets.
Diplomacy / Diplomacy Players attempt a deal. Deal reached Both parties follow the terms of the deal.
Diplomacy / Diplomacy Players attempt a deal. No deal reached Both players lose two ships to the void and the attack is cancelled.
Attack / Diplomacy Player using attack coin wins. Attacker Wins All attacking ships move onto planet, including allies.
All defending ships are sent to the void, including allies.
Defender gets one coin per ship lost from the attacker.
Attack / Diplomacy Player using attack coin wins. Defender Wins All attacking ships are sent to the void, including allies.
Attacker gets one coin per ship lost from the defender.
Defending allies are sent back to where they came from, and then they gain one coin or one of their ships from the void for each ship committed to defense.
  1. All used coins are set aside in a discard pile.
  2. If you are successful in your first attack you are permitted to make a second following steps 3 - 8 again.
  3. Play proceeds to the next player.

Winning[edit | edit source]

The first player to have four colonies on planets in other systems wins. If more then one player meets the goal at the same time then a joint victory is granted.

External Link[edit | edit source]

  • The rules are available here.

LICENCE: Copyright 2002 by Kenneth Leyhe Sr. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover and/or Back-Cover Texts. A copy of the license can be found at http://www.gnu.org/copyleft/fdl.html .