Spaceships
Spaceships is a three-dimensional variant of Battleships[1] (with which the reader of this explanation is
expected to be familiar) played in a 5x5x5 arena. It is intended to
be played using its own `simultaneous attack' rule.
1. Arena
The arena is a cube measuring 5 units on each side, which is divided
into 125 unit cubes called `cells'. The three mutually perpendicular
edges of the arena are indexed RED-YELLOW-GREEN-ORANGE-BLUE
(abbreviated R-Y-G-O-B), v-w-x-y-z and 1-2-3-4-5. Cells are
identified by unambiguous triples. There is no convention as to the
handedness of these axes as it doesn't matter. The arena is most
conveniently drawn as 5 grids, RED--BLUE, each labelled v--z along
one edge and 1--5 along the other. The arena does not wrap.
2. Fleet
Each side has a fleet consisting of 5 ships, each of which occupies a
characteristic set of cells. They are:
- Heavy scout (2 adjacent cells) or light scout (1 cell).
- Missile destroyer: 3 cells in a line.
- Flying saucer or patrol cruiser: 4 cells as a 2x2x1 sqaure or a
4x1x1 line, respectively.
- Kill cruiser:
6 cells in a 3x2x1 plate.
- Death star:
8 cells, each cell having at least 2 neighbours in
the death star; the whole death star must either contain a 2x2x2 cube
or a 3x2x1 plate. For non-flat plate-based death stars the two extra
cubes form the `bridge'.
Ships may not be placed diagonally. There are no restrictions on how
close togehter ships may be placed, provided they don't overlap.
A side is not told about the composition of the enemy fleet.
3. Turns
The game is played using simultaneous attacks. Each side writes down
sealed orders for their shots, which are exchanged with the enemy (or
read out, if the players trust one another). The hits are announced
when the orders are revealed. All shots are considered to have been
launched and unstoppable before any damage on the vessels firing them
is incurred; that is, shots launched by a vessel destroyed in the same
turn still count.
There is no requirement for a side to fire all or even any of the
shots available to it. These are the kinds of shot:
3.1. Conventional strikes
A conventional strike hits a single cell. A conventional strike may
be launched by any ship for every distinct pair of (non-diagonally)
adjacent undamaged cells it occupies. Thus an undamaged kill cruiser
can fire three shots but a destroyer only one. The death star is an
exception: it can launch only one conventional strike per turn, but
it can continue to do so so long as it exists.
3.2. Beam weapon
The death star also has a beam weapon. The beam weapon hits three
adjacent or diagonally-adjacent cells. In order to fire a beam weapon
the death star must have two adjacent or diagonally adjacent undamaged
cells which lie in a line parallel to the line in which the target
cells lie. The target cells do not have to pass through or start from
the death star. The beam weapon can be fired once per turn, if the
death star has sufficient remaining cells. If the beam weapon is
fired diagonally and hits with both the end cells then it burns out
and may not be used in future turns.
3.3. Missiles
The destroyer carries three missiles in addition to its conventional
weapon, one for each of its cells. The destroyer may fire one missile
in each turn. The missile is indistiguishable from a conventional
strike to the enemy. Which cell it was fired from must be noted, but
kept secret from the enemy. A hit on a cell containing a missile
causes it to explode, destroying the missile and any adjacent cells in
the destroyer.
3.4. Kamikaze strikes
When a ship can no longer use conventional weapons or missiles it may
engage in a kamikaze strike, by sacrificing a cell in order to launch
a single shot. The enemy is able to identify the number of kamikaze
strikes launched and their cells of origin.
3.5. Scans
The light scout and heavy scout each carry a scanner, which may be
used until the ship which carries it is destroyed. A side with at
least one scanner can scan as many cells as cells belonging to their
own ships were destroyed in the last turn, or scan one cell in the
first turn or if none of their cells were destroyed. A scan reveals
whether a cell contains a ship or not, but not what kind of ship.
4. Effects of fire
As in conventional Battleships, when a vessel is completely destroyed
the fact must be reported, including the type and location of the
ship, to the enemy.
However, additionally, when a vessel is completely destroyed, its
enemy must reveal flashcube data for the corresponding cells in its
own arena. This includes the types (and identities, if they have
several ships of a type) of any ships present and whether those cells
have been destroyed (but not whether any missiles have been fired).
5. Victory
The game ends when one side's fleet is completely destroyed, or after
a turn in which a side could not have done anything except launch
kamikaze strikes or scans and did nothing but scans.
Each side scores a point for each of their own ships' cells which is
intact at the end of the game. The side with the highest score is the
winner.
5.1. Matches with cumulative points
A match may be played by totalling the points scored by each side in a
succession of games. The winner may be the first side to a certain
number of points, or the one with most points after a certain number
of games, as decided before the start of the match.
5.2. Matches with resources carried through
If decided before the start of a match, each player counts up the
number of cells left intact in their fleet. These are reformed into
new vessels and added to the nomal fleet. In addition to the standard
types of vessel they players may also choose to build gunboats:
- Light gunboat: a light gunboat occupies one cell, and carries a
missile.
- Assault gunboat: an assault gunboat occupies two adjacent cells,
and carries two missiles.
The number of cells in the new vessels must be equal to the number of
cells carried through from the previous game, except that a building a
scout (heavy or light) requires 3 of the carried through cells. Note
that several scanners do not provide multiple scans; they merely make
it more likely that at least one scanner will survive.
6. Leftover/optional rules
These rules were in earlier variants of the game and may still be
playable. If they are to be used this must be negotiated in advance.
6.1. Hypothetical hits
If the usual rule would result in a draw, the sides count up the
number of hits they would have scored in the last turn if the enemy
had not launched any kamikaze strikes; the side with the greatest
number of such hypothetical hits is declared the winner.
6.2. Scoring by hits
A side's score is the number of hits they scored during the game, plus
the number of strikes they made on cells from which kamikaze strikes
were launched or which were destroyed by exploding missiles in the
same turn. Cells simply destroyed by exploding missiles do not count.
6.3. Restrictions on composition of ships from carried over resources
A player must use carried over resources to build ships according to
one of the two tables below. For 9 or more cells, the cells required
to make one of the largest kind of vessel are made into such a vessel
and then the process is started over.
6.3.1. One death star
- 1
- light gunboat
- 2
- heavy gunboat
- 3
- missile destroyer
- 4
- flying saucer or patrol cruiser
- 5
- flying saucer or patrol cruiser + light gunboat
- 6
- kill cruiser
- 7
- flying saucer or patrol cruiser + missile destroyer
- 8
- kill cruiser + heavy gunboat
- 9 +
- kill cruiser +
6.3.2. Many death stars
- 1
- light gunboat
- 2
- heavy gunboat
- 3
- missile destroyer
- 4
- flying saucer or patrol cruiser
- 5
- flying saucer or patrol cruiser + light gunboat
- 6
- kill cruiser
- 7
- flying saucer or patrol cruiser + 1 missile destroyer
- 8
- death star
- 9 +
- death star +
7. Acknowledgements and copyright
These rules were derived from the original ruleset by Sion Arrowsmith.
Copyright (C)1997 Sion Arrowsmith.
Copyright (C)1997 Ian Jackson.
Released under the terms of the
GNU General Public Licence.
explanation of the Spaceships rules, version 2.6/1.0
Ian Jackson /
ijackson@chiark.greenend.org.uk.
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