@Doc @Text @Begin @RawCentredDisplay { {2.0 2.0} @Scale { @B { Spaceships - rules} } } //2.00vx @CNP @B{1.} |2co { "Introduction:" } //1.67vx 1.1. |2co { @B{Spaceships} is a zero-sum game for two players, which can be played either as a single "game[2]" or a series of games making up a scored "match[9]" or continued "match[10]." } //1.67vx 1.2. |2co { It is played in two @B{spaces}, one for each player. } //1.33vx 1.2.1. |2co { Each space is a 3-dimensional 5x5x5 grid of cubical @B{cells} of which } //1.33vx 1.2.2. |2co { only the identity and relationship between the cells "(not" the size, exact shape, orientation or "handedness)" is relevant. } //1.33vx 1.2.3. |2co { Cells are @B{adjacent} if they share a "face;" } //1.33vx 1.2.4. |2co { cells are @B{loosely adjacent} if they share any face, edge or vertex. } //1.33vx 1.2.5. |2co { A set of several cells is said to be "adjacent[1.2.3]" or loosely "adjacent[1.2.4]" if each cell in the set is adjacent or loosely adjacent "(respectively)" to at least one other cell in the set. } //1.33vx 1.2.6. |2co { The spaces do not "`wrap'." } //1.67vx 1.3. |2co { The object of the game is to cause all of your "opponent's" "ships[3]" to be "destroyed[3.10]" before they destroy yours. } //1.67vx 1.4. |2co { Spaceships is not a game of perfect information. Players record their play privately, revealing only certain information to each other, and } //1.33vx 1.4.1. |2co { reveal their records of their play for checking by the other player after each "game[2]" is finished. } //1.33vx 1.4.2. |2co { Mutually trusting players need not reveal their records of the game to each other. } //2.00vx @CNP @B{2.} |2co { A @B{game} consists of the following "phases:" } //1.67vx 2.1. |2co { @B{Setup}":" each player secretly "records[11.3]" the locations and "identities[3.3]" of their "ships[3]." "[11.6]," "[11.6.1]" } //1.67vx 2.2. |2co { Thereafter play proceeds in @B{turns}. During each "turn:" } //1.33vx 2.2.1. |2co { the two players first secretly "record[11.5]" their "actions[4]" for that turn and the effects of those "actions;" when both players have done so } //1.33vx 2.2.2. |2co { each reveals the visible "aspects[5]" of these actions to the other. } //1.33vx 2.2.3. |2co { Each player secretly records the effects of these visible aspects, and makes known their @B{visible results}. } //1.33vx 2.2.4. |2co { Finally "(or" earlier "[11.7.3])," each player reports to the other the types, locations and identities of any of their ships which will be "destroyed[3.10]" at the end of the turn, and flashcube "data[7]" is exchanged. } //1.33vx 2.2.5. |2co { There is a conventional "notation[11]" which includes a conventional coordinate "system[11.4]," and a conventional interaction "ordering[11.7]" for the "players'" reports to each other. } //1.33vx 2.2.6. |2co { The actions, their availability, their effects and visible aspects, and the possible effects and visible results are defined in "[4]" and "[5]." } //1.67vx 2.3. |2co { @B{Termination}":" } //1.33vx 2.3.1. |2co { If at the end of a "turn[2.2]" either player has no "ships[3]" which are not "destroyed[3.10]" the game terminates immediately. } //1.33vx 2.3.2. |2co { If at the start of a "turn[2.2]" either player has no possible "actions[4]" other than kamikaze "strikes[4.5]" and "scans[8.3.3]," and during that turn that player does not record any actions other than scans, then the game terminates at the end of the turn. } //1.33vx 2.3.3. |2co { A "player's" @B{score} in a game is the amount of remaining "materiel[2.3.5]" they have when the game terminates. } //1.33vx 2.3.4. |2co { The winner of a game is the player with the higher "score;" if both players have the same score then the game is a draw. } //1.33vx 2.3.5. |2co { A "player's" @B{remaining materiel} is the number of "undamaged[3.8]" cells in their "ships[3]." } //1.67vx 2.4. |2co { References to the state of a "cell[1.2.1]" or "ship[3]" refer to the state at the start of the "turn[2.2]," unless otherwise specified. } //2.00vx @CNP @B{3.} |2co { A @B{ship} is a tuple consisting of } //1.67vx 3.1. |2co { a "type[6]," } //1.67vx 3.2. |2co { a subset of the cells in a "player's" "space[1.2]" recorded as such by that player in the "setup[2.1]" phase of the game, and } //1.67vx 3.3. |2co { an @B{identity} which distinguishes it from any other ships of the same type belonging to the same player. } //1.67vx 3.4. |2co { No two ships "(belonging" to the same "player)" may intersect. } //1.67vx 3.5. |2co { Each "ship's" subset of the space must conform to the shape "requirements[6.1.2]" for its type. } //1.67vx 3.6. |2co { Each player must record exactly as many ships of each type as are in that "player's" "fleet[3.7]." } //1.67vx 3.7. |2co { Each "player's" @B{fleet} consists of a death "star[6.2]," a kill "cruiser[6.3]," either a flying "saucer[6.4]" or a patrol "cruiser[6.5]," a missile "destroyer[6.6]," and either a light "scout[6.8]" or a heavy "scout[6.7]," plus any additional "ships[10.2]" due to to the rules for continued "matches[10]." } //1.33vx 3.7.1. |2co { Optionally, the players may agree that each "player's" fleet consists of any combination "(or" some restricted "combination)" of ships whose total "cost[6.1.3]" is 24 "(or" some other "number)," plus any additional "cost[10.2]" due to the rules for continued "matches[10]." } //1.67vx 3.8. |2co { After "setup[2.1]" each cell belonging to a ship is either @B{undamaged} or @B{destroyed}. Every such cell is undamaged immediately after "setup;" it may become destroyed during the game. } //1.67vx 3.9. |2co { A ship is @B{damaged} when some but not all of its cells are "destroyed[3.8]." } //1.67vx 3.10. |2co { A ship is @B{destroyed} when all of its cells are "destroyed[3.8]." } //2.00vx @CNP @B{4.} |2co { @B{Actions}":" } //1.67vx 4.1. |2co { The player taking an action is called the @B{active player}";" the other player is called the @B{passive player}. Note that in each turn each player is both the active player "(with" respect to their own "actions)" and the passive player "(with" respect to their "opponent's)." } //1.67vx 4.2. |2co { Each player may make in a "turn[2.2]" any combination of their available actions insofar as they are permitted by the rules for those actions. } //1.67vx 4.3. |2co { The information to be recorded for each action and its effects and visible "aspects[5]" are specified with each action in the list "below:" } //1.67vx 4.4. |2co { @B{Conventional strikes}":" } //1.33vx 4.4.1. |2co { Unless otherwise stated, a single conventional strike may be launched per "turn[2.2]" for every non-overlapping "adjacent[1.2.3]" pair of "undamaged[3.8]" cells belonging to the same "ship[3]." } //1.33vx 4.4.2. |2co { A conventional strike must be recorded as such together with the "coordinates[11.4]" of the single "target[5.2.1]" cell. "[11.5.1]" } //1.33vx 4.4.3. |2co { A conventional strike has no effects on the active "player[4.1]." } //1.33vx 4.4.4. |2co { The visible "aspect[5]" of a conventional strike is a "strike[5.2]" on the target cell. } //1.67vx 4.5. |2co { For each "ship[3]" which does not entitle its player to a conventional "strike[4.4]" or missile "strike[8.1.3]" in a "turn[2.2]" the player may instead launch one @B{kamikaze strike} in that "turn:" } //1.33vx 4.5.1. |2co { A kamikaze strike must be recorded as such together with the "coordinates[11.4]" of the @B{kamikaze launch} and "target[5.2.1]" cells. "[11.5.5]" } //1.33vx 4.5.2. |2co { The kamikaze launch cell must be an "undamaged[3.8]" cell in the ship. } //1.33vx 4.5.3. |2co { "Effect:" the kamikaze launch cell becomes "destroyed[3.8]." } //1.33vx 4.5.4. |2co { The visible "aspects[5]" of a kamikaze strike are a "strike[5.2]" on the "target[5.2.1]" cell and the kamikaze "death[5.4]" of the kamikaze launch cell. } //1.67vx 4.6. |2co { A "ship's[3]" "type[6]" may entitle its player to additional actions due to special "weapons[8]" or otherwise, or may modify the rules for the standard actions above. } //1.67vx 4.7. |2co { The active "player[4.1]" need not record which "strikes[5.2]" were enabled by which "ships[3]" and rules. } //2.00vx @CNP @B{5.} |2co { @B{Visible aspects}. } //1.67vx 5.1. |2co { For each possible visible aspect, the information to be passed to the passive "player[4.1]," the visible "aspect's" possible effects on the passive player and the corresponding visible "results[2.2.3]" are specified in the list "below:" } //1.67vx 5.2. |2co { @B{Strikes}":" } //1.33vx 5.2.1. |2co { A strike is identified as such and by the @B{target} cell in the passive "player's[4.1]" space. } //1.33vx 5.2.2. |2co { If the target cell does not belong to a "ship[3]" there is no effect on the passive player and the visible result is a @B{miss}. } //1.33vx 5.2.3. |2co { If the target cell belongs to a ship and is "undamaged[3.8]" then the cell becomes "destroyed[3.8]" and the visible result is a @B{hit}. } //1.33vx 5.2.4. |2co { If the target cell belongs to a ship and is "destroyed[3.8]" when the strike is announced then there is no effect on the passive player and the visible result is a @B{duplicate hit}. } //1.33vx 5.2.5. |2co { Other rules may specifiy additional effects and visible results for a strike. } //1.67vx 5.3. |2co { A @B{beam strike} "(the" visible aspect of a beam "weapon[8.2])" has the same visible aspect, effects on the passive player and visible results as a "strike[5.2]," except that its visible aspect identifies it as beam strike rather than a strike. } //1.67vx 5.4. |2co { A @B{kamikaze death} } //1.33vx 5.4.1. |2co { is identified as such and by the kamikaze "launch[4.5.1]" cell in the active "player's[4.1]" space. } //1.33vx 5.4.2. |2co { A kamikaze death has no effect on the passive player and } //1.33vx 5.4.3. |2co { no visible results. } //2.00vx @CNP @B{6.} |2co { @B{Types} of "ships[3]:" } //1.67vx 6.1. |2co { Each type of ship } //1.33vx 6.1.1. |2co { contains a fixed number of cells, } //1.33vx 6.1.2. |2co { has a characteristic @B{shape} or set of shapes, } //1.33vx 6.1.3. |2co { has a @B{cost}, sometimes used for determining how many of each kind of ship are in each "player's" "fleet[3.7]," } //1.33vx 6.1.4. |2co { may have special "weapons[8]" which entitle the "ship's" player to additional "actions[4]," and } //1.33vx 6.1.5. |2co { may have other properties which vary the effect of the other rules "and/or" specify additional rules, when events involve ships of that type. } //1.67vx 6.2. |2co { A @B{death star} } //1.33vx 6.2.1. |2co { contains eight cells, } //1.33vx 6.2.2. |2co { each of which is "adjacent[1.2.3]" to at least two other cells in the death star, } //1.33vx 6.2.3. |2co { and it must contain either a 2x2x2 cube or a 3x2x1 rectangle, of "adjacent[1.2.5]" cells. } //1.33vx 6.2.4. |2co { Each death star entitles its player to only one conventional "strike[4.4]" per "turn[2.2]," but it does so until it is "destroyed[3.10]." } //1.33vx 6.2.5. |2co { Each death star has a beam "weapon[8.2]." } //1.33vx 6.2.6. |2co { A death star has a "cost[6.1.3]" of 8. } //1.67vx 6.3. |2co { A @B{kill cruiser} } //1.33vx 6.3.1. |2co { contains six "adjacent[1.2.5]" cells } //1.33vx 6.3.2. |2co { in a 3x2x1 rectangle, and } //1.33vx 6.3.3. |2co { has a "cost[6.1.3]" of 6. } //1.67vx 6.4. |2co { A @B{flying saucer} } //1.33vx 6.4.1. |2co { contains four "adjacent[1.2.5]" cells } //1.33vx 6.4.2. |2co { in a 2x2x1 square, and } //1.33vx 6.4.3. |2co { has a "cost[6.1.3]" of 4. } //1.67vx 6.5. |2co { A @B{patrol cruiser} } //1.33vx 6.5.1. |2co { contains four "adjacent[1.2.5]" cells } //1.33vx 6.5.2. |2co { lying in a straight line, and } //1.33vx 6.5.3. |2co { has a "cost[6.1.3]" of 4. } //1.67vx 6.6. |2co { A @B{missile destroyer} } //1.33vx 6.6.1. |2co { contains three "adjacent[1.2.5]" cells } //1.33vx 6.6.2. |2co { lying in a straight line, } //1.33vx 6.6.3. |2co { each of which is a "missile[8.1]," and } //1.33vx 6.6.4. |2co { has a "cost[6.1.3]" of 3. } //1.67vx 6.7. |2co { A @B{heavy scout} } //1.33vx 6.7.1. |2co { contains two "adjacent[1.2.3]" cells, } //1.33vx 6.7.2. |2co { has a "scanner[8.3]," and } //1.33vx 6.7.3. |2co { has a "cost[6.1.3]" of 3. } //1.67vx 6.8. |2co { A @B{light scout} contains one cell, } //1.33vx 6.8.1. |2co { has a "scanner[8.3]," } //1.33vx 6.8.2. |2co { never entitles its player to a kamikaze "strike[4.5]," and } //1.33vx 6.8.3. |2co { has a "cost[6.1.3]" of 3. } //1.67vx 6.9. |2co { An @B{assault gunboat} contains two "adjacent[1.2.3]" cells, } //1.33vx 6.9.1. |2co { each of which is a "missile[8.1]," and } //1.33vx 6.9.2. |2co { has a "cost[6.1.3]" of 2. } //1.67vx 6.10. |2co { A @B{light gunboat} contains one cell, } //1.33vx 6.10.1. |2co { which is a "missile[8.1]," and } //1.33vx 6.10.2. |2co { has a "cost[6.1.3]" of 1. } //2.00vx @CNP @B{7.} |2co { @B{Flashcube data}":" } //1.67vx 7.1. |2co { When a player "reports[2.2.4]" that one of their "ships[3]" has been "destroyed[3.10]" the other player must report flashcube data for the "cells[1.2.1]" in their own "space[1.2]" corresponding to the cells in the destroyed ship. } //1.67vx 7.2. |2co { Flashcube data for a cell identifies } //1.33vx 7.2.1. |2co { whether or not that cell is part of a ship, and for cells which are part of a "ship:" } //1.33vx 7.2.2. |2co { whether that cell is "destroyed[3.8]" at the time the flashcube data is reported, } //1.33vx 7.2.3. |2co { the "type[6]" of the ship containing the cell, and } //1.33vx 7.2.4. |2co { if the player has more than one ship of that type, the "identity[3.3]" of the ship. } //2.00vx @CNP @B{8.} |2co { @B{Special weapons}":" } //1.67vx 8.1. |2co { A @B{missile} is either an @B{unfired missile} or a @B{fired missile}. } //1.33vx 8.1.1. |2co { After "setup[2.1]" each missile starts as an unfired "missile;" it may become a fired missile during the game. } //1.33vx 8.1.2. |2co { A cell ceases to be a missile if it is "destroyed[3.8]." } //1.33vx 8.1.3. |2co { Each "ship[3]" which contains an unfired missile entitles its player to exactly one @B{missile strike} as an additional "action[4]" in that turn. } //1.18vx 8.1.3.1. |2co { A missile strike must be recorded as such together with the identity of the @B{missile launch} cell "(which" must be an unfired missile in the ship which enables the missile "strike)" and the "target[5.2.1]" cell. "[11.5.3]" } //1.18vx 8.1.3.2. |2co { The effect of a missile strike "(on" the active "player[4.1])" is to cause the missile launch cell to become a fired missile just before the visible "aspects[5]" are "revealed[2.2.2]." } //1.18vx 8.1.3.3. |2co { The visible aspect of a missile strike is a "strike[5.2]" on the "target[5.2.1]" cell. } //1.33vx 8.1.4. |2co { A "strike[5.2]" whose "target[5.2.1]" cell is still an unfired missile just after visible aspects are revealed "additionally:" } //1.18vx 8.1.4.1. |2co { has the effect on the passive "player[4.1]" of causing any "adjacent[1.2.3]" "undamaged[3.8]" cells in the same "ship[3]" to become "destroyed[3.8]" and } //1.18vx 8.1.4.2. |2co { has as visible results @B{missile explosions} in the "target[5.2.1]" cell and any adjacent undamaged cells in the same ship. } //1.67vx 8.2. |2co { Each ship with a @B{beam weapon} may entitle the player to one @B{beam weapon firing} per turn as an additional "action[4]." } //1.33vx 8.2.1. |2co { The visible effects of the beam weapon are beam "strikes[5.3]" in three "target[5.2.1]" cells, which } //1.18vx 8.2.1.1. |2co { lie in a straight line and } //1.18vx 8.2.1.2. |2co { are loosely "adjacent[1.2.5]." } //1.33vx 8.2.2. |2co { There must be two @B{beam firing cells} in the ship, such that the beam firing cells are } //1.18vx 8.2.2.1. |2co { "undamaged[3.8]," } //1.18vx 8.2.2.2. |2co { loosely "adjacent[1.2.4]" and } //1.18vx 8.2.2.3. |2co { lie in a straight line parallel to that in which the target cells "lie[8.2.1.1]." } //1.33vx 8.2.3. |2co { A beam weapon firing must be recorded as such together with the identities of the target cells "[11.5.2]" and } //1.18vx 8.2.3.1. |2co { the "type[11.6]" and "identity[11.6.1]" of the ship whose beam weapon is being fired, if the player has several ships whose beam weapons could have enabled the "firing;" however, } //1.18vx 8.2.3.2. |2co { the identities of the beam firing "cells[8.2.2]" need not be recorded. } //1.33vx 8.2.4. |2co { If a single beam weapon "firing[8.2]" } //1.18vx 8.2.4.1. |2co { with only loosely "adjacent[1.2.5]" "target[5.2.1]" cells } //1.18vx 8.2.4.2. |2co { has any two beam "strikes[5.3]" with as visible "results[2.2.3]" "hits[5.2.3]" in target cells which are not loosely "adjacent[1.2.4]" } //1.18vx 8.2.4.3. |2co { then that beam weapon burns "out[8.4]." } //1.67vx 8.3. |2co { Each player who has an "undestroyed[8.3.2]" @B{scanner} } //1.33vx 8.3.1. |2co { is entitled to one or more "scans[8.3.3]" as additional actions. } //1.18vx 8.3.1.1. |2co { In "turns[2.2]" after the first an undestroyed scanner entitles its player to one scan for each of their own "ships'[3]" "cells[1.2.1]" which became "destroyed[3.8]" during the previous turn. } //1.18vx 8.3.1.2. |2co { In any case an undestroyed scanner entitles its player to at least one scan. } //1.18vx 8.3.1.3. |2co { Several undestroyed scanners entitle their player to only as many scans as a single undestroyed scanner. } //1.33vx 8.3.2. |2co { A scanner is destroyed when its "ship[3]" is "destroyed[3.10]." } //1.33vx 8.3.3. |2co { A @B{scan} } //1.18vx 8.3.3.1. |2co { must be recorded as such together with the identity of the target cell. "[11.5.4]" } //1.33vx 8.3.4. |2co { The visible "aspect[5]" of a "scan[8.3.3]" is a @B{scan} in a "target[5.2.1]" cell. } //1.18vx 8.3.4.1. |2co { The visible "result[2.2.3]" of a "scan[8.3.4]" identifies whether the target cell is part of a "ship[3]," and if it is whether that cell is "destroyed[3.8]" when the scan is announced. } //1.18vx 8.3.4.2. |2co { A scan has no effect on either player. } //1.67vx 8.4. |2co { A weapon which @B{burns out} does not entitle the player to any "actions[4]" in future "turns[2.2]" in the same "game[2]." } //2.00vx @CNP @B{9.} |2co { @B{Scored matches}":" } //1.67vx 9.1. |2co { A pair of players may agree to play several "games[2]" as a single scored match. } //1.67vx 9.2. |2co { There are no additional "ships[10.2];" each game is played independently, with each player having the usual choices for their fleet. "[3.7]" } //1.67vx 9.3. |2co { The condition for termination of the match must be agreed between the players, but } //1.33vx 9.3.1. |2co { the match should only terminate when a game has just "terminated[2.3]." } //1.67vx 9.4. |2co { Each "player's" @B{overall score} is the sum of their "scores[2.3.3]" in all the games. } //1.67vx 9.5. |2co { The winner of the match is the player with the larger overall "score;" if both players have the same overall score then the match is a draw. } //2.00vx @CNP @B{10.} |2co { @B{Continued matches}":" } //1.67vx 10.1. |2co { A pair of players may agree to play several "games[2]" as a single continued match. } //1.67vx 10.2. |2co { In every game except the first each "player's" "fleet[3.7]" may contain some @B{additional ships}, as provided in this section. } //1.67vx 10.3. |2co { The additional ships must have a total "cost[6.1.3]" equal to the "player's" remaining "materiel[2.3.5]" at the end of the last game. } //1.67vx 10.4. |2co { The players need not inform each other of the number and "types[6]" of their additional ships. } //1.67vx 10.5. |2co { Players may choose before the start of the match to restrict the numbers or types of additional ships which will be allowed. } //1.67vx 10.6. |2co { The condition for termination of the match, and the victory condition, must be agreed between the players, but } //1.33vx 10.6.1. |2co { the match should only terminate when a game has just "terminated[2.3]." } //2.00vx @CNP @B{11.} |2co { @B{Conventional notation}":" } //1.67vx 11.1. |2co { There is some conventional notation for recording information required by the game and information which the players may find helpful. } //1.67vx 11.2. |2co { Conventional notation need not be used, but } //1.33vx 11.2.1. |2co { unless the players are mutually "trusting[1.4.2]" the players must make the records required by the game in an unambiguous fashion. } //1.67vx 11.3. |2co { Each player keeps a two sets of five 5x5 square grids representing the "players'" "spaces[1.2]" in which they record } //1.33vx 11.3.1. |2co { the locations and "identities[3.3]" of their own "ships[3]" "(recorded" during "setup[2.1]);" } //1.33vx 11.3.2. |2co { the state of their own ships, as modified during the game, including whether each cell is "destroyed[3.8]" and whether "missiles[8.1]" have been "fired;" } //1.33vx 11.3.3. |2co { optionally, their "opponent's" "actions'[4]" visible "aspects[5];" } //1.33vx 11.3.4. |2co { the visible "results[2.2.3]" of their own "actions;" } //1.33vx 11.3.5. |2co { and the locations and states of their "opponent's" ships, as and when this information becomes known. } //1.67vx 11.4. |2co { The "cells[1.2.1]" are identified by their three cartesian @B{coordinates}. The three coordinates and their values and orderings "are:" } //1.33vx 11.4.1. |2co { "colour:" Red, Orange, Yellow, Green, Blue, abbreviated R O Y G B. } //1.33vx 11.4.2. |2co { "letter:" v, w, x, y, z. } //1.33vx 11.4.3. |2co { "number:" 1, 2, 3, 4, 5. } //1.33vx 11.4.4. |2co { The order for writing down and reading out coordinates is colour, letter, number. Coordinates are usually written as triples of characters without spaces. } //1.33vx 11.4.5. |2co { Case is significant in the "notation;" it is required for distinguishing Y "(Yellow)" from y. } //1.67vx 11.5. |2co { Actions are conventionally recorded for each turn as a list of zero or more the "following:" } //1.33vx 11.5.1. |2co { Each conventional "strike[4.4]" is recorded as the triple for the "coordinates[11.4]" of the "target[5.2.1]" cell. } //1.33vx 11.5.2. |2co { Each use of a beam "weapon[8.2]" is recorded as b followed by the coordinates of the two end cells which together identify the line of target "cells;" } //1.18vx 11.5.2.1. |2co { if several ships could have enabled this beam weapon firing then the "type[11.6]" and "identity[11.6.1]" of the ship whose beam weapon is being fired are recorded in parentheses after those coordinates. } //1.33vx 11.5.3. |2co { Each missile "strike[8.1.3]" is recorded as m followed by sufficient coordinate "value(s)" to uniquely identify the missile "launch[8.1.3.1]" cell, and as one additional strike target "cell[11.5.1]." } //1.33vx 11.5.4. |2co { Each "scan[8.3.3]" is recorded as s followed by the coordinates of the target cell. } //1.33vx 11.5.5. |2co { Each kamikaze "strike[4.5]" is recorded as k followed by the coordinates of the kamikaze "launch[4.5.1]" cell, and as one additional strike target "cell[11.5.1]." } //1.67vx 11.6. |2co { Ship types are recorded using the two initial letters of the type, in "capitals;" } //1.33vx 11.6.1. |2co { if several ships of the same type are present their "identities[3.3]" are consecutive increasing integers starting at 1, and } //1.33vx 11.6.2. |2co { the "ship's" type and identity are together written as the initial letters of its "type[11.6]" immediately followed by its "identity[11.6.1]." } //1.67vx 11.7. |2co { @B{Ordering of interaction} between the "players:" } //1.33vx 11.7.1. |2co { One player "(the" initially active "player[4.1])" should report all of the visible "aspects[5]" of their "actions[4]" in a "turn[2.2]" before the other player does the same. } //1.18vx 11.7.1.1. |2co { The active player should first report any beam "strikes[5.3]," then any "strikes[5.2]," then any "scans[8.3.3]," then any kamikaze "deaths[5.4]." } //1.18vx 11.7.1.2. |2co { It is not necessary to report which "strikes[5.2]" were the visible "aspects[5]" of conventional "strikes[4.4]," missile "strikes[8.1.3]" or kamikaze "strikes[4.5]." } //1.18vx 11.7.1.3. |2co { For each action the visible "results[2.2.3]" should be reported immediately by the passive "player[4.1]." } //1.33vx 11.7.2. |2co { When one "player's" "actions'" visible aspects have been dealt with then the other player reports the visible aspects of their actions. } //1.18vx 11.7.2.1. |2co { Players may choose to alternate between initially being the active player or passive player in successive turns, or may fix an order. The order of reporting has no effect on the play of the game. } //1.33vx 11.7.3. |2co { A player should make "destruction[3.10]" of a ship known "[2.2.4]" to their opponent during the reporting of visible "aspects[5]" and visible "results[2.2.3]" together with the visible aspect or result which is associated with the destruction of the "ship's" last undestroyed cell. } //1.18vx 11.7.3.1. |2co { Flashcube "data[7]" is returned as soon as a player reports the destruction of a ship. } //2.00vx @CNP @B{12.} |2co { Acknowledgements, copyright, "&c.:" } //1.67vx 12.1. |2co { Spaceships was originally devised by Sion "Arrowsmith;" } //1.67vx 12.2. |2co { this ruleset was adapted from the original rules by Ian Jackson with suggestions from David Damerell and others. } //1.67vx 12.3. |2co { These rules were written and formatted by Ian Jackson and are Copyright 1997 Ian Jackson, } //1.33vx 12.3.1. |2co { as are the SGML DTD and processing system which were used to format them, except that } //1.33vx 12.3.2. |2co { the nsgmls SGML parser is Copyright 1994,1995,1996 James Clark. } //1.67vx 12.4. |2co { This is version 2.6.1 of these rules. } @End @Text