ATXT CDATA spaceships ANUM CDATA 1.1 (PREDEF )PREDEF ATXT CDATA space ANUM CDATA 1.2 (PREDEF )PREDEF ATXT CDATA cell ANUM CDATA 1.2.1 (PREDEF )PREDEF ATXT CDATA adjacent ANUM CDATA 1.2.3 (PREDEF )PREDEF ATXT CDATA loosely adjacent ANUM CDATA 1.2.4 (PREDEF )PREDEF ATXT CDATA multi adj ANUM CDATA 1.2.5 (PREDEF )PREDEF ATXT CDATA trust ANUM CDATA 1.4.2 (PREDEF )PREDEF ATXT CDATA game ANUM CDATA 2 (PREDEF )PREDEF ATXT CDATA setup ANUM CDATA 2.1 (PREDEF )PREDEF ATXT CDATA turn ANUM CDATA 2.2 (PREDEF )PREDEF ATXT CDATA visasp reveal ANUM CDATA 2.2.2 (PREDEF )PREDEF ATXT CDATA visible result ANUM CDATA 2.2.3 (PREDEF )PREDEF ATXT CDATA destroyreport ANUM CDATA 2.2.4 (PREDEF )PREDEF ATXT CDATA terminate ANUM CDATA 2.3 (PREDEF )PREDEF ATXT CDATA score ANUM CDATA 2.3.3 (PREDEF )PREDEF ATXT CDATA remaining materiel ANUM CDATA 2.3.5 (PREDEF )PREDEF ATXT CDATA ship ANUM CDATA 3 (PREDEF )PREDEF ATXT CDATA identity ANUM CDATA 3.3 (PREDEF )PREDEF ATXT CDATA fleet ANUM CDATA 3.7 (PREDEF )PREDEF ATXT CDATA undamaged ANUM CDATA 3.8 (PREDEF )PREDEF ATXT CDATA destroyed ANUM CDATA 3.8 (PREDEF )PREDEF ATXT CDATA damaged ANUM CDATA 3.9 (PREDEF )PREDEF ATXT CDATA shipdes ANUM CDATA 3.10 (PREDEF )PREDEF ATXT CDATA action ANUM CDATA 4 (PREDEF )PREDEF ATXT CDATA active player ANUM CDATA 4.1 (PREDEF )PREDEF ATXT CDATA passive player ANUM CDATA 4.1 (PREDEF )PREDEF ATXT CDATA conventional strike ANUM CDATA 4.4 (PREDEF )PREDEF ATXT CDATA kamikaze strike ANUM CDATA 4.5 (PREDEF )PREDEF ATXT CDATA kamikaze launch ANUM CDATA 4.5.1 (PREDEF )PREDEF ATXT CDATA visible aspect ANUM CDATA 5 (PREDEF )PREDEF ATXT CDATA strike ANUM CDATA 5.2 (PREDEF )PREDEF ATXT CDATA target ANUM CDATA 5.2.1 (PREDEF )PREDEF ATXT CDATA miss ANUM CDATA 5.2.2 (PREDEF )PREDEF ATXT CDATA hit ANUM CDATA 5.2.3 (PREDEF )PREDEF ATXT CDATA duplicate hit ANUM CDATA 5.2.4 (PREDEF )PREDEF ATXT CDATA beam strike ANUM CDATA 5.3 (PREDEF )PREDEF ATXT CDATA kamikaze death ANUM CDATA 5.4 (PREDEF )PREDEF ATXT CDATA type ANUM CDATA 6 (PREDEF )PREDEF ATXT CDATA shape ANUM CDATA 6.1.2 (PREDEF )PREDEF ATXT CDATA cost ANUM CDATA 6.1.3 (PREDEF )PREDEF ATXT CDATA death star ANUM CDATA 6.2 (PREDEF )PREDEF ATXT CDATA kill cruiser ANUM CDATA 6.3 (PREDEF )PREDEF ATXT CDATA flying saucer ANUM CDATA 6.4 (PREDEF )PREDEF ATXT CDATA patrol cruiser ANUM CDATA 6.5 (PREDEF )PREDEF ATXT CDATA missile destroyer ANUM CDATA 6.6 (PREDEF )PREDEF ATXT CDATA heavy scout ANUM CDATA 6.7 (PREDEF )PREDEF ATXT CDATA light scout ANUM CDATA 6.8 (PREDEF )PREDEF ATXT CDATA assault gunboat ANUM CDATA 6.9 (PREDEF )PREDEF ATXT CDATA light gunboat ANUM CDATA 6.10 (PREDEF )PREDEF ATXT CDATA flashcube data ANUM CDATA 7 (PREDEF )PREDEF ATXT CDATA special weapon ANUM CDATA 8 (PREDEF )PREDEF ATXT CDATA missile ANUM CDATA 8.1 (PREDEF )PREDEF ATXT CDATA unfired missile ANUM CDATA 8.1 (PREDEF )PREDEF ATXT CDATA fired missile ANUM CDATA 8.1 (PREDEF )PREDEF ATXT CDATA missile strike ANUM CDATA 8.1.3 (PREDEF )PREDEF ATXT CDATA missile launch ANUM CDATA 8.1.3.1 (PREDEF )PREDEF ATXT CDATA missile explosion ANUM CDATA 8.1.4.2 (PREDEF )PREDEF ATXT CDATA beam weapon ANUM CDATA 8.2 (PREDEF )PREDEF ATXT CDATA beam weapon firing ANUM CDATA 8.2 (PREDEF )PREDEF ATXT CDATA beam-target-line ANUM CDATA 8.2.1.1 (PREDEF )PREDEF ATXT CDATA beam firing cells ANUM CDATA 8.2.2 (PREDEF )PREDEF ATXT CDATA scanner ANUM CDATA 8.3 (PREDEF )PREDEF ATXT CDATA scandes ANUM CDATA 8.3.2 (PREDEF )PREDEF ATXT CDATA scan ANUM CDATA 8.3.3 (PREDEF )PREDEF ATXT CDATA scan-vis ANUM CDATA 8.3.4 (PREDEF )PREDEF ATXT CDATA burns out ANUM CDATA 8.4 (PREDEF )PREDEF ATXT CDATA scored match ANUM CDATA 9 (PREDEF )PREDEF ATXT CDATA overall score ANUM CDATA 9.4 (PREDEF )PREDEF ATXT CDATA continued match ANUM CDATA 10 (PREDEF )PREDEF ATXT CDATA additional ship ANUM CDATA 10.2 (PREDEF )PREDEF ATXT CDATA conventional notation ANUM CDATA 11 (PREDEF )PREDEF ATXT CDATA grid ANUM CDATA 11.3 (PREDEF )PREDEF ATXT CDATA coordinate ANUM CDATA 11.4 (PREDEF )PREDEF ATXT CDATA actrecord ANUM CDATA 11.5 (PREDEF )PREDEF ATXT CDATA strike notation ANUM CDATA 11.5.1 (PREDEF )PREDEF ATXT CDATA beam notation ANUM CDATA 11.5.2 (PREDEF )PREDEF ATXT CDATA missile notation ANUM CDATA 11.5.3 (PREDEF )PREDEF ATXT CDATA scan notation ANUM CDATA 11.5.4 (PREDEF )PREDEF ATXT CDATA kamikaze notation ANUM CDATA 11.5.5 (PREDEF )PREDEF ATXT CDATA type notation ANUM CDATA 11.6 (PREDEF )PREDEF ATXT CDATA identity notation ANUM CDATA 11.6.1 (PREDEF )PREDEF ATXT CDATA interaction ordering ANUM CDATA 11.7 (PREDEF )PREDEF ATXT CDATA earlydesrep ANUM CDATA 11.7.3 (PREDEF )PREDEF #SDA (RULES (TITLE -Spaceships - rules )TITLE (S - Introduction:\n\n (SS - ATXT CDATA spaceships (DEF -Spaceships - )DEF - is a zero-sum game for two players, which can be\nplayed either as a single ATXT CDATA game (R -game - )R - or a series of games making up a\n ATXT CDATA scored match (R -scored match - )R - or ATXT CDATA continued match (R -continued match - )R -.\n )SS (SS - It is played in two ATXT CDATA space (DEF -space -s )DEF -, one for each player.\n\n (SSS - Each space is a 3-dimensional 5x5x5 grid of cubical ATXT CDATA cell (DEF -cell -s )DEF -\nof which\n )SSS (SSS - only the identity and relationship between the cells (not the\nsize, exact shape, orientation or handedness) is relevant.\n )SSS (SSS - Cells are ATXT CDATA adjacent (DEF -adjacent - )DEF - if they share a face;\n )SSS (SSS - cells are ATXT CDATA loosely adjacent (DEF -loosely adjacent - )DEF - if they share any face, edge or\nvertex.\n )SSS (SSS - ATXT CDATA multi adj (LAB )LAB -A set of several cells is said to be ATXT CDATA adjacent (R -adjacent - )R -\nor ATXT CDATA loosely adjacent (R -loosely adjacent - )R - if each cell in the set is adjacent or loosely\nadjacent (respectively) to at least one other cell in the set.\n )SSS (SSS - The spaces do not `wrap'.\n )SSS )SS (SS - The object of the game is to cause all of your opponent's\n ATXT CDATA ship (R -ship -s )R - to be ATXT CDATA shipdes (R -destroyed - )R - before they destroy yours.\n )SS (SS - Spaceships is not a game of perfect information. Players record\ntheir play privately, revealing only certain information to each\nother, and\n\n (SSS - reveal their records of their play for checking by the other\nplayer after each ATXT CDATA game (R -game - )R - is finished.\n )SSS (SSS - ATXT CDATA trust (LAB )LAB -Mutually trusting players need not reveal their\nrecords of the game to each other.\n )SSS )SS )S (S - A ATXT CDATA game (DEF -game - )DEF - consists of the following phases:\n\n (SS - ATXT CDATA setup (DEF -Setup - )DEF -: each player secretly records ATXT CDATA grid (RQ )RQ - the locations\nand ATXT CDATA identity (R -identities - )R - of their ATXT CDATA ship (R -ship -s )R -. ATXT CDATA type notation (RQ )RQ -, ATXT CDATA identity notation (RQ )RQ -\n )SS (SS - Thereafter play proceeds in ATXT CDATA turn (DEF -turn -s )DEF -. During each turn:\n\n (SSS - the two players first secretly record ATXT CDATA actrecord (RQ )RQ - their\n ATXT CDATA action (R -action -s )R - for that turn and the effects of those actions; when both\nplayers have done so\n )SSS (SSS - each reveals the ATXT CDATA visible aspect (R -visible aspect -s )R - of these actions to the\nother ATXT CDATA visasp reveal (LAB )LAB -.\n )SSS (SSS - Each player secretly records the effects of these visible\naspects, and makes known their ATXT CDATA visible result (DEF -visible result -s )DEF -.\n )SSS (SSS - ATXT CDATA destroyreport (LAB )LAB -Finally (or earlier ATXT CDATA earlydesrep (RQ )RQ -), each\nplayer reports to the other the types, locations and identities of any\nof their ships which will be ATXT CDATA shipdes (R -destroyed - )R - at the end of\nthe turn, and ATXT CDATA flashcube data (R -flashcube data - )R - is exchanged.\n )SSS (SSS - There is a ATXT CDATA conventional notation (R -conventional notation - )R - which includes a\nconventional ATXT CDATA coordinate (R -coordinate system - )R -, and a conventional\n ATXT CDATA interaction ordering (R -interaction ordering - )R - for the players' reports to each other.\n )SSS (SSS - The actions, their availability, their effects and visible\naspects, and the possible effects and visible results are defined in\n ATXT CDATA action (RQ )RQ - and ATXT CDATA visible aspect (RQ )RQ -.\n )SSS )SS (SS - ATXT CDATA terminate (DEF -Termination - )DEF -:\n\n (SSS - If at the end of a ATXT CDATA turn (R -turn - )R - either player has no ATXT CDATA ship (R -ship -s )R - which\nare not ATXT CDATA shipdes (R -destroyed - )R - the game terminates immediately.\n )SSS (SSS - If at the start of a ATXT CDATA turn (R -turn - )R - either player has no possible\n ATXT CDATA action (R -action -s )R - other than ATXT CDATA kamikaze strike (R -kamikaze strike -s )R - and ATXT CDATA scan (R -scan -s )R -, and during\nthat turn that player does not record any actions other than scans,\nthen the game terminates at the end of the turn.\n )SSS (SSS - A player's ATXT CDATA score (DEF -score - )DEF - in a game is the amount of ATXT CDATA remaining materiel (R -remaining\nmateriel - )R - they have when the game terminates.\n )SSS (SSS - The winner of a game is the player with the higher score; if\nboth players have the same score then the game is a draw.\n )SSS (SSS - A player's ATXT CDATA remaining materiel (DEF -remaining materiel - )DEF - is the number of\n ATXT CDATA undamaged (R -undamaged - )R - cells in their ATXT CDATA ship (R -ship -s )R -.\n )SSS )SS (SS - References to the state of a ATXT CDATA cell (R -cell - )R - or ATXT CDATA ship (R -ship - )R - refer to the\nstate at the start of the ATXT CDATA turn (R -turn - )R -, unless otherwise specified.\n )SS )S (S - A ATXT CDATA ship (DEF -ship - )DEF - is a tuple consisting of\n\n (SS - a ATXT CDATA type (R -type - )R -,\n )SS (SS - a subset of the cells in a player's ATXT CDATA space (R -space - )R - recorded as such by\nthat player in the ATXT CDATA setup (R -setup - )R - phase of the game, and\n )SS (SS - an ATXT CDATA identity (DEF -identity - )DEF - which distinguishes it from any other ships of\nthe same type belonging to the same player.\n )SS (SS - No two ships (belonging to the same player) may intersect.\n )SS (SS - Each ship's subset of the space must conform to the\n ATXT CDATA shape (R -shape requirements - )R - for its type.\n )SS (SS - Each player must record exactly as many ships of each type as are\nin that player's ATXT CDATA fleet (R -fleet - )R -.\n )SS (SS - Each player's ATXT CDATA fleet (DEF -fleet - )DEF - consists of a ATXT CDATA death star (R -death star - )R -, a ATXT CDATA kill cruiser (R -kill\ncruiser - )R -, either a ATXT CDATA flying saucer (R -flying saucer - )R - or a ATXT CDATA patrol cruiser (R -patrol cruiser - )R -, a\n ATXT CDATA missile destroyer (R -missile destroyer - )R -, and either a ATXT CDATA light scout (R -light scout - )R - or a ATXT CDATA heavy scout (R -heavy\nscout - )R -, plus any ATXT CDATA additional ship (R -additional ship -s )R - due to to the rules for\n ATXT CDATA continued match (R -continued match -es )R -.\n\n (SSS - Optionally, the players may agree that each player's fleet\nconsists of any combination (or some restricted combination) of ships\nwhose total ATXT CDATA cost (R -cost - )R - is 24 (or some other number), plus any ATXT CDATA additional ship (R -additional cost - )R - due to the rules for\n ATXT CDATA continued match (R -continued match -es )R -.\n )SSS )SS (SS - After ATXT CDATA setup (R -setup - )R - each cell belonging to a ship is either\n ATXT CDATA undamaged (DEF -undamaged - )DEF - or ATXT CDATA destroyed (DEF -destroyed - )DEF -. Every such cell is undamaged\nimmediately after setup; it may become destroyed during the game.\n )SS (SS - A ship is ATXT CDATA damaged (DEF -damaged - )DEF - when some but not all of its cells are\n ATXT CDATA destroyed (R -destroyed - )R -.\n )SS (SS - A ship is ATXT CDATA shipdes (DEF -destroyed - )DEF - when all of its cells are\n ATXT CDATA destroyed (R -destroyed - )R -.\n )SS )S (S - ATXT CDATA action (DEF -Action -s )DEF -:\n\n (SS - The player taking an action is called the ATXT CDATA active player (DEF -active player - )DEF -;\nthe other player is called the ATXT CDATA passive player (DEF -passive player - )DEF -. Note that in\neach turn each player is both the active player (with respect to their\nown actions) and the passive player (with respect to their\nopponent's).\n )SS (SS - Each player may make in a ATXT CDATA turn (R -turn - )R - any combination of their\navailable actions insofar as they are permitted by the rules for those\nactions.\n )SS (SS - The information to be recorded for each action and its effects\nand ATXT CDATA visible aspect (R -visible aspect -s )R - are specified with each action in the list\nbelow:\n )SS (SS - ATXT CDATA conventional strike (DEF -Conventional strike -s )DEF -:\n\n (SSS - Unless otherwise stated, a single conventional strike may be\nlaunched per ATXT CDATA turn (R -turn - )R - for every non-overlapping ATXT CDATA adjacent (R -adjacent - )R - pair of\n ATXT CDATA undamaged (R -undamaged - )R - cells belonging to the same ATXT CDATA ship (R -ship - )R -.\n )SSS (SSS - A conventional strike must be recorded as such together with the\n ATXT CDATA coordinate (R -coordinate -s )R - of the single ATXT CDATA target (R -target - )R - cell. ATXT CDATA strike notation (RQ )RQ -\n )SSS (SSS - A conventional strike has no effects on the ATXT CDATA active player (R -active player - )R -.\n )SSS (SSS - The ATXT CDATA visible aspect (R -visible aspect - )R - of a conventional strike is a ATXT CDATA strike (R -strike - )R -\non the target cell.\n )SSS )SS (SS - For each ATXT CDATA ship (R -ship - )R - which does not entitle its player to a\n ATXT CDATA conventional strike (R -conventional strike - )R - or ATXT CDATA missile strike (R -missile strike - )R - in a ATXT CDATA turn (R -turn - )R - the player\nmay instead launch one ATXT CDATA kamikaze strike (DEF -kamikaze strike - )DEF - in that turn:\n\n (SSS - A kamikaze strike must be recorded as such together with the\n ATXT CDATA coordinate (R -coordinate -s )R - of the ATXT CDATA kamikaze launch (DEF -kamikaze launch - )DEF - and ATXT CDATA target (R -target - )R - cells.\n ATXT CDATA kamikaze notation (RQ )RQ -\n )SSS (SSS - The kamikaze launch cell must be an ATXT CDATA undamaged (R -undamaged - )R - cell in the\nship.\n )SSS (SSS - Effect: the kamikaze launch cell becomes ATXT CDATA destroyed (R -destroyed - )R -.\n )SSS (SSS - The ATXT CDATA visible aspect (R -visible aspect -s )R - of a kamikaze strike are a ATXT CDATA strike (R -strike - )R - on\nthe ATXT CDATA target (R -target - )R - cell and the ATXT CDATA kamikaze death (R -kamikaze death - )R - of the kamikaze launch\ncell.\n )SSS )SS (SS - A ATXT CDATA ship (R -ship -'s )R - ATXT CDATA type (R -type - )R - may entitle its player to additional\nactions due to ATXT CDATA special weapon (R -special weapon -s )R - or otherwise, or may modify the\nrules for the standard actions above.\n )SS (SS - The ATXT CDATA active player (R -active player - )R - need not record which ATXT CDATA strike (R -strike -s )R - were\nenabled by which ATXT CDATA ship (R -ship -s )R - and rules.\n )SS )S (S - ATXT CDATA visible aspect (DEF -Visible aspect -s )DEF -.\n\n (SS - For each possible visible aspect, the information to be passed to\nthe ATXT CDATA passive player (R -passive player - )R -, the visible aspect's possible effects on the\npassive player and the corresponding ATXT CDATA visible result (R -visible result -s )R - are specified\nin the list below:\n )SS (SS - ATXT CDATA strike (DEF -Strike -s )DEF -:\n\n (SSS - A strike is identified as such and by the ATXT CDATA target (DEF -target - )DEF - cell in\nthe ATXT CDATA passive player (R -passive player -'s )R - space.\n )SSS (SSS - If the target cell does not belong to a ATXT CDATA ship (R -ship - )R - there is no\neffect on the passive player and the visible result is a ATXT CDATA miss (DEF -miss - )DEF -.\n )SSS (SSS - If the target cell belongs to a ship and is ATXT CDATA undamaged (R -undamaged - )R - then\nthe cell becomes ATXT CDATA destroyed (R -destroyed - )R - and the visible result is a ATXT CDATA hit (DEF -hit - )DEF -.\n )SSS (SSS - If the target cell belongs to a ship and is ATXT CDATA destroyed (R -destroyed - )R - when\nthe strike is announced then there is no effect on the passive player\nand the visible result is a ATXT CDATA duplicate hit (DEF -duplicate hit - )DEF -.\n )SSS (SSS - Other rules may specifiy additional effects and visible results\nfor a strike.\n )SSS )SS (SS - A ATXT CDATA beam strike (DEF -beam strike - )DEF - (the visible aspect of a ATXT CDATA beam weapon (R -beam weapon - )R -)\nhas the same visible aspect, effects on the passive player and\nvisible results as a ATXT CDATA strike (R -strike - )R -, except that its visible aspect\nidentifies it as beam strike rather than a strike.\n )SS (SS - A ATXT CDATA kamikaze death (DEF -kamikaze death - )DEF -\n\n (SSS - is identified as such and by the ATXT CDATA kamikaze launch (R -kamikaze launch - )R - cell in\nthe ATXT CDATA active player (R -active player -'s )R - space.\n )SSS (SSS - A kamikaze death has no effect on the passive player and\n )SSS (SSS - no visible results.\n )SSS )SS )S (S - ATXT CDATA type (DEF -Type -s )DEF - of ATXT CDATA ship (R -ship -s )R -:\n\n (SS - Each type of ship \n\n (SSS - contains a fixed number of cells,\n )SSS (SSS - has a characteristic ATXT CDATA shape (DEF -shape - )DEF - or set of shapes,\n )SSS (SSS - has a ATXT CDATA cost (DEF -cost - )DEF -, sometimes used for determining how many of\neach kind of ship are in each player's ATXT CDATA fleet (R -fleet - )R -,\n )SSS (SSS - may have ATXT CDATA special weapon (R -special weapon -s )R - which entitle the ship's player to\nadditional ATXT CDATA action (R -action -s )R -, and\n )SSS (SSS - may have other properties which vary the effect of the other\nrules and/or specify additional rules, when events involve ships of\nthat type.\n )SSS )SS (SS - A ATXT CDATA death star (DEF -death star - )DEF -\n\n (SSS - contains eight cells,\n )SSS (SSS - each of which is ATXT CDATA adjacent (R -adjacent - )R - to at least two other cells in\nthe death star,\n )SSS (SSS - and it must contain either a 2x2x2 cube or a 3x2x1 rectangle,\nof ATXT CDATA multi adj (R -adjacent - )R - cells.\n )SSS (SSS - Each death star entitles its player to only one ATXT CDATA conventional strike (R -conventional\nstrike - )R - per ATXT CDATA turn (R -turn - )R -, but it does so until it is\n ATXT CDATA shipdes (R -destroyed - )R -.\n )SSS (SSS - Each death star has a ATXT CDATA beam weapon (R -beam weapon - )R -.\n )SSS (SSS - A death star has a ATXT CDATA cost (R -cost - )R - of 8.\n )SSS )SS (SS - A ATXT CDATA kill cruiser (DEF -kill cruiser - )DEF -\n\n (SSS - contains six ATXT CDATA multi adj (R -adjacent - )R - cells\n )SSS (SSS - in a 3x2x1 rectangle, and\n )SSS (SSS - has a ATXT CDATA cost (R -cost - )R - of 6.\n )SSS )SS (SS - A ATXT CDATA flying saucer (DEF -flying saucer - )DEF -\n\n (SSS - contains four ATXT CDATA multi adj (R -adjacent - )R - cells\n )SSS (SSS - in a 2x2x1 square, and\n )SSS (SSS - has a ATXT CDATA cost (R -cost - )R - of 4.\n )SSS )SS (SS - A ATXT CDATA patrol cruiser (DEF -patrol cruiser - )DEF -\n\n (SSS - contains four ATXT CDATA multi adj (R -adjacent - )R - cells\n )SSS (SSS - lying in a straight line, and\n )SSS (SSS - has a ATXT CDATA cost (R -cost - )R - of 4.\n )SSS )SS (SS - A ATXT CDATA missile destroyer (DEF -missile destroyer - )DEF -\n\n (SSS - contains three ATXT CDATA multi adj (R -adjacent - )R - cells\n )SSS (SSS - lying in a straight line,\n )SSS (SSS - each of which is a ATXT CDATA missile (R -missile - )R -, and\n )SSS (SSS - has a ATXT CDATA cost (R -cost - )R - of 3.\n )SSS )SS (SS - A ATXT CDATA heavy scout (DEF -heavy scout - )DEF -\n\n (SSS - contains two ATXT CDATA adjacent (R -adjacent - )R - cells,\n )SSS (SSS - has a ATXT CDATA scanner (R -scanner - )R -, and\n )SSS (SSS - has a ATXT CDATA cost (R -cost - )R - of 3.\n )SSS )SS (SS - A ATXT CDATA light scout (DEF -light scout - )DEF - contains one cell,\n\n (SSS - has a ATXT CDATA scanner (R -scanner - )R -,\n )SSS (SSS - never entitles its player to a ATXT CDATA kamikaze strike (R -kamikaze strike - )R -, and\n )SSS (SSS - has a ATXT CDATA cost (R -cost - )R - of 3.\n )SSS )SS (SS - An ATXT CDATA assault gunboat (DEF -assault gunboat - )DEF - contains two ATXT CDATA adjacent (R -adjacent - )R - cells,\n\n (SSS - each of which is a ATXT CDATA missile (R -missile - )R -, and\n )SSS (SSS - has a ATXT CDATA cost (R -cost - )R - of 2.\n )SSS )SS (SS - A ATXT CDATA light gunboat (DEF -light gunboat - )DEF - contains one cell,\n\n (SSS - which is a ATXT CDATA missile (R -missile - )R -, and\n )SSS (SSS - has a ATXT CDATA cost (R -cost - )R - of 1.\n )SSS )SS )S (S - ATXT CDATA flashcube data (DEF -Flashcube data - )DEF -:\n\n (SS - When a player ATXT CDATA destroyreport (R -reports - )R - that one of their\n ATXT CDATA ship (R -ship -s )R - has been ATXT CDATA shipdes (R -destroyed - )R - the other player must\nreport flashcube data for the ATXT CDATA cell (R -cell -s )R - in their own ATXT CDATA space (R -space - )R -\ncorresponding to the cells in the destroyed ship.\n )SS (SS - Flashcube data for a cell identifies\n\n (SSS - whether or not that cell is part of a ship, and for cells which\nare part of a ship:\n )SSS (SSS - whether that cell is ATXT CDATA destroyed (R -destroyed - )R - at the time the flashcube\ndata is reported,\n )SSS (SSS - the ATXT CDATA type (R -type - )R - of the ship containing the cell, and\n )SSS (SSS - if the player has more than one ship of that type, the\n ATXT CDATA identity (R -identity - )R - of the ship.\n )SSS )SS )S (S - ATXT CDATA special weapon (DEF -Special weapon -s )DEF -:\n\n (SS - A ATXT CDATA missile (DEF -missile - )DEF - is either an ATXT CDATA unfired missile (DEF -unfired missile - )DEF - or a\n ATXT CDATA fired missile (DEF -fired missile - )DEF -.\n\n (SSS - After ATXT CDATA setup (R -setup - )R - each missile starts as an unfired missile;\nit may become a fired missile during the game.\n )SSS (SSS - A cell ceases to be a missile if it is ATXT CDATA destroyed (R -destroyed - )R -.\n )SSS (SSS - Each ATXT CDATA ship (R -ship - )R - which contains an unfired missile entitles its\nplayer to exactly one ATXT CDATA missile strike (DEF -missile strike - )DEF - as an additional ATXT CDATA action (R -action - )R -\nin that turn.\n\n (SSSS - A missile strike must be recorded as such together with the\nidentity of the ATXT CDATA missile launch (DEF -missile launch - )DEF - cell (which must be an unfired\nmissile in the ship which enables the missile strike) and the\n ATXT CDATA target (R -target - )R - cell. ATXT CDATA missile notation (RQ )RQ -\n )SSSS (SSSS - The effect of a missile strike (on the ATXT CDATA active player (R -active player - )R -) is to\ncause the missile launch cell to become a fired missile just before\nthe ATXT CDATA visible aspect (R -visible aspect -s )R - are revealed ATXT CDATA visasp reveal (RQ )RQ -.\n )SSSS (SSSS - The visible aspect of a missile strike is a ATXT CDATA strike (R -strike - )R - on the\n ATXT CDATA target (R -target - )R - cell.\n )SSSS )SSS (SSS - A ATXT CDATA strike (R -strike - )R - whose ATXT CDATA target (R -target - )R - cell is still an unfired missile\njust after visible aspects are revealed additionally:\n\n (SSSS - has the effect on the ATXT CDATA passive player (R -passive player - )R - of causing any\n ATXT CDATA adjacent (R -adjacent - )R - ATXT CDATA undamaged (R -undamaged - )R - cells in the same ATXT CDATA ship (R -ship - )R - to become\n ATXT CDATA destroyed (R -destroyed - )R - and\n )SSSS (SSSS - has as visible results ATXT CDATA missile explosion (DEF -missile explosion -s )DEF - in the\n ATXT CDATA target (R -target - )R - cell and any adjacent undamaged cells in the same ship.\n )SSSS )SSS )SS (SS - Each ship with a ATXT CDATA beam weapon (DEF -beam weapon - )DEF - may entitle the player to one\n ATXT CDATA beam weapon firing (DEF -beam weapon firing - )DEF - per turn as an additional ATXT CDATA action (R -action - )R -.\n\n (SSS - The visible effects of the beam weapon are ATXT CDATA beam strike (R -beam strike -s )R - in\nthree ATXT CDATA target (R -target - )R - cells, which\n\n (SSSS - ATXT CDATA beam-target-line (LAB )LAB -lie in a straight line and\n )SSSS (SSSS - are ATXT CDATA multi adj (R -loosely adjacent - )R -.\n )SSSS )SSS (SSS - There must be two ATXT CDATA beam firing cells (DEF -beam firing cells - )DEF - in the ship, such that\nthe beam firing cells are\n\n (SSSS - ATXT CDATA undamaged (R -undamaged - )R -,\n )SSSS (SSSS - ATXT CDATA loosely adjacent (R -loosely adjacent - )R - and\n )SSSS (SSSS - lie in a straight line parallel to that in which the target\ncells lie ATXT CDATA beam-target-line (RQ )RQ -.\n )SSSS )SSS (SSS - A beam weapon firing must be recorded as such together with the\nidentities of the target cells ATXT CDATA beam notation (RQ )RQ - and\n\n (SSSS - the ATXT CDATA type notation (R -type - )R - and ATXT CDATA identity notation (R -identity - )R - of the ship whose beam weapon is being fired, if\nthe player has several ships whose beam weapons could have enabled the\nfiring; however,\n )SSSS (SSSS - the identities of the ATXT CDATA beam firing cells (R -beam firing cells - )R - need not\nbe recorded.\n )SSSS )SSS (SSS - If a single ATXT CDATA beam weapon firing (R -beam weapon firing - )R -\n\n (SSSS - with only ATXT CDATA multi adj (R -loosely adjacent - )R - ATXT CDATA target (R -target - )R - cells\n )SSSS (SSSS - has any two ATXT CDATA beam strike (R -beam strike -s )R - with as ATXT CDATA visible result (R -visible result -s )R -\n ATXT CDATA hit (R -hit -s )R - in target cells which are not ATXT CDATA loosely adjacent (R -loosely adjacent - )R -\n )SSSS (SSSS - then that beam weapon ATXT CDATA burns out (R -burns out - )R -.\n )SSSS )SSS )SS (SS - Each player who has an ATXT CDATA scandes (R -undestroyed - )R - ATXT CDATA scanner (DEF -scanner - )DEF -\n\n (SSS - is entitled to one or more ATXT CDATA scan (R -scan -s )R - as additional actions.\n\n (SSSS - In ATXT CDATA turn (R -turn -s )R - after the first an undestroyed scanner entitles\nits player to one scan for each of their own ATXT CDATA ship (R -ship -s' )R - ATXT CDATA cell (R -cell -s )R -\nwhich became ATXT CDATA destroyed (R -destroyed - )R - during the previous turn.\n )SSSS (SSSS - In any case an undestroyed scanner entitles its player to at\nleast one scan.\n )SSSS (SSSS - Several undestroyed scanners entitle their player to only as\nmany scans as a single undestroyed scanner.\n )SSSS )SSS (SSS - ATXT CDATA scandes (LAB )LAB -A scanner is destroyed when its ATXT CDATA ship (R -ship - )R - is\n ATXT CDATA shipdes (R -destroyed - )R -.\n )SSS (SSS - A ATXT CDATA scan (DEF -scan - )DEF -\n\n (SSSS - must be recorded as such together with the identity of the\ntarget cell. ATXT CDATA scan notation (RQ )RQ -\n )SSSS )SSS (SSS - The ATXT CDATA visible aspect (R -visible aspect - )R - of a ATXT CDATA scan (R -scan - )R - is a ATXT CDATA scan-vis (DEF -scan - )DEF - in a ATXT CDATA target (R -target - )R - cell.\n\n (SSSS - The ATXT CDATA visible result (R -visible result - )R - of a ATXT CDATA scan-vis (R -scan - )R - identifies\nwhether the target cell is part of a ATXT CDATA ship (R -ship - )R -, and if it is whether\nthat cell is ATXT CDATA destroyed (R -destroyed - )R - when the scan is announced.\n )SSSS (SSSS - A scan has no effect on either player.\n )SSSS )SSS )SS (SS - A weapon which ATXT CDATA burns out (DEF -burns out - )DEF - does not entitle the player to any\n ATXT CDATA action (R -action -s )R - in future ATXT CDATA turn (R -turn -s )R - in the same ATXT CDATA game (R -game - )R -.\n )SS )S (S - ATXT CDATA scored match (DEF -Scored match -es )DEF -:\n\n (SS - A pair of players may agree to play several ATXT CDATA game (R -game -s )R - as a single\nscored match.\n )SS (SS - There are no ATXT CDATA additional ship (R -additional ship -s )R -; each game is played\nindependently, with each player having the usual choices for their\nfleet. ATXT CDATA fleet (RQ )RQ -\n )SS (SS - The condition for termination of the match must be agreed between\nthe players, but\n\n (SSS - the match should only terminate when a game has just\n ATXT CDATA terminate (R -terminate -d )R -.\n )SSS )SS (SS - Each player's ATXT CDATA overall score (DEF -overall score - )DEF - is the sum of their ATXT CDATA score (R -score -s )R -\nin all the games.\n )SS (SS - The winner of the match is the player with the larger overall\nscore; if both players have the same overall score then the match is a\ndraw.\n )SS )S (S - ATXT CDATA continued match (DEF -Continued match -es )DEF -:\n\n (SS - A pair of players may agree to play several ATXT CDATA game (R -game -s )R - as a single\ncontinued match.\n )SS (SS - In every game except the first each player's ATXT CDATA fleet (R -fleet - )R - may\ncontain some ATXT CDATA additional ship (DEF -additional ship -s )DEF -, as provided in this section.\n )SS (SS - The additional ships must have a total ATXT CDATA cost (R -cost - )R - equal to the\nplayer's ATXT CDATA remaining materiel (R -remaining materiel - )R - at the end of the last game.\n )SS (SS - The players need not inform each other of the number and\n ATXT CDATA type (R -type -s )R - of their additional ships.\n )SS (SS - Players may choose before the start of the match to restrict the\nnumbers or types of additional ships which will be allowed.\n )SS (SS - The condition for termination of the match, and the victory\ncondition, must be agreed between the players, but\n\n (SSS - the match should only terminate when a game has just\n ATXT CDATA terminate (R -terminate -d )R -.\n )SSS )SS )S (S - ATXT CDATA conventional notation (DEF -Conventional notation - )DEF -:\n\n (SS - There is some conventional notation for recording information\nrequired by the game and information which the players may find\nhelpful.\n )SS (SS - Conventional notation need not be used, but\n\n (SSS - unless the players are ATXT CDATA trust (R -mutually trusting - )R - the\nplayers must make the records required by the game in an unambiguous\nfashion.\n )SSS )SS (SS - ATXT CDATA grid (LAB )LAB -Each player keeps a two sets of five 5x5 square grids\nrepresenting the players' ATXT CDATA space (R -space -s )R - in which they record\n\n (SSS - the locations and ATXT CDATA identity (R -identities - )R - of their own ATXT CDATA ship (R -ship -s )R -\n(recorded during ATXT CDATA setup (R -setup - )R -);\n )SSS (SSS - the state of their own ships, as modified during the game,\nincluding whether each cell is ATXT CDATA destroyed (R -destroyed - )R - and whether ATXT CDATA missile (R -missile -s )R -\nhave been fired;\n )SSS (SSS - optionally, their opponent's ATXT CDATA action (R -action -s' )R - ATXT CDATA visible aspect (R -visible aspect -s )R -;\n )SSS (SSS - the ATXT CDATA visible result (R -visible result -s )R - of their own actions;\n )SSS (SSS - and the locations and states of their opponent's ships, as and\nwhen this information becomes known.\n )SSS )SS (SS - The ATXT CDATA cell (R -cell -s )R - are identified by their three cartesian\n ATXT CDATA coordinate (DEF -coordinate -s )DEF -. The three coordinates and their values and\norderings are:\n\n (SSS - colour: Red, Orange, Yellow, Green, Blue, abbreviated R O Y G B.\n )SSS (SSS - letter: v, w, x, y, z.\n )SSS (SSS - number: 1, 2, 3, 4, 5.\n )SSS (SSS - The order for writing down and reading out coordinates is\ncolour, letter, number. Coordinates are usually written as triples of\ncharacters without spaces.\n )SSS (SSS - Case is significant in the notation; it is required for\ndistinguishing Y (Yellow) from y.\n )SSS )SS (SS - ATXT CDATA actrecord (LAB )LAB -Actions are conventionally recorded for each turn\nas a list of zero or more the following:\n\n (SSS - ATXT CDATA strike notation (LAB )LAB -Each ATXT CDATA conventional strike (R -conventional strike - )R - is recorded as\nthe triple for the ATXT CDATA coordinate (R -coordinate -s )R - of the ATXT CDATA target (R -target - )R - cell.\n )SSS (SSS - ATXT CDATA beam notation (LAB )LAB -Each use of a ATXT CDATA beam weapon (R -beam weapon - )R - is recorded as\nb followed by the coordinates of the two end cells which together\nidentify the line of target cells;\n\n (SSSS - if several ships could have enabled this beam weapon firing\nthen the ATXT CDATA type notation (R -type - )R - and ATXT CDATA identity notation (R -identity - )R - of the ship whose beam weapon is being fired are\nrecorded in parentheses after those coordinates.\n )SSSS )SSS (SSS - ATXT CDATA missile notation (LAB )LAB -Each ATXT CDATA missile strike (R -missile strike - )R - is recorded as m\nfollowed by sufficient coordinate value(s) to uniquely identify the\n ATXT CDATA missile launch (R -missile launch - )R - cell, and as one additional strike target\ncell ATXT CDATA strike notation (RQ )RQ -.\n )SSS (SSS - ATXT CDATA scan notation (LAB )LAB -Each ATXT CDATA scan (R -scan - )R - is recorded as s followed by\nthe coordinates of the target cell.\n )SSS (SSS - ATXT CDATA kamikaze notation (LAB )LAB -Each ATXT CDATA kamikaze strike (R -kamikaze strike - )R - is recorded as k\nfollowed by the coordinates of the ATXT CDATA kamikaze launch (R -kamikaze launch - )R - cell, and as\none additional strike target cell ATXT CDATA strike notation (RQ )RQ -.\n )SSS )SS (SS - ATXT CDATA type notation (LAB )LAB -Ship types are recorded using the two initial\nletters of the type, in capitals;\n\n (SSS - ATXT CDATA identity notation (LAB )LAB -if several ships of the same type are\npresent their ATXT CDATA identity (R -identities - )R - are consecutive increasing integers\nstarting at 1, and\n )SSS (SSS - the ship's type and identity are together written as the initial\nletters of its type ATXT CDATA type notation (RQ )RQ - immediately followed by its ATXT CDATA identity notation (R -identity - )R -.\n )SSS )SS (SS - ATXT CDATA interaction ordering (DEF -Ordering of interaction - )DEF - between\nthe players:\n\n (SSS - One player (the initially ATXT CDATA active player (R -active player - )R -) should report all\nof the ATXT CDATA visible aspect (R -visible aspect -s )R - of their ATXT CDATA action (R -action -s )R - in a ATXT CDATA turn (R -turn - )R - before\nthe other player does the same.\n\n (SSSS - The active player should first report any ATXT CDATA beam strike (R -beam strike -s )R -,\nthen any ATXT CDATA strike (R -strike -s )R -, then any ATXT CDATA scan (R -scan -s )R -, then any ATXT CDATA kamikaze death (R -kamikaze\ndeath -s )R -.\n )SSSS (SSSS - It is not necessary to report which ATXT CDATA strike (R -strike -s )R - were the\n ATXT CDATA visible aspect (R -visible aspect -s )R - of ATXT CDATA conventional strike (R -conventional strike -s )R -, ATXT CDATA missile strike (R -missile strike -s )R -\nor ATXT CDATA kamikaze strike (R -kamikaze strike -s )R -.\n )SSSS (SSSS - For each action the ATXT CDATA visible result (R -visible result -s )R - should be reported\nimmediately by the ATXT CDATA passive player (R -passive player - )R -.\n )SSSS )SSS (SSS - When one player's actions' visible aspects have been dealt with\nthen the other player reports the visible aspects of their actions.\n\n (SSSS - Players may choose to alternate between initially being the\nactive player or passive player in successive turns, or may fix an\norder. The order of reporting has no effect on the play of the game.\n )SSSS )SSS (SSS - ATXT CDATA earlydesrep (LAB )LAB -A player should make ATXT CDATA shipdes (R -destruction - )R - of a ship known ATXT CDATA destroyreport (RQ )RQ - to their\nopponent during the reporting of ATXT CDATA visible aspect (R -visible aspect -s )R - and ATXT CDATA visible result (R -visible\nresult -s )R - together with the visible aspect or result which is\nassociated with the destruction of the ship's last undestroyed cell.\n\n (SSSS - ATXT CDATA flashcube data (R -Flashcube data - )R - is returned as soon as a player reports the\ndestruction of a ship.\n )SSSS )SSS )SS )S (S - Acknowledgements, copyright, \|&\|c.:\n\n (SS - Spaceships was originally devised by Sion Arrowsmith;\n )SS (SS - this ruleset was adapted from the original rules by Ian Jackson\nwith suggestions from David Damerell and others.\n )SS (SS - These rules were written and formatted by Ian Jackson and are\nCopyright 1997 Ian Jackson,\n\n (SSS - as are the SGML DTD and processing system which were used to\nformat them, except that\n )SSS (SSS - the nsgmls SGML parser is Copyright 1994,1995,1996 James Clark.\n )SSS )SS (SS - This is version 2.6.1 of these rules.\n )SS )S )RULES C