#SDA (RULES (TITLE -Spaceships - rules )TITLE (S - Introduction:\n\n (SS - AT IMPLIED (DEF -Spaceships )DEF - is a zero-sum game for two players, which can be\nplayed either as a single AT IMPLIED (R -game )R - or a series of games making up a\n AT IMPLIED (R -scored match )R - or AT IMPLIED (R -continued match )R -.\n )SS (SS - It is played in two AT IMPLIED (DEF -space )DEF -s, one for each player.\n\n (SSS - Each space is a 3-dimensional 5x5x5 grid of cubical AT IMPLIED (DEF -cell )DEF -s\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 AT IMPLIED (DEF -adjacent )DEF - if they share a face;\n )SSS (SSS - cells are AT IMPLIED (DEF -loosely adjacent )DEF - if they share any face, edge or\nvertex.\n )SSS (SSS - (LAB -multi adj )LAB -A set of several cells is said to be AT IMPLIED (R -adjacent )R -\nor AT IMPLIED (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 AT IMPLIED (R -ship )R -s to be AT 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 AT IMPLIED (R -game )R - is finished.\n )SSS (SSS - (LAB -trust )LAB -Mutually trusting players need not reveal their\nrecords of the game to each other.\n )SSS )SS )S (S - A AT IMPLIED (DEF -game )DEF - consists of the following phases:\n\n (SS - AT IMPLIED (DEF -Setup )DEF -: each player secretly records (RQ -grid )RQ - the locations\nand AT CDATA identity (R -identities )R - of their AT IMPLIED (R -ship )R -s. (RQ -type\nnotation )RQ -, (RQ -identity notation )RQ -\n )SS (SS - Thereafter play proceeds in AT IMPLIED (DEF -turn )DEF -s. During each turn:\n\n (SSS - the two players first secretly record (RQ -actrecord )RQ - their\n AT IMPLIED (R -action )R -s for that turn and the effects of those actions; when both\nplayers have done so\n )SSS (SSS - each reveals the AT IMPLIED (R -visible aspect )R -s of these actions to the\nother (LAB -visasp reveal )LAB -.\n )SSS (SSS - Each player secretly records the effects of these visible\naspects, and makes known their AT IMPLIED (DEF -visible result )DEF -s.\n )SSS (SSS - (LAB -destroyreport )LAB -Finally (or earlier (RQ -earlydesrep )RQ -), each\nplayer reports to the other the types, locations and identities of any\nof their ships which will be AT CDATA shipdes (R -destroyed )R - at the end of\nthe turn, and AT IMPLIED (R -flashcube data )R - is exchanged.\n )SSS (SSS - There is a AT IMPLIED (R -conventional notation )R - which includes a\nconventional AT CDATA coordinate (R -coordinate system )R -, and a conventional\n AT IMPLIED (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 (RQ -action )RQ - and (RQ -visible aspect )RQ -.\n )SSS )SS (SS - AT CDATA terminate (DEF -Termination )DEF -:\n\n (SSS - If at the end of a AT IMPLIED (R -turn )R - either player has no AT IMPLIED (R -ship )R -s which\nare not AT CDATA shipdes (R -destroyed )R - the game terminates immediately.\n )SSS (SSS - If at the start of a AT IMPLIED (R -turn )R - either player has no possible\n AT IMPLIED (R -action )R -s other than AT IMPLIED (R -kamikaze strike )R -s and AT IMPLIED (R -scan )R -s, 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 AT IMPLIED (DEF -score )DEF - in a game is the amount of AT IMPLIED (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 AT IMPLIED (DEF -remaining materiel )DEF - is the number of\n AT IMPLIED (R -undamaged )R - cells in their AT IMPLIED (R -ship )R -s.\n )SSS )SS (SS - References to the state of a AT IMPLIED (R -cell )R - or AT IMPLIED (R -ship )R - refer to the\nstate at the start of the AT IMPLIED (R -turn )R -, unless otherwise specified.\n )SS )S (S - A AT IMPLIED (DEF -ship )DEF - is a tuple consisting of\n\n (SS - a AT IMPLIED (R -type )R -,\n )SS (SS - a subset of the cells in a player's AT IMPLIED (R -space )R - recorded as such by\nthat player in the AT IMPLIED (R -setup )R - phase of the game, and\n )SS (SS - an AT IMPLIED (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 AT 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 AT IMPLIED (R -fleet )R -.\n )SS (SS - Each player's AT IMPLIED (DEF -fleet )DEF - consists of a AT IMPLIED (R -death star )R -, a AT IMPLIED (R -kill\ncruiser )R -, either a AT IMPLIED (R -flying saucer )R - or a AT IMPLIED (R -patrol cruiser )R -, a\n AT IMPLIED (R -missile destroyer )R -, and either a AT IMPLIED (R -light scout )R - or a AT IMPLIED (R -heavy\nscout )R -, plus any AT IMPLIED (R -additional ship )R -s due to to the rules for\n AT IMPLIED (R -continued match )R -es.\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 AT IMPLIED (R -cost )R - is 24 (or some other number), plus any AT CDATA additional ship (R -additional cost )R - due to the rules for\n AT IMPLIED (R -continued match )R -es.\n )SSS )SS (SS - After AT IMPLIED (R -setup )R - each cell belonging to a ship is either\n AT IMPLIED (DEF -undamaged )DEF - or AT IMPLIED (DEF -destroyed )DEF -. Every such cell is undamaged\nimmediately after setup; it may become destroyed during the game.\n )SS (SS - A ship is AT IMPLIED (DEF -damaged )DEF - when some but not all of its cells are\n AT IMPLIED (R -destroyed )R -.\n )SS (SS - A ship is AT CDATA shipdes (DEF -destroyed )DEF - when all of its cells are\n AT IMPLIED (R -destroyed )R -.\n )SS )S (S - AT IMPLIED (DEF -Action )DEF -s:\n\n (SS - The player taking an action is called the AT IMPLIED (DEF -active player )DEF -;\nthe other player is called the AT IMPLIED (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 AT IMPLIED (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 AT IMPLIED (R -visible aspect )R -s are specified with each action in the list\nbelow:\n )SS (SS - AT IMPLIED (DEF -Conventional strike )DEF -s:\n\n (SSS - Unless otherwise stated, a single conventional strike may be\nlaunched per AT IMPLIED (R -turn )R - for every non-overlapping AT IMPLIED (R -adjacent )R - pair of\n AT IMPLIED (R -undamaged )R - cells belonging to the same AT IMPLIED (R -ship )R -.\n )SSS (SSS - A conventional strike must be recorded as such together with the\n AT IMPLIED (R -coordinate )R -s of the single AT IMPLIED (R -target )R - cell. (RQ -strike notation )RQ -\n )SSS (SSS - A conventional strike has no effects on the AT IMPLIED (R -active player )R -.\n )SSS (SSS - The AT IMPLIED (R -visible aspect )R - of a conventional strike is a AT IMPLIED (R -strike )R -\non the target cell.\n )SSS )SS (SS - For each AT IMPLIED (R -ship )R - which does not entitle its player to a\n AT IMPLIED (R -conventional strike )R - or AT IMPLIED (R -missile strike )R - in a AT IMPLIED (R -turn )R - the player\nmay instead launch one AT IMPLIED (DEF -kamikaze strike )DEF - in that turn:\n\n (SSS - A kamikaze strike must be recorded as such together with the\n AT IMPLIED (R -coordinate )R -s of the AT IMPLIED (DEF -kamikaze launch )DEF - and AT IMPLIED (R -target )R - cells.\n (RQ -kamikaze notation )RQ -\n )SSS (SSS - The kamikaze launch cell must be an AT IMPLIED (R -undamaged )R - cell in the\nship.\n )SSS (SSS - Effect: the kamikaze launch cell becomes AT IMPLIED (R -destroyed )R -.\n )SSS (SSS - The AT IMPLIED (R -visible aspect )R -s of a kamikaze strike are a AT IMPLIED (R -strike )R - on\nthe AT IMPLIED (R -target )R - cell and the AT IMPLIED (R -kamikaze death )R - of the kamikaze launch\ncell.\n )SSS )SS (SS - A AT IMPLIED (R -ship )R -'s AT IMPLIED (R -type )R - may entitle its player to additional\nactions due to AT IMPLIED (R -special weapon )R -s or otherwise, or may modify the\nrules for the standard actions above.\n )SS (SS - The AT IMPLIED (R -active player )R - need not record which AT IMPLIED (R -strike )R -s were\nenabled by which AT IMPLIED (R -ship )R -s and rules.\n )SS )S (S - AT IMPLIED (DEF -Visible aspect )DEF -s.\n\n (SS - For each possible visible aspect, the information to be passed to\nthe AT IMPLIED (R -passive player )R -, the visible aspect's possible effects on the\npassive player and the corresponding AT IMPLIED (R -visible result )R -s are specified\nin the list below:\n )SS (SS - AT IMPLIED (DEF -Strike )DEF -s:\n\n (SSS - A strike is identified as such and by the AT IMPLIED (DEF -target )DEF - cell in\nthe AT IMPLIED (R -passive player )R -'s space.\n )SSS (SSS - If the target cell does not belong to a AT IMPLIED (R -ship )R - there is no\neffect on the passive player and the visible result is a AT IMPLIED (DEF -miss )DEF -.\n )SSS (SSS - If the target cell belongs to a ship and is AT IMPLIED (R -undamaged )R - then\nthe cell becomes AT IMPLIED (R -destroyed )R - and the visible result is a AT IMPLIED (DEF -hit )DEF -.\n )SSS (SSS - If the target cell belongs to a ship and is AT IMPLIED (R -destroyed )R - when\nthe strike is announced then there is no effect on the passive player\nand the visible result is a AT IMPLIED (DEF -duplicate hit )DEF -.\n )SSS (SSS - Other rules may specifiy additional effects and visible results\nfor a strike.\n )SSS )SS (SS - A AT IMPLIED (DEF -beam strike )DEF - (the visible aspect of a AT IMPLIED (R -beam weapon )R -)\nhas the same visible aspect, effects on the passive player and\nvisible results as a AT IMPLIED (R -strike )R -, except that its visible aspect\nidentifies it as beam strike rather than a strike.\n )SS (SS - A AT IMPLIED (DEF -kamikaze death )DEF -\n\n (SSS - is identified as such and by the AT IMPLIED (R -kamikaze launch )R - cell in\nthe AT IMPLIED (R -active player )R -'s 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 - AT IMPLIED (DEF -Type )DEF -s of AT IMPLIED (R -ship )R -s:\n\n (SS - Each type of ship \n\n (SSS - contains a fixed number of cells,\n )SSS (SSS - has a characteristic AT IMPLIED (DEF -shape )DEF - or set of shapes,\n )SSS (SSS - has a AT IMPLIED (DEF -cost )DEF -, sometimes used for determining how many of\neach kind of ship are in each player's AT IMPLIED (R -fleet )R -,\n )SSS (SSS - may have AT IMPLIED (R -special weapon )R -s which entitle the ship's player to\nadditional AT IMPLIED (R -action )R -s, 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 AT IMPLIED (DEF -death star )DEF -\n\n (SSS - contains eight cells,\n )SSS (SSS - each of which is AT IMPLIED (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 AT CDATA multi adj (R -adjacent )R - cells.\n )SSS (SSS - Each death star entitles its player to only one AT IMPLIED (R -conventional\nstrike )R - per AT IMPLIED (R -turn )R -, but it does so until it is\n AT CDATA shipdes (R -destroyed )R -.\n )SSS (SSS - Each death star has a AT IMPLIED (R -beam weapon )R -.\n )SSS (SSS - A death star has a AT IMPLIED (R -cost )R - of 8.\n )SSS )SS (SS - A AT IMPLIED (DEF -kill cruiser )DEF -\n\n (SSS - contains six AT CDATA multi adj (R -adjacent )R - cells\n )SSS (SSS - in a 3x2x1 rectangle, and\n )SSS (SSS - has a AT IMPLIED (R -cost )R - of 6.\n )SSS )SS (SS - A AT IMPLIED (DEF -flying saucer )DEF -\n\n (SSS - contains four AT CDATA multi adj (R -adjacent )R - cells\n )SSS (SSS - in a 2x2x1 square, and\n )SSS (SSS - has a AT IMPLIED (R -cost )R - of 4.\n )SSS )SS (SS - A AT IMPLIED (DEF -patrol cruiser )DEF -\n\n (SSS - contains four AT CDATA multi adj (R -adjacent )R - cells\n )SSS (SSS - lying in a straight line, and\n )SSS (SSS - has a AT IMPLIED (R -cost )R - of 4.\n )SSS )SS (SS - A AT IMPLIED (DEF -missile destroyer )DEF -\n\n (SSS - contains three AT CDATA multi adj (R -adjacent )R - cells\n )SSS (SSS - lying in a straight line,\n )SSS (SSS - each of which is a AT IMPLIED (R -missile )R -, and\n )SSS (SSS - has a AT IMPLIED (R -cost )R - of 3.\n )SSS )SS (SS - A AT IMPLIED (DEF -heavy scout )DEF -\n\n (SSS - contains two AT IMPLIED (R -adjacent )R - cells,\n )SSS (SSS - has a AT IMPLIED (R -scanner )R -, and\n )SSS (SSS - has a AT IMPLIED (R -cost )R - of 3.\n )SSS )SS (SS - A AT IMPLIED (DEF -light scout )DEF - contains one cell,\n\n (SSS - has a AT IMPLIED (R -scanner )R -,\n )SSS (SSS - never entitles its player to a AT IMPLIED (R -kamikaze strike )R -, and\n )SSS (SSS - has a AT IMPLIED (R -cost )R - of 3.\n )SSS )SS (SS - An AT IMPLIED (DEF -assault gunboat )DEF - contains two AT IMPLIED (R -adjacent )R - cells,\n\n (SSS - each of which is a AT IMPLIED (R -missile )R -, and\n )SSS (SSS - has a AT IMPLIED (R -cost )R - of 2.\n )SSS )SS (SS - A AT IMPLIED (DEF -light gunboat )DEF - contains one cell,\n\n (SSS - which is a AT IMPLIED (R -missile )R -, and\n )SSS (SSS - has a AT IMPLIED (R -cost )R - of 1.\n )SSS )SS )S (S - AT IMPLIED (DEF -Flashcube data )DEF -:\n\n (SS - When a player AT CDATA destroyreport (R -reports )R - that one of their\n AT IMPLIED (R -ship )R -s has been AT CDATA shipdes (R -destroyed )R - the other player must\nreport flashcube data for the AT IMPLIED (R -cell )R -s in their own AT IMPLIED (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 AT IMPLIED (R -destroyed )R - at the time the flashcube\ndata is reported,\n )SSS (SSS - the AT IMPLIED (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 AT IMPLIED (R -identity )R - of the ship.\n )SSS )SS )S (S - AT IMPLIED (DEF -Special weapon )DEF -s:\n\n (SS - A AT IMPLIED (DEF -missile )DEF - is either an AT IMPLIED (DEF -unfired missile )DEF - or a\n AT IMPLIED (DEF -fired missile )DEF -.\n\n (SSS - After AT IMPLIED (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 AT IMPLIED (R -destroyed )R -.\n )SSS (SSS - Each AT IMPLIED (R -ship )R - which contains an unfired missile entitles its\nplayer to exactly one AT IMPLIED (DEF -missile strike )DEF - as an additional AT IMPLIED (R -action )R -\nin that turn.\n\n (SSSS - A missile strike must be recorded as such together with the\nidentity of the AT IMPLIED (DEF -missile launch )DEF - cell (which must be an unfired\nmissile in the ship which enables the missile strike) and the\n AT IMPLIED (R -target )R - cell. (RQ -missile notation )RQ -\n )SSSS (SSSS - The effect of a missile strike (on the AT IMPLIED (R -active player )R -) is to\ncause the missile launch cell to become a fired missile just before\nthe AT IMPLIED (R -visible aspect )R -s are revealed (RQ -visasp reveal )RQ -.\n )SSSS (SSSS - The visible aspect of a missile strike is a AT IMPLIED (R -strike )R - on the\n AT IMPLIED (R -target )R - cell.\n )SSSS )SSS (SSS - A AT IMPLIED (R -strike )R - whose AT IMPLIED (R -target )R - cell is still an unfired missile\njust after visible aspects are revealed additionally:\n\n (SSSS - has the effect on the AT IMPLIED (R -passive player )R - of causing any\n AT IMPLIED (R -adjacent )R - AT IMPLIED (R -undamaged )R - cells in the same AT IMPLIED (R -ship )R - to become\n AT IMPLIED (R -destroyed )R - and\n )SSSS (SSSS - has as visible results AT IMPLIED (DEF -missile explosion )DEF -s in the\n AT IMPLIED (R -target )R - cell and any adjacent undamaged cells in the same ship.\n )SSSS )SSS )SS (SS - Each ship with a AT IMPLIED (DEF -beam weapon )DEF - may entitle the player to one\n AT IMPLIED (DEF -beam weapon firing )DEF - per turn as an additional AT IMPLIED (R -action )R -.\n\n (SSS - The visible effects of the beam weapon are AT IMPLIED (R -beam strike )R -s in\nthree AT IMPLIED (R -target )R - cells, which\n\n (SSSS - (LAB -beam-target-line )LAB -lie in a straight line and\n )SSSS (SSSS - are AT CDATA multi adj (R -loosely adjacent )R -.\n )SSSS )SSS (SSS - There must be two AT IMPLIED (DEF -beam firing cells )DEF - in the ship, such that\nthe beam firing cells are\n\n (SSSS - AT IMPLIED (R -undamaged )R -,\n )SSSS (SSSS - AT IMPLIED (R -loosely adjacent )R - and\n )SSSS (SSSS - lie in a straight line parallel to that in which the target\ncells lie (RQ -beam-target-line )RQ -.\n )SSSS )SSS (SSS - A beam weapon firing must be recorded as such together with the\nidentities of the target cells (RQ -beam notation )RQ - and\n\n (SSSS - the AT CDATA type notation (R -type )R - and AT 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 AT IMPLIED (R -beam firing cells )R - need not\nbe recorded.\n )SSSS )SSS (SSS - If a single AT IMPLIED (R -beam weapon firing )R -\n\n (SSSS - with only AT CDATA multi adj (R -loosely adjacent )R - AT IMPLIED (R -target )R - cells\n )SSSS (SSSS - has any two AT IMPLIED (R -beam strike )R -s with as AT IMPLIED (R -visible result )R -s\n AT IMPLIED (R -hit )R -s in target cells which are not AT IMPLIED (R -loosely adjacent )R -\n )SSSS (SSSS - then that beam weapon AT IMPLIED (R -burns out )R -.\n )SSSS )SSS )SS (SS - Each player who has an AT CDATA scandes (R -undestroyed )R - AT IMPLIED (DEF -scanner )DEF -\n\n (SSS - is entitled to one or more AT IMPLIED (R -scan )R -s as additional actions.\n\n (SSSS - In AT IMPLIED (R -turn )R -s after the first an undestroyed scanner entitles\nits player to one scan for each of their own AT IMPLIED (R -ship )R -s' AT IMPLIED (R -cell )R -s\nwhich became AT IMPLIED (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 - (LAB -scandes )LAB -A scanner is destroyed when its AT IMPLIED (R -ship )R - is\n AT CDATA shipdes (R -destroyed )R -.\n )SSS (SSS - A AT IMPLIED (DEF -scan )DEF -\n\n (SSSS - must be recorded as such together with the identity of the\ntarget cell. (RQ -scan notation )RQ -\n )SSSS )SSS (SSS - The AT IMPLIED (R -visible aspect )R - of a AT IMPLIED (R -scan )R - is a AT CDATA scan-vis (DEF -scan )DEF - in a AT IMPLIED (R -target )R - cell.\n\n (SSSS - The AT IMPLIED (R -visible result )R - of a AT CDATA scan-vis (R -scan )R - identifies\nwhether the target cell is part of a AT IMPLIED (R -ship )R -, and if it is whether\nthat cell is AT IMPLIED (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 AT IMPLIED (DEF -burns out )DEF - does not entitle the player to any\n AT IMPLIED (R -action )R -s in future AT IMPLIED (R -turn )R -s in the same AT IMPLIED (R -game )R -.\n )SS )S (S - AT IMPLIED (DEF -Scored match )DEF -es:\n\n (SS - A pair of players may agree to play several AT IMPLIED (R -game )R -s as a single\nscored match.\n )SS (SS - There are no AT IMPLIED (R -additional ship )R -s; each game is played\nindependently, with each player having the usual choices for their\nfleet. (RQ -fleet )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 AT IMPLIED (R -terminate )R -d.\n )SSS )SS (SS - Each player's AT IMPLIED (DEF -overall score )DEF - is the sum of their AT IMPLIED (R -score )R -s\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 - AT IMPLIED (DEF -Continued match )DEF -es:\n\n (SS - A pair of players may agree to play several AT IMPLIED (R -game )R -s as a single\ncontinued match.\n )SS (SS - In every game except the first each player's AT IMPLIED (R -fleet )R - may\ncontain some AT IMPLIED (DEF -additional ship )DEF -s, as provided in this section.\n )SS (SS - The additional ships must have a total AT IMPLIED (R -cost )R - equal to the\nplayer's AT IMPLIED (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 AT IMPLIED (R -type )R -s 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 AT IMPLIED (R -terminate )R -d.\n )SSS )SS )S (S - AT IMPLIED (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 AT CDATA trust (R -mutually trusting )R - the\nplayers must make the records required by the game in an unambiguous\nfashion.\n )SSS )SS (SS - (LAB -grid )LAB -Each player keeps a two sets of five 5x5 square grids\nrepresenting the players' AT IMPLIED (R -space )R -s in which they record\n\n (SSS - the locations and AT CDATA identity (R -identities )R - of their own AT IMPLIED (R -ship )R -s\n(recorded during AT IMPLIED (R -setup )R -);\n )SSS (SSS - the state of their own ships, as modified during the game,\nincluding whether each cell is AT IMPLIED (R -destroyed )R - and whether AT IMPLIED (R -missile )R -s\nhave been fired;\n )SSS (SSS - optionally, their opponent's AT IMPLIED (R -action )R -s' AT IMPLIED (R -visible aspect )R -s;\n )SSS (SSS - the AT IMPLIED (R -visible result )R -s 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 AT IMPLIED (R -cell )R -s are identified by their three cartesian\n AT IMPLIED (DEF -coordinate )DEF -s. 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 - (LAB -actrecord )LAB -Actions are conventionally recorded for each turn\nas a list of zero or more the following:\n\n (SSS - (LAB -strike notation )LAB -Each AT IMPLIED (R -conventional strike )R - is recorded as\nthe triple for the AT IMPLIED (R -coordinate )R -s of the AT IMPLIED (R -target )R - cell.\n )SSS (SSS - (LAB -beam notation )LAB -Each use of a AT IMPLIED (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 AT CDATA type notation (R -type )R - and AT 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 - (LAB -missile notation )LAB -Each AT IMPLIED (R -missile strike )R - is recorded as m\nfollowed by sufficient coordinate value(s) to uniquely identify the\n AT IMPLIED (R -missile launch )R - cell, and as one additional strike target\ncell (RQ -strike notation )RQ -.\n )SSS (SSS - (LAB -scan notation )LAB -Each AT IMPLIED (R -scan )R - is recorded as s followed by\nthe coordinates of the target cell.\n )SSS (SSS - (LAB -kamikaze notation )LAB -Each AT IMPLIED (R -kamikaze strike )R - is recorded as k\nfollowed by the coordinates of the AT IMPLIED (R -kamikaze launch )R - cell, and as\none additional strike target cell (RQ -strike notation )RQ -.\n )SSS )SS (SS - (LAB -type notation )LAB -Ship types are recorded using the two initial\nletters of the type, in capitals;\n\n (SSS - (LAB -identity notation )LAB -if several ships of the same type are\npresent their AT 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 (RQ -type notation )RQ - immediately followed by its AT CDATA identity notation (R -identity )R -.\n )SSS )SS (SS - AT CDATA interaction ordering (DEF -Ordering of interaction )DEF - between\nthe players:\n\n (SSS - One player (the initially AT IMPLIED (R -active player )R -) should report all\nof the AT IMPLIED (R -visible aspect )R -s of their AT IMPLIED (R -action )R -s in a AT IMPLIED (R -turn )R - before\nthe other player does the same.\n\n (SSSS - The active player should first report any AT IMPLIED (R -beam strike )R -s,\nthen any AT IMPLIED (R -strike )R -s, then any AT IMPLIED (R -scan )R -s, then any AT IMPLIED (R -kamikaze\ndeath )R -s.\n )SSSS (SSSS - It is not necessary to report which AT IMPLIED (R -strike )R -s were the\n AT IMPLIED (R -visible aspect )R -s of AT IMPLIED (R -conventional strike )R -s, AT IMPLIED (R -missile strike )R -s\nor AT IMPLIED (R -kamikaze strike )R -s.\n )SSSS (SSSS - For each action the AT IMPLIED (R -visible result )R -s should be reported\nimmediately by the AT IMPLIED (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 - (LAB -earlydesrep )LAB -A player should make AT CDATA shipdes (R -destruction )R - of a ship known (RQ -destroyreport )RQ - to their\nopponent during the reporting of AT IMPLIED (R -visible aspect )R -s and AT IMPLIED (R -visible\nresult )R -s together with the visible aspect or result which is\nassociated with the destruction of the ship's last undestroyed cell.\n\n (SSSS - AT IMPLIED (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