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  FtYTilG BUFFALO IilC.
  * plaY-hy-mdil since 1970 *
  
  7th Edltlon Rules for
  $,T &'ft !f E m,
  a play-by-mat1 game
  of stan-spannlng emplres
  (STARWEB 1s a negistered Trademark of Flying
  Buffalo lnc)
  written by Rlc[< Loomis
  (wlth a lot of help f rom hls f riends)
  IIODERATED BY
  FLYING BUFFALO INC
  P0 BOx 1 467
  SCOTTSDALE, AZ 85252
  _PLAY BY XAIL SINCE 1 970*
  Cover by l'1lchael Carroll Prlnted in USA
  Copyrlght 1976, 1977, 1978, 1981, 19BB by
  Flylng Buflalo lnc
  No parl ol this book may be reproduced or transmit-
  ted ln any lorm on by any means, electrontc or
  mechantcal, including photocopylng, recordlng, or-
  computertzation, or by any tnformatlon storage and
  retrleval system, wlthout permrsslon 1n wnlLing lnom
  Flylng Buffalo lnc This game was speclf lcally de-
  slgned to be moderated/refereed by Flylng Bullalo
  Inc, and these rules are sold only to asstst players in
  games run by Flylng Bullalo Inc, The right to run lhls
  game fon others ts reserved lor Flylng Buffalo lnc,
  and no one else may do so wlthoul wrttten permtsslon
  lrom the Publlsher,
  ORDER OF CONTENTS
  1. Hlstor'lcal Backbround
  2. lntnoductron
  5. How to Play the Game
  (includinq a briel orden of events)
  4 The Characten Types
  A. The Empire Bullden
  B. The llenchant
  C. The Plrate
  D. The Artlfact Collectot
  E. The Berserken
  F The Apostle
  5. Detalls on Playlng The Game,
  6. Ships
  7. Keys
  B. Contr'ol of a World
  9 Bulldlng
  10, Populatlon
  1 1. llovlng
  1 2, Probes
  1 3. Cargo
  14 Ar tlfacts
  15 Flnlng
  16 Ambush
  1 7. All ies
  1 8. Gif ts
  1 I Plundening
  20. At Peace
  21. PBB (Planet Buster Bombs)
  22. Robols
  23.Yetal Pnoducllon (Xines) & the Turns
  Numben
  24 Loose Keys
  25. Black Holes
  26, Dlplomatlc Xessages-Contactlng Other
  Players
  2f , Tlte Pr'lntout
  28, The Turn Sheet
  29. llutually Excluslve Orders
  30, Vlctory Point Totals
  31. lllscellaneous
  52, lndex
  
  1. HISTORICAL BACKGROUND
  You ar-e the sole ruler of a planet of belngs who
  have just started to explone space, The first landlng
  0n your neanest planetary nelghbor has necently
  stlrred up tremendous excltement. The explorallon
  team discovered dellnlte and extensive evldence ol an
  ancient civillzation, One area appears to have been a
  lar-ge space por-t, operated by a self-repair'1ng
  computer,
  After- considerable effort, your- sclenttsts manage
  to communlcate with the computer. It is deter-mrned
  that the space port ls part of a large transportatlon
  network (called "The Web") which connects 255 star
  systems by means of an almost rnstantaneous tnans-
  fer system. (Note: lt has been deter-mlned that ther-e
  1s rarely mor-e than one useable world in a star
  system. Theref ore, f or- the r-est of this descrlptlon,
  'star system", "wor ld", and "planet" should be
  const der-ed lnterchangeable words.)
  Wlthin thls space port, your- screntlsts have lound
  Itve devices, called 'keys', whlch make tnansporta-
  tion through The Web posslble. When attached Lo a
  lleet ol your multl-pur-pose spaceshrps, a key a1lows
  the whole lleet to travel through the "gate' to
  another star system. Unfor-tunately, the pant ol the
  computer which conlalned the map ol the Web' has
  been removed The only star s;rslems you know of
  ane those whlch are drr-ectiy connecled to yours. ln
  order to lind out how to gel to the other slars, you
  wlll have to send exploratron lleets through the gates
  You have noted thal both the keys and the gates ane
  lndestructlble, and thal the race ol belngs which bul lt
  the system has been gone lcr lhousands ol years.
  2. INTRODUCTION
  Don I let the lenglh ol lhese rules scare you. llost
  of the llnal par-ts ol lhe rules are devoted to frner
  pornts ol stra[egy, wh]ch can be tgnored for- the trme
  belng. As a begrnr',en, lrrsl concentrate on sectlon lll,
  "How to play the qame", and sectron lV, The Char-ac-
  ter Types", Also please don t be lnllmidated by all Lhe
  codes whlch must be glven 1n onoer' Io explaln your
  moves to the computen These are merely abbrevra-
  tlons to make rt easier and qulcker lor you to explarn
  EXACTLY what you wish to do, (W=world, F=lleet,
  U=Unload, A=Attack, S=Scrap, and so on,)
  The object of Starweb is to accumulate the most
  "vlctory points" durlng the game, Each player will
  gel vlctory poin[s lor diflerent [hlngs, as descr-ibed
  rn sectlon 4, "The Character Types".
  5. HOW TO PLAY THE GAI1E
  When you receive your- f lrst tur-n, you should llnd a
  copy ol the latest "House Rules" (about two pages
  long) describlng the latest procedures for maklng
  addness changes, asklng questjons, paylng for- your
  game turns, and so forth. Please keep a copy of the
  House Rules with your game files, and 1f you receive
  one with a later- dale, read the new one and replace
  the old. We have thousands of turns comtng 1n every
  two weeks, and we want to process them all wlth as
  lew errors as posslble. Therefore 1t 1s very lmpor-
  tant that people follow the lnstnuctions, You should
  also lind 1n your lirst turn a blank turn sheet and a
  short computer printout.
  The llrst line of the computer pnlntout wtll read:
  "Account #9999". Your Flylng Buffalo account
  number will appean within thls space. Please men[jon
  this numben 1n ALL transaclrons with us (paymenls to
  account, address changes, questlons, reslgnatlons,
  enrors, etc). You wlll also flnd the date the turn is
  due back to us stamped on the lirst I lne.
  The next lrne on your prlntout will say; "GA|1E
  SW-555". That means you are 1n game 555. Please
  mentton the game number 1f you have any speclllc
  questrons or problems wlth this game, You can be in
  more than one game 1l you wlsh, and we have many
  games going slmultaneously. Your account number js
  always the same, but each dllferent Stanweb game
  that you joln wlll have a dlfferent game numben.
  The thind llne of your prlntout mlghl say something
  like: ITERRAN]=EmpIre Bullder. Thrs means that your
  code name is TERRAN (and all the worlds and f leets
  that you own will be ldentllled by the name TERRAN),
  and that your char-acter type ls EllPlRE BUILDER
  (more about thls later).
  The nexl section wlll total up your current score,
  and al1 your assets (worlds, keys, shlps, etc) Thls
  wlll be very useful later ln the game.
  The next llne (or gnoup ol 11nes) mlght look some-
  thlng llke this: W75 (5, 12,8O) ITERRAN] (lndustry
  =50, [1etal=30, llines-2, Population-50, Lim]t= lOO,
  Tur-ns=1, l-Shrps=1, P=Shlps=1 )
  F5[TERRAN]=O
  F7O[TERRAN]-O
  F 102[TERRAN]=O
  F 1 1g[TERRAN]_O
  F ]35ITERRAN]=O
  Thls all means that your homeworld is wor-ld
  number 75, that the thnee worlds dlrectly adjacent to
  your homeworld are worlds o5, o12, and #86; that
  thls wor ld belongs to TERRAN (you); that you have 50
  1ndustry,50 melal stockplled, your- mlnes pnoduce 2
  metal per turn, your current populatlon is 50 and
  your maxlmum populatlon ls 100; the "Tur-ns Owned
  Number' is one (more about this later); you have one
  l-SHl P and one P-SHI P guardlng your planet; and that
  your lrve keys are numbered 3,7O, 102, 119, and
  1 33 (There are two hundred and fllty five keys per
  game and each has a unrque number- lrom I lo 255 )
  The f lnst thlng you will want to do ls bulld with
  your 1ndustry. The llrst part ol a wonld's descnption
  ls the number of industry on the world. Ylost worlds
  wlll have little or no 1ndustry. Each lndustry w111
  build somethlng every lur-n as long as there ls a metal
  stockpiled and a population available to operate the
  1ndustry. Notlce that you have 30 1nduslry, 30
  metal, and 50 population. You always bulld wlth the
  SI1ALLEST of these three numbers, You cannot bulld
  with metal that is not already stockpiled. Later on in
  the game you wlll see worlds with TWO lndustry
  numbers such as; "lndustr^y=30/2". Thls means that
  although the world has 50 1ndustry, only two of Lhem
  1.
  
  can build this tunn. (Usually because there is not
  enough metal.) On turn 1, you can build with aii 30
  indudtry. Let's say you want to put ten ships on f leet
  3, ten oh fleet 70, eight on fleet 1 02, and one each on
  fleet 1 1 9 and fleet 1 33. Your orders would be as
  follows"
  w75B10F3
  w75B 1 0F70
  W75BBF 1 02
  w7581F119
  w75B1F135
  Now, you want to move your thr-ee large f leets to
  the three worlds adjacent to your homeworld, You
  would glve the following order-s:
  F5W5
  F7OW12
  F 1 02W86
  0n turn 2, your pr-intout will tell you what is at
  these three worlds, and what wor'lds are adjacent to
  them. World 5 might look like this: W5
  ( 1 8,75,66, 1 05) [TERRAN] (Captured, l"letal=5,
  llines=S, Population=10, Limit=20, Turns=l )
  F3[TERRAN]= 1 0 (Ploved)
  F 1 7[TERRAN]=0 (CaPtured)
  Thls means that from wor-ld 5, you can move to
  Worlds iB, 75, 66, or 105. The owner is TERRAN
  (you), the world has no industry (since none was
  listed), has 5 metal available and produces 5 per
  turn, has a population of 1 0 and a max population of
  20, &a turns owned number of l. F17 is a new key
  that you can use because you just captured it, and at
  the moment it has zero shiPs.
  Now you have two choices. You can have the keys
  explore two new worlds, ol you can have one key
  carry the 5 metal back to your homeworld and the
  othen one explore a new world, lt is probably better
  to explore (and most 11kely capture) two new worlds,
  but we'll also show you how to carry metal back to
  your homeworld. You will also notice that this turn
  bt your homeworld you still have 30 industry, and
  now you have 55 population, but you only have 2
  metal. (You produced them from your mines this
  turn.) Since you can build with the SI"IALLEST of
  these three numbers, you can only build 2 shlps this
  turn. You would probably build 2 more ships onto one
  of the keys still at home: W75B2F1 19, and have that
  f leet go on to one of the unexplored wor-lds:
  F 1 1 9W5W1 8. (This means that f leet 1 1 9 is moving
  through world 5 to get to world 18.) Any f leet can
  move up to three worlds in one turn.
  Now for the ships at World 5. First, you pt^obably
  want to leave a ship behind to guard World 5 foryou.
  The wor'ld belongs to you until someone else takes it
  away fr'om you, -lf you do not leave a ship behind, all
  sombone eise has to do is show up at the wor"ld, and
  he or she will capture it. lf you leave a ship there,
  the other- player must f irst destroy that ship, which
  takes an aOOitional turn. You can leave a ship on the
  gnound guardlng Populatlon (called a PSHIP) or
  [uarOin[ indus[ry (called an ISHIP). Since there is no
  industr! 0n W5, you probably want to make a PSHIP'
  The order you give is: F3T1P.
  This means that Fleet 3 is transferning one ship to
  become a PSHIP. Since a key with no ships cannot
  move (and can also be captured by any other player
  who shows up), you should also transfer' some ships
  to the new key with thls order: FST$17.
  You have caused fleet 5 to transfer 4 shlps to fleet
  17.
  IIIPORTANT: Keys belong to someone. Ships do not,
  lf you transfer- shlps to someone else's key, you are
  giving ships to that player. l'1ake sure that a key or-
  ivorld ls ALREADY listed as belonging to YOU before
  you transfer any ships to it. Transferring ships does
  NOT capture it.'lf a key's owner is listed as [---],
  that means NCI ONE owns it, and if you tnansfer any
  ships to it, you will cr-eate a NEUTRAL fleet. This is a
  common miitake made by beginners. lf the key is not
  ALREADY listed as yours 0n your printout NOW, do
  not transfer- ships to it until NEXT turn,
  To put the 5 metal from world 5 onto f leet 3 and
  move back home with them you would onder: FiL and
  FiW75. The first order causes fleet 5 to pick up all
  the metal it can carry. Each ship can carry one metal
  (or two 1f you were a merchant). You could also have
  ordered: F3L5 which orders fleet 3 to pick up 5
  metal, You cannot order a f leet to plck up more metal
  than it can carry, but you can order it to pick up less.
  The second order sends fleet 5 bact< to your home-
  world.
  You could not orden Fleet 3 to unload 1ts cargo yet,
  because all unloading comes BEFORE movement,
  Please notice that the order in which you write your
  instructions makes lrl0 difference. The computer will
  execute all load and unload orders before it executes
  any move orders, even though you might have
  written the load orders at the end of your tunnsheet.
  You want the new fleet to explore a new world, so
  you order: F1 7W66.
  You have already sent fleet 1 1 9 to explore wonld
  18, and world 75 is already youns. Also, you will
  probably want to explore world 103 as soon as
  possible. lt is generally a good idea to explore as
  many worlds as possible, as soon as possible,
  On turn 5, you can have fleet 5 unload the 5 metal
  it 1s carrying by ordering: F5U5 or FiU. The.second
  order tells Fi to unload all its cargo. You only need to
  tell the fleet how many cargo to unload 1f you have
  some reason for not wantlng to unload it all. These
  metal will be unloaded at the beginnlng of the tunn,
  before anything else happens, However, you cannot
  build wlth them until next tum, when they will be
  part of your lletal stockPile.
  Now you know how to build, move, and carry metal
  around, lf an enemy f leet (f or example, f leet 98)
  waits at a world, and you want your f leet 70 to f 1re
  at it, the order is: F7OAF9B, Thls orders fleet 70 to
  fire at fleet 98, lf you want to fire at Fleet 98 only
  if the owner- of that f leet f ires at you, you would
  order a CONDITIONAL f ire like this: F70CF9B'
  ' 
  BRIEF ORDER OF EVENTS: This is a short description
  of the orden in which most major events happen:
  2.
  
  1) Unloadlng melal ( you can't bulld wlth it Lhls turn)
  2) Tr-ansf ers ol shiPs
  3) Bullding
  4) Loadlng
  5) Combat
  6) llovement and ambushlng.
  7) Special combat (PBBs and Robots)
  B) World and KeY caPturing.
  9) Plr-ate Fleet capture.
  l0) Glfts
  lndustry that is there. ln other words, 1l you are
  unloadlng at another player's homeworld, where he or
  she has 3O inOustry, you can unload 60 metal per
  turn and get points lor them Bul at an outpost world
  where thZt player only has 1 industry, you can only
  get polnts for unloading 2 metal per.turn. This ls to
  [eep you from dumping excess metal on worthless
  worlds, If you UNLOAD and LOAD metal at the same
  world on the same turn, you only get polnts for- the
  NET amount that was UNLOADED. Il you unload 1O
  metal, and load 6 metal back up on the same 0Ta
  dilfenent 11eet, you only get potnts for 4 of them'
  Note that you do NOT get polnls for unloading onto a
  NEUTRAL world, or- a world that you own either at
  the BEGINNING or at the END ol the tur-n
  f-lerchants also get polnts fon unloadtng CONSUY1ER
  GOODS on worlds. (Consumer goods are created
  merely by unloading metal and declaring that lt is
  Consuiner goods. They dlsappear when unloaded and
  cannot be used agaln ) The llrsl tlme CGs are unloaded
  on a world, you get 1 O polnts' You get B polnts lhe
  second tlme, 5 pbints the thlrd ttme, 3 the lourth
  time, and aller that you get 1 polnt each ttme. You
  get the polnts lon unloadtng 1 CG, lf you unload more
  [hran t CO on the same world at the same tlme, you do
  not qel any extra Points
  SpECIAL POWER: As a merchant, you can carry
  twtce as many metal as other players. Other
  players ships can carry 1 metal each; your shlps can
  car:ry 2 metal each. (However, ships carr-ylng 2
  melal cannot lire shots. Or rather, they can llne
  shots but won't get anY hlts!)
  C THE PIRATE. You are tnteresled 1n plunder,
  and yotr get polnts lor plundertng worlds. To plunder a
  worid, y-ou must own tl and declare that you ar-e
  plunder-1ng lt. The f lrst time that you plunder a
  partlculai vror-ld, you get 50 polnts. (Then 40, 30,
  20, anO therealter 10.) A world can only be plun-
  dered once every lour- turns. Durlng the 3 turns alter
  a wor'ld has been plundered, it wlll produce no meta1,
  it will nct lncrease in population and the lndustry on
  that world (11any) wlll not be able to bulld The
  "turns owned" numben (see section V.R) won't
  lncnease, ellher. ll a piayer- other than a pirate
  plundens a world (lon instance, to make il less
  valuable to a plrate), he or she loses 5 polnts.
  Pirates also get 3 points per turn for each KEY that
  they own. SpECIAL POWERT lf a plr^ate ls at a world
  where his or her ships on fleets NOT at peace,
  outnumber all other ships on all keys by |'1ORE THAN
  THREE TO ONE, then the pinate captures all enemy
  f leets without llrlng a shot. This capture is automatic
  and happens at the fnO of the turn. When you get your
  printout lrom the computer, all captured fleels will
  be llsted as belonging to you (along wlth a "captured
  from" notatlonl. t't"ote tnat allhough you do not capture
  fleets belonging to your allies, (See ALLIES, section
  V.L) you musi o"utnumber thelr shlps by more than 3
  to i btso tn order to capture any enemy lleets in the
  area You do not have to outnumber ISHPS or PSHPS,
  4 THE CHARACTER TYPES
  You are one ol slx posslbie types ol belngs. Each
  character type (belng) gets polnts lor dolng dillerent
  thlngs, as descntbed below
  A THE Ell P I RE BU I IDER Your people belleve
  rn manllest destiny lt is youn goal to control as
  much of the untverse as posslble You get one point
  pen tur-n lon each 1 O populatlon you control (except
  lor converts - see APOSTLE) You get I polnt per
  turn f or each lndustry you contr-ol (lt makes no
  difference il the industry is able to build - llyou own
  It, you get a polnt for it), and 1 point per turn for
  eiin Nt"xf you contnol. ln othen words, a planet wlth
  41ndustry wlth 6 mines and a populatlon ol 10 wlll
  galn you 
  '1 1 points per turn. SpECIAL POWER:Other
  itayers can butld an industry by uslng 5 other lndus-
  tr-y, or by scr-applng 6 ISHPS. You can bulld a new
  inbustry'using only 4 other lndustTy, or- scrapplng 4
  I SHPS
  B, THE IlERCHANT. vou are interested only in
  tnade. You get B points lor each metal whlch you
  unload on a'pianet owned by another player (The
  other playen can keep and use the metal you un-
  ioiceO I You only get these points if there 1s INDUS-
  fnV at tne ptani:tJand only up to twice the number ol
  3.
  
  and you cannot capture lhose. Also please note lhat
  EXACTLY three to one is not HORE THAN thr-ee t0 one,
  and does not capture.
  The computer checks lor pirate captur-e AFTER 1t
  checks to see lf someone captures a wor-ld or an
  empty key (see "Contnol of a Wonld"). So 1f you
  captured an enemy fleet at a wor-ld, you are not the
  "on1y player there" and you can't capture the world
  on the same turn You will have to wail untll nexl
  turn to capture the world. Any shlps that are GIFTED
  to a plrate wlll count AGAINST hlm for capture, slnce
  the gilt comes AFTER prrate capture. However, shlps
  TRANSFERRED to a plr-ate's lleel wlll be included as
  hls, slnce plrate capture comes AFTER tr-ansfers and
  movement.
  D THE ARTIFACT COLLECTOR ,qstne
  rlchest person on a rrch world, your jaded tastes are
  excrted by the ldea of owning unrque thlngs. 0n many
  of the worlds in the system, there are varlous
  indestructible artllacts lelt behlnd by that anctent
  race of beings. You get polnts lon each of these
  ar-tlfacts that you own. (See "At-tlfacts'), You also
  get a bonus of 500 polnts at the end ol the game lor
  each world that you own which has 10 or more
  artlfacts on lt (lncluding plastics); you have created a
  "museum". (The ar-tlfacts must be on the WORLD, not
  on a fleet.)
  SPECIAL POWER: you are the only player who does
  not lose poinls for- owning plastlc ar-tifacts. Also, you
  may transfer- an artlfact dlrectly lrom one lleet to
  another (other playens must unload the artlfact onto a
  world on one turn, and then put it on the other fleet
  on the next turn). And, othen players may attach
  artifacts onto your f leets fr-om thelr lleets or-
  worlds. (A player- may not put an artif act onto
  another- player's fleet unless the r-eceiving player is
  an ar-tlfact col lector'.)
  E. THE BERSERKER you are a computer 1n
  change ol a race of robots. Your prlme directive is to
  kill all llle wher'ever you lind lt, (You have no idea
  who gave you that directive, or why, but you never'
  questlon it,) You are allowed to make temporary
  alllances with l1v1ng belngs (people who help Ber-serk-
  ens ane called "6oodllfe") if it wlll funther your
  pnime dlrectlve (i.e., allow you to kill even more
  living beings.) However, your robots and people
  cannot exist on the same wonld at the same time.
  They klll each othen off - 1 robot kills 4 people, and 4
  people kill one robot Fractions of robots lost are
  rounded up, Thus, 1 populatlon kills I t obot, 4 popula-
  tion kill 1 r-obot, 5 populatlon klll 2 robots, etc.
  You may control worlds wlth llvlng belngs on them,
  but other players (except other Berserkers) cannot
  control your robots. They can drive a robot-populated
  world NEUTRAL, but a non-berserker cannot control
  1t untll all the robols are destroyed, Your robots may
  lgnore the populallon llmlts described.later in the
  r'u1es (you don't care how many people a wor-ld can
  suppor-t, slnce your robots are not people.)
  You get 2 polnts for each population you k11l (normal
  or converted, but not nobots) by shootlng, by unload-
  ing robots on the wor-ld, or- by destr-oylng the worldl
  You get 5 polnts pen turn lor each world you own
  populated by robots. lf you destroy a fleet ol shlps,
  you get two points for each shlp destroyed (lf you
  only damage a lleet, you don't get any points.) ll you
  destroy an entrre world (l) by dropplng a Planet
  Buster Bomb (PBB) on 1t, you get 200 poln[s for [he
  bomb, plus the points for the populatlon (You can only
  PBB a particulan world once lor points) lf any other
  player dnops a PBB (except an Aposlle on a Jlhad--
  see Apostle ) he loses 50 polnts. ll any other charac-
  ter type kills populatlon (except for an Apostle on a
  Jihad), he loses 1 polnt lon each populatlon he kllls.
  Note thal if 2or mone players both llre at the
  populatron ol the same world, each galns or loses the
  pnoper number of points lor the TOTAL populaticn
  that dled Lhere that turn.
  SPECIAL POWER: a Berserker can conver[ some of
  hls shlps on keys to r-obots, and they lmmedlately
  dr-op to the wor-ld below (robol attack). ll a berserker
  drops r-obots on a world, k1l11ng all Lhe populatlon, and
  leaves at least 1 robot on the world, he or she
  captur-es lhe world, 1nc1ud1ng any PSHPS or- ISHPS
  which are there. lf two Benserkers make a robot
  attack at the same time, one or the other ol them will
  captur-e the wor-ld and all the robots -- the odds ol a
  playen being the winner are pr-opor-tional to the
  number of robots that player used in lhe attack.
  The BERSERKER character- is adapted lnom stories
  wrltten and copyr ighled by Fred Sabenhagen, and the
  name is r-sed w;Ll'f- s permission.
  F. THE APOSTLE, You are a nellglous fanatic (or
  po1 1tica1 lanatic 1f you preler). Your purpose 1s to
  conver-t the entire galaxy to your- particular polnt ol
  view, Each of your converts on a world has a 1O%
  chance of conver-ting one normal population to a
  convert, each turn, lf you have a lleel ol ships "not
  at peace" at a world, each of those shlps has a 1 0%
  chance of converting one nonmal populatlon to a
  conver-t, each turn. (Thls does NOT mean that 1f you
  have I 0 shlps at a world you will always convert
  exactly one population. You could convert none, and
  you could concelvably convert as many as 1 0 )
  The conversion takes place at the beglnnlng ol the
  tur-n, s0 if a fleet 1s moving, it will cneate converts
  at the world it just lelt, Other players may get rid ol
  your converts by k111ing them, but you 11 get one polnt
  for each one kl I led (they're llartyrs) and ol course
  any non-berser'ker who shoots at populatlon loses l
  point for each one kllled.0r they may get rid of your
  converts by convertlng them back to normal by
  unloadlng consumer- goods on them (brlblng them wlth
  material goods), Each CG unloaded on a world has a
  502,1 chance of conventing one convert back to
  "normal".
  You WILL convert populatlon at worlds belonglng to
  your- allles, but any ol your shlps "at peace' will not
  4.
  
  convert anyone (see 'Al Peace'). I I you have any
  conver-ts at a world, you w111 get. a probe of thal
  world as long as the conver-ls survive,
  Apostles get 5 polnls per turn for each world Lhey
  contTol, and I polnt per turn lor each 1 0 ol their
  converls in the unrverse. They also get an addltlonal
  5 polnts per turn for each world they own whlch is
  completely populated by their converts. As an
  Apostle, you L0SE one pornl lor each shot you lrne -
  you are a paclflst. (For Lhis purpose, ambushes are
  not 'shots" )
  0nly one Apostle can have converts on a partrcular
  world at a trme. ll two Apostles try to convert at
  the same wonld, the computer wlll award all the
  conver-ts to one or the olher The odds ol belng the
  wlnner wlll be propor^tronal to the number ol converts
  or shlps the player has at that world.
  At any tlme durlng the game you may declare a
  JIHAD (ho1y war-) agalnsl any one olher player, You
  no longer get ANY polnts for marLyrs (no matter- who
  kills them), but you don't lose points lor flrlng at that
  one player, and you get lwo pornts lor each ol his or
  her populatl0n you kll l. lf you deciare a Jlhad against
  a Berserker, you don't get any polnts lor kllilng
  robots, but you would get polnts lor killrng nor-ma1
  population controlled by the Bersenken, You may not
  cancel the Jihad once it is declared, but ycu may
  change it to a dlfferent enemy (every turn, 1l you
  llke). ll you flre at populatlon, you gel the Jlhad
  polnts if the world is controlled by your enerny elther
  at the beglnnlng ol the tur-n, or the end ol the turn, or
  both. (ln other- words, you CAN get points by giving
  the world to your Jihad victlm on the turn you shoot
  at the world ) Hcweven you do l"l3T get polnts lor
  k1111ng your own converls, even il they are on a
  world controlled by your enemy (You lose points for
  them.)
  SPECIAL POWER: lf you completely convert lhe
  entire populatlon of a world, you galn control of that
  world, over-rlding the rules about control ol a wor-ld
  I lsled elsewhere in these rules. Also, il you grve
  away a wor-ld that has been completely converted, it
  will come nlght back to you on lhe next tur-n.
  5 DETAILS ON PLAYING THE GAIIE.
  You now know how to get started. Read thr-ough
  thls sectlon brlelly, but don't worry if you don'L
  understand or remember lt all the llrst trme llost ol
  these detalls won't be rmportant untll lhe laten tunns
  ol the game, allenyou have become lamilran wlth the
  genenal delalls.
  6. SH I PS. snips must be elthen altached to a
  key, or on a world. There can only be a maxrmum ol
  255 shlps 0n any one key lf the shlps ane on a world,
  they must elther- be defendlng lndustry (ISHPS) or
  defendlng populatlon (PSHPS). ISHPS and PSHPS
  collectlvely are known as "Home Fleets". Note lhat
  lSHP and PSHP refer only to the posltion ol the shlp.
  All shlps are identrcal.
  ISHPS and PSHPS cannot fire at each othen, on al
  industry or populatlon. They CAN llre at converts on
  thelr world
  The only posslble cargo of a shlp 1s XETAL. Each
  ship can only carry one metal (except merchanls,
  who can carry two), Shrps can be lreely moved fnom
  lleet to lleet (at the same world) or lo ISHPS or
  PSHPS and back at the beginnlng ol the turn (before
  movement or f lrlng or loadlng metal, but AFTER
  unloadlng metal.) Thls is called a "tr-ansfer" and is not
  considered movement. lf you lr'ansfer fnom lleet to
  fleel, only SHIPS wlll transler(not metal orarti-
  lacts). lf you try to transfen loaded shlps, the shlps
  wl ll transfer- but the metal will dlsappear.
  Slx ISHPS which are at a world (as ISHPS) at the
  beglnning ol a lurn may be scr-apped and lurned into
  one lndustr-y (4 ISHPS for Empire Buildens) (ll the
  shlps are on a fleet, it will take two turns to cneate
  industry; one to transler them to ISHPS and one more
  to scrap them.) Thls ls the ONLY way to get lndustry
  at a world which does not a1r'eady have 1ndustry.
  7. KEYS. Each player starts wlth 5 keys. "Fleet"
  and "Key" ar-e the same thlng; each of youn f leets 1s a
  key. lf your code name is TERRAN, then one of your
  lleels will look llke this on your pr'lntout:
  FBSITERRANI=5 (lloved, Carga=2)
  That means that your fleet #85 has 5 shlps, rs
  car-ry1n9 2 metal, and moved thls turn, (ll a lleet
  belongs to anolhen player, you wlll I{OT be told how
  many metal 1t 1s canrylng ) Each key has a unlque
  number-, so there is only one lleet #85 ln your game
  I I your pnlnloul says:
  FB5t---l=0
  that means that f leet #85 ls an UMWNED or NEUTRAL
  key. You do NOT own it, so do nol transfershlps to 11.
  Please note that 1f you leave an empty key (one with
  no ships on jt) at a world where they are no other
  ships (no other- f leets and no ISHPS or PSHPS), then
  the key will be listed as UNOWNED and 1f you BUILD a
  shlp onto it on the next turn, you wlll NOT capture rt
  (5ee 'Loose Keys"). A common error- lor beglnners rs
  lo put all thelr shlps onto some of thelr keys, movlng
  all the shlps away, and leavlng one or more keys
  5.
  
  behlnd with M shlps. Then NEXT turn while these
  keys are NEUTRAL, the beglnner builds shlps onlo the
  neutral keys and creates a NEUTRAL fleet at hls
  homeworld, whlch cannot be used. NEVER leave keys
  anound with no shtps on them unless you are try1ng to
  let another player capture theml
  8, CONTROL 0F A WORLD, You captur-e a
  world if you are the only player there with shlps that
  are not at peace. Of course, thene are exceptions. You
  wlll not captur-e a world lrom a player- whom you
  have declared an "al ly". lf you are a plrate, and you
  have captured an enemy fleet this turn, the computer
  will NCIT consider you the only player there this tunn.
  lf the world 1s populated by robots, you cannot
  capture it unless you are a berserker. ll the world is
  populated entlnely by conver-ts, you cannot captur-e lt
  unt1l you un-convert some ol the population. A lleet
  belonging to the owner of the wor1d, or to a player'
  who has declaned the owner hls ally, will pr-event
  capture, even if the fleet ls at peace. Awotld wlth
  zero population cannot be owned,
  Apostles can also capture a world by converting all
  lts population to their re11gion. Ber-serkers can also
  capture a world by maklng a robot attack and de-
  stroylng all the population (leaving at least one
  robot ).
  lf you own a world, it rematns yours untll some
  othei- player meets the capture requlrements, on unttl
  some playen fonces 1t neutral by destnoying all the
  ISHPS and PSHPS and llring at least two more shots
  than ane necessary to destr^oy all the home f leet. You
  do not have to have any ships at a world to r-etatn
  control, but if another playen shows up and you do not
  have any ships there, you lose the world' lf you show
  up at an unowned world whlch alr-eady has some
  ISHPS or- PSHPS, you will not capture that wor-ld until
  you destroy the home fleets
  9, BU I LD I NG. vou may bu11d at any world where
  you have at least one industry, 1 populatton, and 1
  metal. The amount you can build is equal to the
  SI1ALLEST of these three numbers (and the metal are
  used up when You bulld,)
  lf there is an enemy fleet "not at peace" at your
  world, for each shlp which he has whlch outnumber-s
  your defendlng shlps, one industry wlll not build
  (your population is hldlng inslde bomb shelter-sl), This
  ls automatlc, and is shown 0n your prlnlout. lf you
  have 50 industry, but only 25 are allowed to bulld
  because of enemy presence, (or any other reason),
  your- lndustry wiit be listed 0n y_our pr-tntout as30/
  25. For this purpose only, ISHPS are counted double'
  That is, 1f you have 4ISHPS at the world, and the
  enemy has'10 shlps, only 2 of your'lndustry wlll be
  unablb to bulld because of enemy presence. Also, any
  ships present belonglng to a player who has declared
  yoLj"a'ily" wlll be counled as delendlng your industry'
  ' "|1ETAL" on your printout is how many metal you
  have stockpiled on that world. Thls ls how many you
  can use to bulld thls lur-n. You cannot use the ones
  that ar-e golng to be produced, nor can you use the
  ones that are belng unloaded.
  "l1lNES" te11s you how many metal are golng to be
  produced lor NEXT turn. Note that al1 buildlng must be
  done at the world where the lndustry is. You cannot
  build shlps onto a fleet that ls located somewhere
  else. Buildlng comes befor-e loading, movement, or
  flr-1ng. You cannot load the metal that is golng to be
  usedby the industry this turn. You can bui ld onto a
  f leet that 1s moving away or- llrlng, and the new ships
  count in the numben ol shots you get to fire.
  Each lndustry can bulld 1 ship. Each 5 industry (4
  for empire builder-s) can bulld 1 more induslry uslng
  5 metal and 5 populatlon. Each 5 lndustry (4 lor
  emplre builders) can increase the population llmit il
  the world they are on by 1. Each lndustry can bul ld 2
  robots (but ONLY 1f the populatlon ol that world 1s
  already robots. Non-berserkers cannot bulld robots &
  benserkens cannot build robots at worlds populated by
  people.) Remember in each case you must have 1
  population to run each industry, and you use up one
  melai per industry, ll a world does not have enough
  population to run BOTH the lndustry AND produce the
  metal from its mines, it wlll alternate. Example: if a
  wot-ld has 5lndustry and 5 mlnes, but only 5 popula-
  lion, then one tur-n 1t will cneate llETAL, and the next
  turn the industry will tunn those 5 metal inlo ships 0r
  whatever,
  You may also use your lndustry to move some of
  your population to an adjacent world. Thls is the only
  way to incr-ease population at a world other lhan by
  nor-mal growth. One industt'y, uslng one metal, moves
  one population to an adjacent world (whlch must be
  connected to that world by a gate). When you use this
  opll0n, you are bu11d1ng a short-run colony ship which
  expends itself by moving to the next system This 1s
  called Hlgratlng Population Robots are mlgrated
  using the same order as normal population' ll you
  wani to migrate CONVERTS, you must speclly them
  with a speclal or-der. lf you migrate normal popula-
  tlon, you do tiOT galn control ol the ad3acent system
  0r even a report on that world. A11 you do is decnease
  the normal populatlon of your wonld, and tncrease the
  populatton ol the nelghbor-ing world. lf you mlgrale
  CONVERTS or^ ROBOTS, however, you D0 get a nepont
  on the woTld, and you can capture the world 1l you
  meet the capture requtrements, (Assumlng of course
  that they are YOUR converts. ll you mlgrate someone
  elses converts, then HE gets the r-eport on the new
  wor-ld.) lf a berserker migrates robots to a world
  populated by people, he DOES get polnts lor k111ing
  those people.
  You can only mlgrate to ONE world lrom any given
  world on a single turn, and you cannot give away the
  world or ltre witfr its PSHPS or ISHPS on the turn
  that you mlgrale. (You can mlgrate T0 a world from
  atl of lts adiacent worlds, but you can only mlgrate
  FR0'1 a wor-id in one direction at a time')
  I 0. p0PULAT l0N. Each world has a popula-
  6.
  
  tlon and a population llmlt, The population ol an owned
  wor-ld will grow approxtmately 10% per- tunn until ll
  reaches the limit, and then it wlll stop growlng. lf the
  world is owned by an Apostle, the new populatlon will
  be all converts You cannol have more population than
  the population llmlt ol the world. lf you put extra
  people there (by mlgratlon) they wlll dle. (However,
  they wlll have one turn 1n which to build befor-e they
  die. This 1s an expenslve way of increasing the
  populatlon llmlt of a world whose limlt is less than 5,
  and unless you are a Berserker, it is the only way.
  Berserker nobols, of course, lgnore the populatlon
  1im1ts,) Robo[s do not "grow". (They must be built.)
  ll your populatlon is less than yout^ tllNES, you
  will not produce the full number- of metal per tur-n lf
  you have 4 mlnes, but only 3 populatlon, you w111 only
  produce 3 metal per tunn. ln addition, 1f you have an
  induslry at that world, and you bulld somethlng wllh
  that industry, it takes one populatton to build, so the
  next turn only TWO metal wlll be produced. Please
  remember that-- people olten call us and ask why
  thejr world with 2 industry and 2 mines and 5
  population only produced 1 metal last lurn.
  ll someone flres at populatlon, or tl nobots ar-e
  attacklng a world, you wlll notice;
  DEATHS=N
  with "N' belng the number of pcpulatlcn kllled that
  tunn Every Berserker (or Aposlle on a Jlhad) whc
  killed population at that wor-ld, that tunn, lvrll receive
  2 points for each, and ever-y ncn-Bersenker who ltned
  at population at that world LhaL ltrrn wtll lose I polnt
  lor each. Wor-lds which have ro populalron wlll be
  neutnal, and wtll not be conlrolied by anyone
  1 I , l10VlNG. Each f leel may move up lo three
  worlds per turn (wlth one single order), For all
  ollicial purposes, you are only'on" the world you
  started on or lhe one you ended up on, You may be
  ambushed at any ol Lhe lntervenlng worlds, and you
  will get reports on them, but you may not do anythlng
  at those wonlds Any playen who ambushes you as
  you try to move gets double hlts on you. ll you make
  a move that ls partly i11egai, lhe f leet wlll NOT move
  AT ALL, (Example, il you are at world 1, which is
  adjacent to wor-ld 2, whtch 1s adjacent to worlcj 15,
  and you order a move "W2W31"
  lnstead of "W2W13", your lleet will NOT move to
  world 2 and stop. lt wlll not move at all.)
  Note that loading and unloading ol lleets, and all
  lransfers come BEFORE movement. This means lhal
  you can NOT move and then tr-ansfer, nor can you
  move and then unload, lt makes no difference tn what
  or-der you wt lte your instrucltons on the turn sheet.
  lf you tell Fleet #1 to move lrom wonld 34 to world
  46, and then you tell Fleet # 1 to unload its metal and
  its one artlfact, lt wlll unload them ON WORLD 34,
  You may load and move. You may unload and move,
  You may transfer and move, or probe and move. You
  may NOT llre and move, ol ambush and move, or-
  move a f leet the turn you glve 1t away.
  12, PR0BES. You may send a probe to an
  adjacent world. Thrs uses up one shlp (which does nol
  require akey), and tells you what is on that world
  and whal its adjacenl worlds are (as 1f you wene
  ther-e). You have sent a shlp through a gate wlthout a
  key - 1t gets through long enough to send back a
  report, and then burns up. It ls not seen by any other
  player, and it cannot "carry" an artilact to that
  wor-ld. You cannot probe a world that you can already
  see, nor can you probe a wor-ld more than once per
  turn.
  Probes are sent fnom lhe world you begln the turn
  at. You cannot probe with a shlp on the tur-n lt is built,
  or- the tunn you transfer- it fnom one shlp to another.
  (There ls no reason to transler 1t 1f you are golng to
  probe with lt, but someone always makes that
  mistake).
  The wor-ld that you begln the game with is constd*
  ered your "home world'. You wi 1l always recelve a
  report or- "probe" of thls wot^ld, even if you lose
  control oi lt. (There is no partlculan penalty for-
  loslng control ol your "home" world.) You wi11 get a
  reporl 0n every world where you have a lleet, where
  you have converts, where you own the wor-ld, whene
  you had a fleet at the beglnnlng of the tur-n, and where
  you passed thr'ough on the way to another world.
  1 5, CARG0. Each shlp (except those owned by
  llerchants) may carry 0NE metal as carg0, ll a f leet
  1s carrying metal, 1t may unload them on a world,
  jettison them (destnoy them), unload them as con-
  sumer goods (as a l"1er'chant to get points, o[ as any
  player- to get rld ol converts) You may plct< up metal
  f rom any wor-1d you own with any f leet is at thal
  world. lf the world 1s not yours, then the player- who
  owns the world must have declared you a "loader"
  (eithen thls tunn 0r 0n a previous turn).Once you
  have been declared a "loader'by a player-, you
  remain that way until he changes his mlnd and glves a
  "non-loader" or-der for you. You wlll not be lold by
  Lhe computer thaL y0u are a "loader". You'll know il
  you succeed in plcklng up metal lrom hts wonld
  You can speclfy a numben ol metal to ptck up, or
  you can jusl say "load" and your fleet wlll plck up as
  many metal as rt can llnd and canry. You cannol
  overload your sh1p, nor can you plck up metal that ls
  golng lo be used for bullding that turn. ll two players
  load at the same world, and there 1s nol enough metal
  lor both ol them, the owner ol the world gets prefer-
  ence. (Hts shlp is ll I led belore the other player gets
  any). lf two or mor-e players (bolh loadens) ane at a
  world nelther ol them owns, and both try to load the
  one wlth the smaller NUYBERED lleet w111 get preler-
  ence. (r.e. 1'lee[ #l gets loaded befone lleet #5). (ln
  certarn variant games lt wlll be a mndom numbered
  f leet ).
  ll a plnate captures a merchant fleet whlch ls
  carrying more than I metal per shlp, the excess
  metal dlsappears (ditto if the merchant glves away
  the fleet). Jettlsonlng and unloading cargo come
  7.
  
  BEFORE flrlng, so you can avoid taklng the extra
  damage caused by belng loaded wlth cargo. (See
  "Flrlng".) Transfer-ring from fleet to fleet and
  bu11d1ng new ships comes after unloading and before
  1oad1ng. Ar^tilacts are NOT considered cargo. Remem-
  ber that translerrlng loaded ships automatlcally
  jettlsons the cargo, You can load metal that someone
  else is unloadlng that turn.
  1 4 ART I FACTS, Any lleet may canry any
  number of antifacts. The ar-tifacts are attached to
  the KEY and not to the ships. lf the lleet carrying the
  artifacts 1s destr-oyed, the artifacts r-emain neutral
  until there 1s only one player at that world with ships
  not at peace. (ln other words, untt I some player
  captur-es the key they ar-e atlached to.) There are 90
  standand artifacts and I 0 special artifacts The
  standard artifacts wtll consist ol two words The
  llnst wond can be any of these: Plattnum, Ancient,
  Vegan, Blessed, Arcturlan, Sllver, Tltanium, Gold,
  Radiant, Plastic. The second word can be any of
  these: Lodestar, Pyramid, Stardusl, Shekel, Crown,
  Swor-d, l"loonstone, Sepu lchr-e, Sph i nx
  Thus an artifact would be known as Lhe SILVER
  SWORD, or lhe BLESSED STARDUST, or lhe PLASTIC
  CROWN. Each type ol character- would like to collect
  two distinct types of arttlacls Empire Bullders, for
  lnstance, would llke all PLATIN[,l'l items and all
  CROWNS. The PLATINUt"l CROWN ls theln 'greatest
  treasure". Here rs a chart ol whaL each player wants:
  Emplre Bu1lder..... Plallnum, Crown
  Xerchant..,.,. ....... Gold, Shekel
  Pirate ,,,... , ......, S1 lver, Lodestar
  Apostle,...... . ....Blessed, Sepulchre
  Ber-senker,,, .. .... Tltantum, Sword
  Arti lact Col lector. .Ancient, Pyramld
  Note that there ls some conllict here, as bolh the
  Emplre Bullder- and the Xerchant wlll want the "001D
  CROW\" and of course lhe Artifact Colleclor wlll
  want everythlng.
  The special ar-tifacts are the TREASURE OF
  POLARIS, IhC SLIPPERS OF VENUS, ThC RADIOACTIVE
  lSOTOPE, the LESSER 0F TWO EVlL5, the NEBULA
  SCROLLS (Volumes I -5), and the BLACK BOX,
  Player-s galn (or- lose) points for holdlng certain
  artifacts. Char-actens other than Artifact Collectors
  are awarded points accordlng to the lollowlng sched-
  u le:
  For holdlng a slandand artllact from one ol your
  categorles: 5 pts/turn.
  (Note: the plastic ltem is not considened part ol yout'
  categor-y. )
  For holdlng a standard ar-lifact not from your- cate-
  gory: 0 pts/turn.
  For holding your "greatest treasure": 1 5 pts/turn.
  For- holdlng any Plastic ltem; lose 10 pts/lurn.
  For- holdlng the Treasur-e of Polar-is: 20 pts/tur-n.
  For holdlng the 5l ippers of Venus: 1 0 pts/turn.
  For holdlng the Radloactive lsotope: lose 30 pts/turn.
  For holdlng the Lesser of Two Evtls: lose 1 5 pts/turn,
  For- holding all 5 Nebula Scrolls at the end of the
  qame: 1 O0O polnts bonus,
  For hoidlng all the standand artlfacts ln elther ol your-
  two categories at the end ol the game: 500 pts.
  For holdlng the Black Box: 0 pts/turn.
  The Antifact Collector gets mor-e
  points f or each item, as f ollows:
  For holdlng any anclent ltem on pyranrld: 30 pts/
  tur-n.
  (Note: The Plastic Pyramld 1s NOT consldered part of
  your category)
  For holdlng the Ancient Pyramld: 90 pts/turn.
  For holdlng any other standard artifact (non-plastlc);
  i 5 pts/turn.
  For holdlng any plastlc ltem: 0 pts/turn
  For holdlng the Treasure, the Slippers, the lsotope,
  or the Lesser: 30 pts/turn.
  Fcr holding all 9 ancient ltems or all 9 pynamids at
  lhe end ol the game: 1 0OO pts,
  For holdinq all 5 Nebula Scrol ls aL the end of the
  game: 1500 pts
  For holding the Black Box: 30 pts/turn.
  For each museum held at the end of the game( 1 O
  ar-tllacts on a wor-ld); 500 pts
  The Black Box is special lf you own it, thrs
  artllac[ may do somethlng to you or for- you. Each
  game, the Black Box wlll do somethlng diflerent \,4/e
  wlll declde when the game stants what that parlrcular
  Black Box wrll do, and you wlll nol be told what lt ls
  lf you llnd lhe Black Box, you wlll have to delermtne
  what ll is dolng (1f anything) ll may do somethlng
  every lurn (llke produce one extra metal every turn)
  or 1t may do somelhlng every once in awhlle (llke
  double Lhe number ol mlnes on Lhe world tt is on,
  every Bth turn) or 1[ may Eo rn some klnd ol cycle
  (pr-oduces an lndustry every turn except on Lhe I 0th
  turn it blows up the world tl is on ). The elfecl may
  be qood, bad, or mixed, or^ 1t may be nolhlng al all
  The Blact< Box llAY tel1 you somelhing (thus lL is
  llleqal to sign the Black Box's name to a dlplomatic
  message), but the Black Box wlll never answer
  questlons, so please do not address questtons to it
  Each artilact has a number, whlch wili appear
  wlth the artilact on your printout (The "V is NOT
  part ol the numben, and is jusl there to remlnd you
  that all artilact orders start with a "V").
  An artjfact may be hooked onto one ol your lleets,
  unhooked from your^ lleet onto the world where the
  fleet ls located, or hooked onto the lleet of an artllacl
  collector. You may NOT hook it onto the lleet ol a
  player who is not an artilact collector, and you may
  NOT transler it dlrectly fnom one lleet to another
  fleet unless you are a coilector-, or the fleet you are
  transferrlng 1t to belongs to a collector. You are only
  allowed to give ONE orden per artllact per- tunn, An
  artifact is attached to a lleet il 1t appear-s after that
  fleet on the printout. An artifact belongs to the player
  who owns the world or f leet lt is on.
  lf you have a bad artllact you want to dlspose of,
  8.
  
  you can unhook (unload) it onto a world that does not
  belong to you, give it to an artifact collector, or
  attach it onto a fleet and fly that fleet into a Black
  Hole. (see "Black Holes") lf you do not own the world
  that an artilact 1s on, you cannot hook that artifact
  onlo a lleet.
  I 5, F I R I NG. Each ship gets one shot per^ tur-n (l
  shot =1 hjt) except lSHlPS, PSHIPS, and overloaded
  llerchant sh1ps. ISHIPS and PSHTPS get 1/2 shot each
  (odd ship r-ounded up), Xerchants can carry double
  cargo on thelr f leets, but each shlp carrying a double
  carg0 cannot f ire. (lf you have 5 ships carrying 6
  metal, only 4 of the shlps can f ire). Each f leet must
  lire all ol its shots a[ one target. lf the ISHPS f]re,
  they must all f ire at the same target; dltto for
  PSHPS. (That is, 1f you have 1 f leet, plus TSHPS and
  PSHPS at the same wonld, they can flre at i dlfferent
  targets but not 4 different targets,)
  Fleets may f 1r-e at other f leets at the world, or
  may f lre at lndustry, populatlon, or home f leets.
  (ISHPS and PSHPS are known collectively as home
  f leets; this has nothlng in par-ticular to do with your
  home world.) ISHPS and PSHPS can f ire at f leets, or-
  at converts (and nothing else). Fleets can fire at
  p0pulatlon; if there are conver-ts 1n the popuiation,
  some of the casualtles will be converts, but the fleet
  cannot specify that it will flre only at converts, ln
  order to fire at robots, you jusl fire at "population."
  You must aiways specify which fleet you are
  linlng at. I f you destroy al 1 ships attached to a key,
  that key becomes neutral untll there is only one
  player at that world wlth ships not at peace. Each 2
  shots destr-oys 1 unloaded shlp or 2 loaded ships, (you
  cannot merely damage a shlp. One shot will not harm
  an unloaded ship.) lf the enemy f leet is leaving instead
  of flrlng back at y0u, you oniy get hall as many hits,
  lf you destroy all the shlps on a fteet that is trying
  to move away, the key stays where you are. ll a
  lleet moves, lt cannot fire that tunn. (You can NOT
  move to a wor-ld and fire at it on the same tur-n. llyou
  write an order to move and an order to f ire with the
  same fleet, whichever one we happen to type lirst
  wlil get executed, and the other will be lgnored,)
  lf you f ire at industry, f inst you must destroy al)
  ISHPS at 2 hits apiece. The remaining shots destroy
  lndustry at 2 hits for- 1 industry. lf you f ire at
  population, you must first destroy the PSHPS at 2
  hlts apiece; the remaining shots will destroy popula-
  tion at 2 hits per 1 population.
  ll you flre at home fleels, you llrst destroy the
  ISHPS, then the PSHpS. Any r-emainlng shots lired at
  home lleets do not destory anythlng, but ll there are
  at least 2 exlr'a shols f lred at a home lleet, the world
  becomes neutral untll there 1s only one player there
  wlth shlps not at peace, (Even if the owner ol the
  world has f leets there. And ll a world has no home
  lleets, you must ltr-e at least 2 shots at it to lorce lt
  neutral,) Thls ls how you take a worid av,ray from
  your enemy when you are unable to caplune it for-
  yoursel f.
  It is NIOT necessary to force a wor-ld neutral if
  you ar-e able to capture lt. ll you just want to
  destnoy all ihe enemy shlps guarding a wor-ld, but not
  the population or industry, you f ire at home f leets. lf
  you fire at conver-ts, (lSHpS and PSHPS on)y) each
  shot destr-oys one convert.
  Each attack must be either conditionai or uncondi-
  tional, An unconditional attack f iTes, no matter what,
  A conditional attack means you lire at the speclfled
  target lF AND ONLY lF the owner of the target lires at
  YOU this turn AT THAT WORLD. lf both player-s glve
  only conditional f ire orders, then neither wlll f ire. An
  ambush will NOT trlgger a condltional fire, but a
  nobot attack WILL trlgger conditlonal fjre. A condl-
  tional frre order lS AN ATTACK ORDER, and you
  cannot move 0r- ambush or give away a f ieet 1l you
  give 1t a conditlonal f ire order, (The condiilonal llne
  order ls eflectlve only for the turn you give it. lt
  does not remarn in effect on the next turn,)
  When shooting at ships, hits are first taken by
  unloaded ships, then by loaded ships. You may only
  f lre at a target which STARTS the turn at the same
  world as the llrlng unit.
  9.
  
  I 6. AIlBUSH. Unless you specify not to ambush
  at all this turn, or not to ambush at this world thls
  turn, any lleets that have not moved or fined, and all
  unfired home fleets will ambush any fleet (not
  belonglng to an ally) which tries to move THROUGH
  that world. Thls only applles 1l the enemy lleet
  moves THROUGH the world without stopplng.
  For example: Player A has F85 at World l, and
  wanls to move through worlds 2 and3 to get to Wor-ld
  4. He onders "FBSW2W3W4." He can be ambushed by
  any player at World 2 or World 3. He can NOT be
  ambushed at World 1 or Wor'ld 4. (Nor can a f leet at
  W4llre al Fleet 85 untll NEXT tur-n.)
  Thts ambush order conluses a lot of players. They
  want to ambush anyone who appears at thelr wor-1d,
  and lt ls NOT posslble. The ambush order extsts to
  guard your tnner ctrcle of worlds by puttlng ambush
  ships on the outer frlnges of your empire. An enemy
  must either stop and fire at your outer shlps, or l1y
  past them and let you ambush hlm. Note that any
  enemy shlps whlch have not moved or lired wlll
  ambush you, even if they are al one ol your worlds.
  Fleets do not have to be at thein own worlds to
  ambush
  When you are ambushlng, ISHPS and PSHPS ane
  not halved as they are when lirlng, AND all ships are
  doubled when ambushlng. Thus a lleet of 2 shlps ot^ 2
  ISHPS w111 destroy two enemy shlps (or four 1l they
  ane loaded wlth metal). Home f leets won't ambush if
  their world is does a migratlon or is belng gifted.
  lf you only destroy some ol the shlps on a fleel,
  the remainder ol the lleet will conllnue to wher-e it
  was headed. lf you destnoy all of the ships, the empty
  t<ey wlil remain at the world where iI was ambushed.
  A ship ambushlng will shoot at every enemy lleet that
  moves through. Thls 1s the only case where a f leet
  can frre more than once per tunn,
  You will not ambush lleets belonglng to players
  you have declared ALLY. A lleet will not ambush if it
  has glven a condittonal lire order, or lf it 1s maklng a
  robot attack or dropping a PBB. Fleets "At Peace" do
  ambush. Gifts do not ambush
  1 7. ALL I ES. vou start the game wlth no allies.
  Aflter- you have met another- player, you may declare
  him or her an a1ly 1f you w1sh. That player wlil
  remain 0n youn a1ly 11st unt1l you subsequently
  declare him or- her a non-al1y. You will not ambush
  any a11led ships, and you will not capture worlds
  belonglng to your a)ly. (Your ships wlll help protect
  allied industry and even if they are "at peace" they
  wlll keep enemy lleets from capturlng a11ied worlds.)
  lf you ane a pirate, you will not capture your a1ly's
  ships. (But you do have to outnumber your ally's
  ships il they are at the same world where you are
  tr^ylng to capture enemy ships,) lf you are an Apostle,
  you WILL convert an a1ly's population.
  The word "A11y" has addltional connolations which
  D0 NOT APPLY in Starweb lf YOU declare someone
  your ally, the only thlng it means ls that you w11l not
  ambush hls f leets or capture his worlds. That player
  does not have to declare YOU an a11y, and he 0r'she
  can still ambush you and capture your wor'1ds, You
  will not be told whether another- playen has declar-ed
  you an a1ly or not. Belng an a1ly has NoTHING to do
  wlth whetheryou can FIRE at another player All 1t
  does is make sure that you won't do any automatic
  nasties against the player- who you think is your
  fri end,
  1 8, GIFTS, At any time afteryou have met
  another player 1n the game, you may glve a lleet or
  wor-ld to that player - but neither ol you can move
  the f leet or f ire its shoLs the turn it 1s given away ll
  you have glven away a wor1d, you can neither- llre
  with lts ISHPS or PSHPS nor plunder 1t the turn you
  glve 1t away (And it won't ambush) You may build
  with lndustry on Lhe tunn a world ls glven away, and
  you can load or unload metal or artilacts You may
  only make TWO gilt orders per turn, and only to
  players who you have met at some polnl 1n lhe game.
  (r.e. one ol thelr wor-lds or lleets or ccnverts or
  robots has appeared on your prlntout at least once s0
  lar ln the game.) The player who recetves a glf t is
  told who gave it to hlm.
  I 9, PLUNDER lNG. At any tlme you can
  plunder a wor-ld which you conlr-ol, lf lhe world 1s
  taken away from you that turn, or 1f you glve 1t
  away, the plunder falls to happen, Whlle a world
  Tecovens from the plunder (Lhe next 3 turns), it wlll
  not build with its 1ndustry, lncrease in populatlon, or
  produce metal. You cannot plunder a wonld agaln whlle
  it rs recovering fnom a prevtous plunden.
  20 AT PEACE. You may aL any tlme declare
  any f )eet "at peace". lL lwill subsequenlly appear on
  youn prlntout wlth "At-Peace'aller it, unt11you
  declar-e il "not at peace". (Al1 keys & lleets start out
  "not at peace"). This ONLY means that thls lleel will
  not capture loose keys or worlds, nor wtll lt prevent
  other playeTs from capturing them (However, a
  f leet "at peace" at one of your OWN or an ALLY'S
  worlds wlll prevent another player- lrom capturing
  that world.)
  You should order a fleet to be "at peace' 1l you
  want to move to a world wilhout capturlng il, or tl
  you want to allow another player to capture a loose
  key or world wlthout nequiring you to 1eave,
  Apostle lleets "at peace" do not convent, A fleet
  "at peace" wlll not pnevent lndustry fnom buildlng.
  Belng "at peace" does NOT prevent you lrom firlng or
  ambushlng; 1t merely means you don't want to
  capture anythlng. (Pirate fleets "at peace" will not
  caplure enemy f leets either.) Host ol the tlme you
  wlll wanl your lleets to be "not at peace".)
  21 . PLANET BUSTER BOI1BS Any tlme
  a lleet contains IIORE than 25 ships, you can convert
  25 of them into a PBB (Planet Busten Bomb). The fleet
  10.
  
  does not have to stant the turn with the 25 ships--
  you can be transfer-r'lng them to the lleet on the turn
  you bulld the bomb. You may move 0T fire or drop a
  prevlously-bui lt PBB on the turn that you bul ld a PBB
  (but you can only have one PBB on a slngle fieet at a
  tlme) 0n any subsequent turn you may dr-op the bomb
  you just bu11t (you cannot dnop 1t the tur-n 1t js built).
  Dnopplng a PBB is a FIRE order, and you cannot
  move on the turn you dr-op it. (See "llutually exclu-
  slve orders") lf you drop the bomb, and the fleet
  carrying lt ls not destroyed by some other player on
  the turn it attempts the drop, everything on that
  wor-ld (except artlfacts) 1s destr-oyed All populatlon,
  1ndustry, mlnes, metal, pshps, ishps, and r-obots are
  destroyed. The population llmit is r-educed to zero.
  Fleets are not affected. Attempting to dr-op a PBB
  DOES trigger- "conditlonal line"
  You cannot Iire wlth the lleet whlch 1s dr-opplng
  the bomb, lf the fleet is destroyed (or 1l you tr-ansfer
  all shlps away fr-om lt), the PBB ls deslroyed, PBBs
  cannot be lr-ansfer-red from fleet to fleet, or jettl-
  soned. The PBB will appear on the prlntout, and
  everyone who sees your lleet wlll know that you
  have a PBB. Berserkers galn polnts lor dnopping
  PBBs, and everyone else loses 50 points (plus loslng
  points fon populatlon kllled) lon dropplng them, except
  an Apostle on a Jihad lf he drops lt on his Jihad
  victim.
  22. ROB0TS ln most cases, robot populations
  will act the same as regulan populations. However
  there ane cer-tain excepttons, Robots wlll not be
  conver-ted by Aposlles. Robot populations can lgnor-e
  population limits (and can sur-vive on worlds ptevl-
  ously "planet busted".) Also, robot populatlons wlll
  not lncrease 1 0% llke regular populallon. lf you want
  to glve an onder regar-dlng robot population (fine at
  populatlon, on migrate populatlon) you just give the
  same order you would glve 1l tt were regulan popula-
  tion,
  A Bersenker may convert some of hls shlps to
  robots ( 1 shlp = 2 r-obots) and the robots lmmediately
  land on the wor^ld whene the f leet 1s, and stant killlng
  people. (This is a "robot attack". The f leet maklng the
  nobot attack cannot move on fire,) Shots fired at a
  fleet making a r-obot attack willkill the robots fir-st.
  Thus if a Berserker orders F7R2 (Fleet 7 convert 2
  ships to robots) and at the same time an enemy f lres
  4 shots at F7 (enough to destroy 2 ships) then F7 will
  be noted on the prlntout as havlng made a robot
  attack, but no robots wiil get through to the planet
  below, and no damage will be done to the populatlon.
  A Bersenker may make a nobot attack on a wonld
  already populated with other r-obols. ln thls case, no
  population is killed; the new robots are just added to
  the previous ones. lf the r-obots on the world ar-e not
  owned by the player maklng the robot attack, one
  player or the other wtll be nandomly chosen to own
  ALL the robots, with lhe odds being pnoporttonal to
  how many robots each p)ayen owns. (Example: A
  player makes a robot attack with 5 ships ( l0 t'obots)
  on a world populated by 90 neutral robots. The new
  populatlon wlll be 100 r-obots, and the player has a
  1 0% chance ol capturing the world. There is a 90%
  chance that instead, all 100 r-obots wlll be neutral.)
  A f leel may never conver-t ALL its shlps to robots,
  At least one ship must be lelt behind on the key. lf
  you make an emor, the computer- will automatlcally
  reduce your robot attack order- enough to leave 1 shlp
  behlnd You can make a nobot attack wlth ships which
  are being translerred to thal lleet. A Berserken can
  move robots to an adjacent world uslng lndustry and
  metal (mlgrating) the same as other players can
  mlgnate population, and he w111 get a pnobe ol the
  world and credrt for Kllllng any populatlon. A Bers-
  erker can capture a world [hts way A r-obot attack
  WILL lrlgger a condltlonal lire order.
  23. METAL PRODUCTION (IlINES)
  AND THE TURNS NUIlBER. Each mlne
  prOduces One metal per tunn, rr rs srock-
  plled on the world unless plcked up by a fleet. The
  maximum lllNES for a world is 31, You can stockplle
  up to 255 metal at any one world, You must have
  populallon at the world whlch is not building wlth
  lndustry in order lor the mine to produce its metal.
  For- example, 1l you have a world wlth 6 1ndustry,
  6 mines, and 10 population, and you bulld wlth all 6
  1ndustry, only 4 of the mines wlll produce metal for
  the next turn. (However, you can not voluntarlly
  avoid building wlth the lndustry if there 1s enough
  metal at the world. A world wlth industry, meta1, and
  populatlon Wl LL bui 1d.)
  Another example would be 1f you had a world with
  5 mines, a population ol 2, and a population llmit ol 3
  That world will only produce 2 metal pen tum untll
  you put anothen population there by mlgration (on
  until the populatlon lncreases, which mlght happen 1n
  about 5 turns). lt will never produce more than 5
  metal per turn unless you ane a Berserker and you
  put 5 robots on the world. (Or 1f you lncnease the
  populatlon llmlt by the expenslve method mentloned
  earl i er. )
  There is only one way the lllNES on a world can
  lncrease. Each world which alneady has at LEAST one
  mlne, has a T/O number ("Tunns Owned" or "Turns"),
  That number starts at 1 when you capture a won1d,
  and lncreases by 1 each tunn unless lnlerrupted by a
  plunder or a capture of the world. The turn after the
  T/O number reaches 7, 1 t goes back to 1 and the
  lllNES on the world go up by one. That means two
  thlngs: Flrst, a world which has no mlnes does not
  have a T/0 number and will never- have any mlnes,
  StconD, )f you DWn a wDDD w)lh mnffi f 0r 7 mn:nu-
  tive turns, your XINES increase. lf you plunder a
  world, the T/O number stops where lt ls unlll the
  world necovers from the plunder, and then continues.
  lf a Berserker robotizes a wor-ld which he already
  owned, the T/O number starts over at 1, just as il he
  had captur-ed it from another playen.
  11.
  
  24. L00SE KEYS nny lleet with no shlps on tt
  is a loose key. Any loose key is captured by the only
  player there wlth ships not at peace. Home f leets are
  NEVER at peace. Keys are never des[royed. ll you
  leave keys wlth no shtps attached to them around on
  your- worlds, lhose keys w111 belong to you as long as
  y0u are the only player lhere wlth shlps. ll anothen
  player shows up, the keys will not be 0Wned by
  anyone (And note that ll you dont have
  any shlps at that world, you won'L own the key
  elther') lt ls advlsable, therelore, to attach at least
  one shrp to every key you own.
  To attach a shlp to a key, transler a shlp from
  anolher lleet to that key, or- build a ship onto the key
  wlth your lndustry whlch ls at lhe same world,
  REI'IEHBER: lf you do not ALREADY own the key, and
  you attach a ship to it, you STILL do not own lt You
  have created a neutral lleet. Beglnners do thls often.
  ll the name alter the lleet number 1s your- name, then
  you own Lhe key. ll the name alter the fleet number ts
  [---], tfren no 0ne owns lhe key. Players do nol own
  SHI PS, they own KEYS and al I lhe shlps atlacheC.
  25. BLACK H0LES. A lew ol the worlds on
  the map are black holes lf you move tnto or thnough
  a black hole, all the ships whlch move ln ar-e de-
  stroyed. The key wlll reappear at some random place
  ln the qalaxy, alcng wlth any artllacts which were
  car-rred, ll you probe a black hole, you wtll discover
  what it is. However-, there are only a lew black holes
  rn each game, so don t be paranotd
  26 DIPLOIIATIC IlESSAGES _ CON-
  TACTING OTHER PLAYERS. onceyou
  have met another player (hts name has appeared on
  your- prlntout) or another player has tntroduced you
  to him, you may send him messages, Hessages must
  be addnessed to him by player name, and must be
  slgned wlth your player name. A diplomatic message
  should be written on a 3x5 card oT wrttten on a plece
  of paper and folded to 5x5 slze, with the addness
  (Frorn and To) wrltten on the OUTSIDE. Do NOT send
  messages SIYALLER than 3x5, as they can easlly get
  losl or- dellvered to the wrong player.
  You may exchanqe addresses and/or phone
  numbers ln dlplomatlc messages tn order to contact
  each olher directly. Please note that Flylng Buflalo
  wlll NOT glve you lhe name, addTess, or phone
  number of another player. I I he wants you to have tl,
  he wlll have to give it lo you himsell
  You may tel I each olher about other players you
  have met. Once you have been told about another
  player-, you may send messages to him. However you
  cannot make GIFTS lo another player unttl you
  actually see hls name on your prlntout.
  Cross-game al I tances, threats, vendellas, and
  agreements cannot be totally prevented, but are
  lrowned upon and considered unethlcal. Each game
  should be played separ-aLely lor ltself alcne Nole thal
  Dlplomatlc messages wlll be deltvened the lollowlng
  turn after they are r-ecetved. (They will NOT be
  delivered between tunns.) They should be lncluded
  with your turn.
  D0 NOT try to slgn some other player-'s name or
  code name to a dlplomatrc message. Thls ls consldered
  CHEATING, and 1l you ane caught you will be lhnown
  out ol ALL your games
  27, THE PRI NTOUT. Eachturnyouwill sel
  a computer printout ol whal you know curnently rn
  the game. The lollowlng ls what will appear on the
  prlntouts (iLems marked with an asterisk may 0r may
  not appear on any glven turn)
  1. Wor-ld Number
  2. Llst ol connections
  3. 0wnen ol thls world, t---l il no owner.
  x4. Owner ol converts : C[name]
  5 The numbeT ol 1ndustry, metal, mlnes, populallon,
  populaljon llmlt, lships, and Pships at the wcnld (ll
  lndustry is two numbers with a "/", then the llnst
  numben is the actual industry, and lhe second number
  is the amount ol lndustry useable this turn ll popula-
  tlon is 25/=C for inslance, that means that there are
  25 populatlon, and 5 ol them ane convents. ll popula-
  tlon ls lollowed by an "R", that means they are
  robots. )
  x 6, ll a PBB has been dropped at thls world during
  Lhe game so far, "BUSTED" will appear. ll populatlon
  (not r-obots) has dled, "DEATHS=xx" wlll appear ll
  "Deaths'has two numbers, the one alten the "/ is
  how many converts dred. 'Turns= is the T/O num-
  ber. ll the wonld has been plundered so lar- thls game,
  the wor-d "Plunder=x" will appear- wlth x" belng the
  number ol times lt has been plundered, lf there are
  two numbers the one alter the "/" ls how many turns
  before the world recovers lnom lhe plunder. 'CG-
  Unload=x'tells you how many limes Consumer Goods
  have been unloaded on thls world Il the world was
  captur-ed this turn, you are told who lost lt and who
  caplured it.
  x7. You are told what ar-tilacts are on the world
  (they belong to the owner ol the world )
  xB. Next ls a llst of the lleets here. You are told the
  fleet number, who owns tt, how many ships are in lhe
  lleet, (how much cargo, if 1t ls YOUR f leet), whether
  it is carrylng a PBB, whal artlfacts it 1s carrylng (an
  artilact that appears alter a lleet number 1s belng
  carried by that lleet and belongs to the player who
  owns that lleet), whether lt dropped a PBB, made a
  robol attack, moved, unloaded consumer goods, or
  fired (and the tanget, ll lt llred).
  x7. Lastly you are glven a llst of fleets Lhat lell here
  this turn, or passed through her-e thls turn, You are
  tcld the f leet number- and the owner, and the lmmedl-
  ale destlnatlon (where lt went fnom this world, not
  necessanly lts linal destlnation). You are not lold
  how many ships or- cargo it had ll you see the same
  f leel with two diller-ent destinatlons, that means tt
  lelt here, came back again, and lefl ln a dlllerent
  12.
  
  dinection all ln the same tunn. This is a cheap way to
  get a pr-obe of an ex[ra wor]d, as long as you don't
  get ambushed along the wayl
  ln the example below, World 2 is adjacent tc
  worl ds 24, 37 , and I 6 I . Tenran owns the world and
  il has 1 1ndustry,3 metal, 2 mines, 7 populatlon, 10
  maximum populatlon, ln two mone Lur-ns the number
  of mrnes wrll rncrease, there ls one ISHP guardlng the
  world, and that player JOVIAN moved his lleet #6
  conslstlng of 1 shlp lnto thls world thls tunn. Also
  Fleet #47 wenl from here to W161 thls turn
  Each turn you w111 get a report from every world
  wh jch you own, where you have lleets or conver-ts or-
  Tobots, or- where you have pr-obed You also get a
  report on a world the tur-n it is captured lrom you, or
  the turn you leave lt, And you always get a repont on
  the world you started wlth (your homeworld), You
  are also told whlch players you have as allles, whlch
  players are currently your loaders, whlch players
  you have met so lar in the game, and whlch playens
  you curr-ently see on your printout The cunr-ent
  scones of the players you see THIS TURN wlll be
  listed on your pnntout, but not necessarily 1n the
  orden that the players appear, (The scores will be
  listed ln numerjcal onden lrom lowest Lo hlghest The
  player names wlll be llsted ln nandom order. You wrll
  have to try lo llgure out whlch playen has which
  score, 1l you can see more than one player on a tunn.)
  Exampl e:'r/2 Q4,37,1 61 ) ITERRANI (lndustry=1,
  Itletal =3,ml nes=2, )opul atr on=7, Lim i t= 1 0, Turns=6,
  tsHtP=1 )
  F6[.]OVlANl= 1 (Yoved) F47[TERRAN]-->W1 61
  28, THE TURN SHEET rhere are six
  spaces at the top of every turn sheet whrch ane very
  lmponlant You should llll them rn before you do
  anythlng eise
  The llrsl space 1s labelled STARWEB GAIIE it
  Thls ls you[ game number, and is the single most
  lmpor'tant space on the Lurn sheet. We are runnrng
  many games 0f STARWEB srmultaneously (usuaily
  well over 100), and we I"IUST know whrch game your
  turn sheet ls for. The game number rs the one that
  begins wlth SW' If you put your account number, or
  the turn number, or some other number in the game
  number space, you may l"llSS YOUR TURN, as we may
  not be able to determlne whlch game 1t ls f or.
  The second space is the "TURN #". Please wnlle
  lhe number that appears on your latest printout hene.
  D0 NOT ADD ONE T0 THE TURN NUIYBER. lf you have
  received a prlntout that ls labeled Turn 5" then you
  should wrrle "Turn 5' on the or-ders you are submlt-
  tlng, NOT'Turn 6",
  The thlrd space rs labelled "C0DE NAHE". This ls
  your player name, the name that appears on al I ol
  your lleets and planets 1n the game"
  The lourth space is labelled "ACCOUNT Nl.f1BER",
  This ls where you put your personal account number,
  which is conlldenlial. Don t teli anyone else whal lt is.
  (You have only one account even ll you are playlng 1n
  mor-e than one game,)
  The lllLh space is labelled "DATE DUE Please
  write ln the date lhal 1s slamped on your prlntout as
  the due date. lt may be helplul
  The slxth space says SIGNATURE". Here we want
  your REAL name. This is to make sure rt rs really you
  Please make rt readable. ll you have acclden[a11y
  wrrlten down the wrong game number, we IYIGHT be
  able to flgure oul whtch game 1t ts for, jl we can read
  your signature.
  Aboul once a month we receive a lurn sheet that
  has all lhese spaces blank ll that's the case, it rs
  hlghly un1lke1y that we wlll be able to llgure out
  whose turn lt is, and you will miss the tunn
  Your turn wlll conslst ol a llst of lnslructions, in
  any orden you care to wrlte them. I I you llst two
  orders which canno[ both happen on the same turn
  (see "mutual1y excluslve orders"), whrchever one we
  happen to type llrst will be executed, and the other
  wlll be lgnoned. Thls ls the ONLY time the onden in
  which you wr-1te youn tnstruclions makes any dlf fler-
  ence, Remember that all unloadlng and loadlng comes
  BEFORE movement 1n the qame.
  ln the examples below, nnn or mmm is a world or
  f leet number, and qqq is a quantlly. (To build 3
  lndustr-y at world 205, order W205131.) Please note
  that ll a number does not take up all thr-ee dlglts, it 1s
  l"fiJT necessary to f11l in the spaces wlth zeros. ll you
  want lleet 5 to move to world 2, the order is F5W2,
  not FOOSWO02, or F--5W--2.
  TRANSFER SHI PS FROI1 PLACE TO PLACE
  FnnnTqqqFmmm= translers qqq shlps lrom f leet
  nnn to lleet mmm
  FnnnTqqql or FnnnTqqqP = tnanslers qqq shlps
  from lleet nnn to ISHPS or PSHPS
  lnnnTqqqFmmm = tr-ansflers qqq shlps from
  ISHPS at world nnn [o lleet mmm.
  PnnnTqqqFmmm = translers qqq shlps lrom
  PSHPS at wor-ld nnn to lleet mmm.
  PnnnTqqql or I nnnTqqqp = tnanslers qqq shlps
  lrom PSHPS to ISHPS or vlce versa.
  IlAKE NEW INDUSTRY OUT OF SHIPS
  (This ls the only way to get industry at a world
  which does not a1r-eady have 5 1ndustry, or 4 tndus-
  Iny f or an emprre bullder),
  WnnnSqqq = makes qqq new induslry at world nnn
  by scrapplng 6 iSHPS each (or 4lSHpS for an emprre
  bullder.)
  BUILDING
  WnnnBqqql = build qqq ISHPS at world nnn. (Thls
  onder is unneccessary as all industry not otherwrse
  ordered wlll automatically build ISHPS.)
  WnnnBqqqP = bulld qqq PSHPS at world nnn.
  WnnnBqqqFmmm = bulld qqq shlps and attach
  them to lleet mmm (fleel mmm must be at wor ld
  nnn ).
  Wnnnlqqql = bullclqqq new 1noustry (needs 5
  13.
  
  melal and 5 industry for- each one).
  WnnnlqqqL = incneases the populatlon llmlt of
  wor ld nnn by QQQ (uses 5lndustry and 5 metal),
  WnnnBqqqR = build r'obots wilh qqq lndustry
  (makes twice that many robots). This order may only
  be glven lf the world 1s already populated wlth
  robots,
  IlI6RATIN6 POPULATION
  PnnnllqqqWmmm = moves qqq people on r-obots
  fr-om wor-ld nnn to world mmm, Uses qqq industry
  and metal.
  CnnnllqqqWmmm = moves qqq converts from
  world nnn to world mmm.
  TO IlOVE A FLEET ONE, TWO, OR THREE
  WORLDS.
  FnnnWmmm = move fleet nnn to world mmm,
  FnnnWmmmWooo = move fleet nnn through
  wor-ld mmm to wor^ld ooo,
  FnnnWmmmWoooWppp = move f leet nnn
  thr-ough worlds nnn and ooo to wonld ppp
  TO PROBE AN ADJACENT WORLD.
  FnnnPmmm = uses a shlp from fleet nnn to probe
  wor-ld mmm. (Happens before movement, and f leet
  nnn can then move that tunn).
  lnnnPmmm = uses an ISHP at wot'ld nnn to pt'obe
  world rnmm,
  PnnnPmmm = uses a PSHP at world nnn to pt-obe
  world mmm.
  TRANSFER CARGO (qqq ]s how many metal).
  FnnnU = unloads all the metal fr-om lleet nnn onto
  the world where lleet nnn stants the turn..
  FnnnUqqq = unload only qqq ol the metal lleet nnn
  s canryrng
  FnnnJ = jettlsons (destnoys) all the cargo that
  Fnnn js carrylng,
  FnnnJqqq = jettlsons qqq cargo from Fleet nnn.
  FnnnN = unloads all the metal f leet nnn js carrying
  as consumer goods
  FnnnNqqq = unloads qqq metal as consumer goods
  F n n n L = lleet nnn wt ll pick up as much metal as tt
  can carry.
  FnnnLqqq = lleet nnn wtll plck up qqq metal.
  TO HOOK AND UNHOOK ARTIFACTS FROM
  FLEETS,
  VnnnFmmm = attach artilact nnn to fleet mmm.
  (The f leet must be elther- owned by you, or by an
  artilact collector. The artifact must be on the world
  where the f leet 1s currently located,)
  VnnnW = dr-op the artlfact nnn from the f leet
  carnying lt, wher^ever 1t may be at the moment.
  Note that only one or-der per turn can be glven lor
  each artifacl.
  TO FIRE SHOTS FROI1 FLEETS, ISHPS, OR
  PSH PS.
  FnnnAFmmm = Fleet nnn llres at lleet mmm,
  lnnnAFmmm = Ishps at world nnn ltre at lleel
  mmm.
  PnnnAFmmm = Pshps at world nnn llne at lleet
  mmm.
  FnnnAl = lleet nnn llres al lSHPS, and lhen
  1 ndustry.
  FnnnAP = f leet nnn Iires at PSHPS and then
  populatjon.
  FnnnAH = fleet nnn flres at ISHPS and PSHPS,
  then tries to make lhe world neutr-al,
  lnnnAC = ISHPS aL wor-ld nnn f ire at converts,
  PnnnAC = PSHPS at world nnn f lre at converts,
  CONDITIONAL FIRE ORDERS
  Exactly the same as frre orders, above, except
  r-eplace the "A" in the above orders with a'C' for-
  "cond1tiona1".
  FnnnCFmmm = f leet nnn f ires at lleet mmm only
  1f the owner- ol f leet mmm f lres at you this lurn at
  this wonld.
  AI1BUSH CONTROL
  Z = means don't ambush anyone thls turn any-
  where (must be glven every turn 1f you want 1t to
  stay 1n effect).
  Znnn = means don't ambush anyone this turn at
  world nnn,
  ALLIANCES, JIHADS, AND GIFTS
  A=xxxxxx = you a[e declaring player xxxxxx
  your a11y.
  N=xxxxxX = yOU are declaring player- xxxxxx
  "not" your a1 ly.
  L=xxxxxx = you are declaring player- xxxxxx a
  loader (he is allowed to plck up metal).
  X=xxxxxx = you ane declaring player xxxxxx
  "not" a loader.
  J=xxxxxx = you are an Apostle declarlng a jihad
  agalnsl playen xxxxxx,
  Fnnn6=xxxxxx = you are glving lleet nnn to
  pl ayer xxxxxx.
  WnnnG=xxxxxx = you are glvlng world nnn to
  pl ayer xxxxxx.
  11I SCELLANEOUS
  WnnnX = you are plunderlng world nnn.
  FnnnQ = you ane puttlng lleet nnn "at peace".
  FnnnX = you are putting fleet nnn "not at peace",
  FnnnB = you ane bullding a planet buster bomlr
  with lleel nnn.
  FnnnD = fleet nnn is dropplng a PBB on the world
  below.
  FnnnRqqq = you are a berserker converting qqq
  shlps from fleet nnn into robots ( 1 shlp=2 robots)
  and they ar-e landlng on the wonld below. (Happens
  after llrlng for that turn ls llnished.)
  Please note that these ane ALL the posslble
  or-dens. Please do nol wrlte and ask us what the
  order is to do thus-and-so. lf you cannol fincj it llsted
  here, then lt cannot be ordened.
  14.
  
  order is to do thus-and-so. lf you cannot flnd lt llsted
  here, then rt cannot be ordered.
  29. MUTUALLY EXCLUSI VE ORDERS.
  The lollowing or-ders are mutually excluslve; a
  lleet glven one of lhese orders cannol be given any of
  the other- orders ltsled here on the same turn.
  F 1i-1ng
  l'1ov i ng
  l'laking a robot attack
  Ambushlng
  Belng glven away
  Dropplng a PBB
  A conditional flre onder lS a firlng onder-, and rs also
  mutually exclusive. Note that if you f 1re with the
  ISHPS or PSHPS ol a world, you cannot glve that
  w0r1d away or mlgnate populatlon fr-om that wor-ld,
  50. VICTORY POINT TOTALS onrhe
  Iirst turn ol your game, you should plck a number
  between 1000 and 10,000 (incluslve). Put lt tn the
  space at the bottom of the turn sheet mar-ked "your.
  choice lor an endlng scone". We wlll take all the
  numbers glven, anc average them. We wlll not tell
  you what thls aver-age ls untll the game rs over, ll
  you la11 to glve a number, we wlll not average rn a
  "zero" lon you, we just won'l rnclude you in the
  average.
  As soon as at least one player has exceeded this
  number, the game 1s over. At that time, (alter
  awardlng bonuses for artlfacts) the player with the
  most polnts wins. Thls way, you usually won't know
  lor sure when the game 1s about to end The average
  wl11 probably be around 8000 points or so, but you
  won't know lor sur-e, You can tell othen players what
  number you picked, or not, as you choose. (Or for
  that matter you can I ie to them 1f you feel it neces-
  sany )
  Each turn you w1 I I be told your v1ctory polnt total
  and the polnt total ol all the players you can see this
  turn (you will not be told WHICH player has WHICH
  scone.) The llnal sc0Tes cl each game and a ratlng
  system wlll be prlnled 1n our magazine, FLYING
  BLTFFALO QUARTERLY, whlch comes oul about lcur
  times a year A11 players should either subscrrbe to
  thls magazlne, 0T Tead a friends copy, as 1t may have
  correctrons, explanatlons, strategy noles, pnce
  lncneases, or procedure changes 1n 1t.
  3 I 11l SCELLANE0'US, rhe maxtmum # 0f
  mines for a wonld ls 31, For all other quantltles ol
  items, the maximum 1s 255.
  When f rlling oul your turn sheet, be sur-e you
  pRINT your orders neatly Do not use red lnk or a
  felt-llp pen or a pencrl when you wn1le your or-ders.
  ll we type 1n the wrong order-s because we cannot
  read your wrltlng, we wi11 not go back and correct tt
  lor you. COUNT the total number ol orders that you
  have wrrt[en, and put that tolal in the total ordei-s"
  box on the turn sheet. Thls way, rl we accidentally
  don't type one ol your orders, we wrll notrce 1t anclgo
  back and f ix lt belore processlng the game. ll we
  make an ernor partly because you lalled to rnclude an
  onder count, 0r you have an rncorrect count, we
  won t lrx the error later.
  ll you thlnk we made an ertor- on youn turn, let us
  know about 1t. But send tn your next turn anyway
  Descnibe exactly what error you thlnk was made
  (don't say "l thlnk my score 1s wrong, please add il
  up agaln") lf you wlsh, you may tnclude two verslons
  of your next tunn -- one to use if we llx the enror-
  and one to use if we dont We askyou to do this,
  because there may have been n0 erlor at all Nc
  matter how certarn you are that we made a mistake,
  there rs about a 75% chance that you merely mistn-
  terpreted a rule. And lf that happens, we wjlt NOT
  hold up the game walting for you to qet your tur-n tn,
  ll it really was ourmtstake, we wl11 try to f ix it ii
  we can. But not every ernot can be corrected, so we
  r-eserye the rlght to declare the mlstake an Act ol
  God" or"The Fog of War' and not change lt. Il we
  don'L llx the mistake we wlll refund your turn lee for
  Lhat tur-n. Please nemember you are not being dls-
  cr-rmrnated agalnst. We do not make ernors on pur-
  pose. lt is just as 11ke1y to happen to your'enemy as
  It ls to you, And errors w111 happen; 1f you are typlng
  I O0 tunns a day, wlth 20 Lo 2OO orders on each of
  them, you can t gel them al i perlect
  Turns wtll be due here about two weeks from the
  day we mall the previous turns nesults lo you. If
  your turn is not HERE by the day of the llme limlt,
  you mlght miss the tunn. (That means HERE, not just
  postmar-ked by that day. Generally the mail aver-ages
  3 to 5 days from anywhere in the US, and 7 lo 1 O
  days lrom anywhene ln the world.) ll your turn
  arrives after- the due date, but we have not yet
  pnocessed the game through the computer, we WILL
  lnclude your- turn. But 1l your turn arrlves alter we
  have processed the game, you are too late We can't
  walt lor you. lt ts your responslbllity to get your
  turn in before the due date Get a copy of our HOUSE
  RULES lor more detalls on phoning in your oroers or
  uslng ELECTRONIC I'lAlL or making changes to your
  tunn or asklng lor' cor-rectrons.
  ll you mlss the turn, ail your useable lnduslry will
  bulld ISHPS. Some ol your lleels l'llGHT give a
  condltlonal llre order at some f leet whlch they can
  see which ls NOT owned by an a11y. None ol your
  lleels wtll move or load or unload metal
  We wrll automatically r-efund your game deposll to
  your account at lhe end ol the game, 1l you dld no[
  drop out. We will relund lhe balance ol your accounl
  to you any time you ask lor it, ll you do not ask for
  it alter your game 1s ovet, we will assume that you
  lntend to play another qame soon. (However we will
  not start you 1n another game unless you ASK lor it.)
  ll you only have a llttle bll ol money tn your account-.
  and you won't be playlng lor a long tlme, you can
  leave it there if you 11ke. We'll keep track ol it and lt
  wlll be there 5 years fr-om now when you declde to
  15.
  
  play again,
  You are welcome to joln as many games as you
  like. Just send us the startup fee for- each game and
  tellus what kind of character-you would like to be and
  what name you want to use, Your character name can
  be up to nlne letters long (letters only, no numbers,
  punctuation marks, or spaces). Please give us a
  second choice for code name and character type. You
  can use the same code name for all the games you are
  in, or you can use a different name for each game. lf
  you don't choose a name or character, we will pick
  them for you.
  lf you want, you can reserve a particular code
  name exclusively for your own use, Send us your
  choice of name, and the fee for a STARWEB RESERVED
  NA|"1E. lf your cholce has not already been r-eserved,
  we will put you on the list. Each lssue of FBQ we try
  to list all the reserved names. You don't have to use
  your reserved name for every game you play, but
  only YOU can use it. You can reserye as many names
  as you can affond. lf you allow us to pick a name for
  you, please do not try to later reserve that name, as
  jt will likely be one of the "house" names that is
  reserved for "house" use.
  It is recommended that on the f irst turn you move
  to all the worlds adjacent to your home world, You
  will not start out adjacent to another player, or to a
  black hole, lt is also recommended that you do l.lOT
  build any more industry on the first couple ol turns.
  0n turn one you will use up your stockpile of 30
  metal, and for the next couple of tur-ns (until you
  start carrylng metal back from your new wor lds) you
  will only produce 2 metal per turn. Therefore 1f you
  varlatrons ol the negular game -- ask icr cur Iree
  ^^r^t^^
  Ld Ld r uq.
  If you enjoy oun games, te11 your lrlen,js ll not,
  tell usl Send al1 entry fees, turns, questrons, and
  comments to:
  FLYING BUFFALO INC
  P.0 BOx 1 467
  SCOTTSDALE, AZ 85252
  WHAT IS
  CODE?
  A 
  SECI,ruTY
  On every address sheet you get from
  Flying Buffalo, there is now a
  "security code". You will have a
  different code for each game you are in.
  "What might this be fofl" you ask.
  Simple. If you phone us with a phoned-
  in hrrn, a correction, a change, or !o
  ask whether your tum has arrived, we
  will ask for your security code !o
  confirm that it is really you. Please
  have it ready to read to us. Don't
  EVER tell anyone else your security
  code, and you won't have to worry
  about somerne else messing with your
  game tums.
  i!liH;i,XJiS:'Jf'j1X3,'l'JILi5''?:1,il3H=,',iJ',$?i other PIoU.BV.psiI G:rmes
  that cannot produce anythlngl
  What you f ind at the unexpiored worlds and the
  various possibllities of the map connections may
  change fr-om game to game. lf you ask us a rules
  question, we will try to answen 1t foryou. But if
  your question is par-ticularly complicated, we do not
  promise to tell you exactly what will happen. The
  actual "r'ules" of the game world is the computer
  pnogram, not what is written down here or what I
  may tel)you over'the phone, You may have to "try it
  and see". Remember that if there ls no order listed in
  the rules for what you want to do, then it cannot be
  done. Please don't call and ask what the order is to
  lire at player B only if he enters your world through
  gate 5, or what the onder ls to convert robots back to
  ships. There is no order fon them, and they cannot be
  done. lf you do have a nules question, it speeds thlngs
  up if you include a stamped self-addressed postcard
  or envelope,
  lf you are reading rules that belong to a friend,
  and you decide to sign up for a game, be sure and
  ORDER the rules also. A copy of these rules is NOT
  included wlth the f irst turn, They need to be pur-
  chased sepanately, Please allow at least 4 to B
  weeks for a game to start, as we have to wait until
  enough players have signed up. We have several
  BATTTE
  PLA]I
  Do you have the ambition, the skill, and the insidious
  single-mindedness necessary to take over the world
  once and for all?
  BATTLE PLAN is our most detailed play-by- mail
  computer simulation of international conflict and
  intrigue, played on a map of Europe (where else?l). lt
  offers the flavor of several superpowers jockeying for
  superioriry among the minor countries all around them.
  Put the events of the world around you in perspectrve.
  Battle Plan rules.. 
  ....50C
  HEROIC FATTTASY
  Magic and mayhem...and lots of excitement! your
  hand-picked crew of warriors and wizards explores a
  multi-level labyrinth filled with glittering treasures
  guarded by slavering monsters - and other adventurersl
  Heroic Fantasy rules.. 
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  16.
  
  32. APPEND I CES
  A. SUMI1ARY OF CHARACTER TYPES
  Empire builder
  polnt/tunn fon each 10 population contr'olled.
  point/tunn for each YIlNE contnolled.
  polnt/tunn for each lndustry contr'olled.
  Can build new lndustry wlth only 4 lndustry or
  smapping 4 lSHPS.
  ller chant
  B points/tunn for each metal unloaded on wonld
  owned by anothen playen. Polnts only awarded if
  industry on world, and only up to twlce the
  numben of lndustry at that wor ld Not awarded for
  neutnal wor'lds
  Poinls fon unloading CGs on wonld (10 f lr-st time,
  B second tlme, 5 third trme, 5 fourth trme, 1
  each time alter that).
  Shlps can carry 2 metal each
  Pi rate
  Polnts for plundenlng a wonld (50 f rr^st time, 4O
  second trme, 30 thlrd tlme, 20 fourth trme, 10
  each time after that).
  f polnts pen tunn fon each key owned
  lf a Pirate is at a world where he cutnumbers all
  shlps on all othen keys by nrme than 5 to 1, the
  pjnate captunes all enemy fleets
  Ar ti fact Col l ecton
  Points for ownlng art:facts (see Artlf acts )
  No points lost fcr ownrng p'aslrc artrfacts
  Other players can hcck artllacts onto your^ f leets.
  You (only) can tnansfen ant:facts dinectly from
  one fleet to another
  500 polnts fon each museum at the end of the
  game (wor ld wllh lO artilacts cn 1t)
  Ber's erker
  2 points for each populatlon you klll
  5 polnts/turn for each world owned that ls
  populated by r obots.
  2 polnts/shlp destnoyed, rf entrre fleet destroyed
  200 polnts for dr opplng a PBB.
  Berserl<er wtll capture a world lf he drops robots
  on that worid k1l11ng all populatton and leavtng at
  least 1 r obot.
  I r obot kills 4 people; 4 people klll 1 t obot.
  Fnactions of robots lost are rounded up.
  Apost I e
  0ne point/mantyr.
  5 points/tunn fon each planet contnolled,
  Additlonal 5 points/turn fon world populated
  entlrely by convents.
  1 polnt/turn for each I 0 convents contnol led.
  Lose 1 point for each shot fired, unless on jlhad.
  Each convert on wonld has 10% chance of con-
  vertlng one normal populatlon each turn.
  Each shlp on fleet has I 0% chance of convertlng
  one nonmal populatlon each turn,
  An Apostle can declane jlhad. Under'Jihad, no
  polnts are awanded for mantyns, but no polnts ane
  lost when flning at your jlhad enemy, and2
  polnts are awar'ded f or each of his populatlon you
  k1 ll.
  33. INDEX The followjnq is a bnref, partiat
  rndex, to glve you an rdea where to look lor more
  informatlon about a pantrcular ltem. The notallon ls;
  page numben/paragraph number,
  Ally 4/F,6/8,1O/17.
  Artlf acts 4/D, 7/ 1 1 , B/ 14.
  Car-go 5/ 6, 5/7.
  Carrylng 11eta1 3/8,7/ 13,
  Condltional Attack 9/ 15.
  Consumer Goods 3/8.
  Converting Populatlon 4/F, 10/ 17, 10/20, 11/22.
  Converts 4/F, 6/B,f/1O.
  Fleet Capture 3/C, B/ 13, 1O/ 17.
  Home Fleels 5/6, 9/ 15,
  lnduslry 5/6,6/9, f/9,71 1 0, 1 0/ I B.
  Jlhad 4/F .
  Key 5/6, 5/7,
  Loslng Points 4/F,3/C,7/ 1O, B/ 14,
  llartyr-s 4/F.
  l"lelal 5/6,5/7,7/9,7/ 10,7/ 13,
  lligr-atlnq 7/9, 11/22.
  NeuIra1 Keys 5/7, 12/24.
  Neutr-al Worlds 6/8.
  No PopulaLlon 6/8.
  PBB 4/E, 11/21.
  Plunder 3/C, 1O/ 19, 1 1/23.
  Population lncnease 7/9,7/ 10, 10/ 19"
  Population Kills 4/E, 5/6, 7/ 1O, 1 1 /22.
  Population Limlts 4/8,7/9,7/ 10, 11/21 , 11/22.
  Robot Attacks 4/8, 6/8, 9/ 15,
  Robots 4/E,6/8,7/9,7/ 1O, 11/22.
  Scrapping ISHIPS =/6.
  Ships 5/6,9/ 15.
  Turn (T/0) Numben 3/C, 1 1/23,
  Transler 5/6, 12/24.
  Unconverting Convents 4/F.
  World Captune 3/C, 4/E, 4/F, 6/8, 1O/ 17, 1O/20.
  
  I
  I
  I
  I
  I
  I
  I
  I
  I nterstellar confl ict and
  diplomatic intrigue ...
  a play-by-mail game
  of sta r-spanning empires
  The Empire Builder. You are driven to conquer. Victory can be yours
  only by crushing those who oppose your iron-fisted rule. Strike fast,
  strike hard, for a swift victory is a sure one.
  The Pirate. Plunder is yourgame. Your marauding f leets of brigands and
  blackguards sweep through the far reaches of space, capturing ships,
  sacking worlds, and cutting a wide swath of terror through the shipping
  lanes.
  The Merchant. You come from a long line of galactic traders, ferrying
  goods and products between the stars. Greed overcomes your fear of
  the unknown...you willtravel farand wide foryourcustomers, because
  your only real motive is personal gain.
  The Artifact Collector. You are drawn by the unique, rare, and exotic;
  the most extraordinaryobjects in the universe are the strange indestructible
  artifacts left behind by a lost race. You want them all for your very own . . .
  The Berserker. You are a malevolent robotic intelligence whose prime
  directive is the utter destruction of life. Robot warriors, launched from
  orbiting f leets, laywaste to allwho stand before them, while entire worlds
  are doomed in the blast from a single planet buster bomb!
  The Apostle. You are a fanatic - religious or political - and you are
  convinced that the galaxy should and must be converted to your point of
  view.
  Flying Buffalo lnc. - play-by-mail since 197O
  tsBN 0-940244-76-4
  Product Number 9201
  The idea for the player-character Berserker was taken f rom
  the novels by Fred Saberhagen, and is used with his permission.
  
SOURCE: textdata/thevault/Flying buffalo/1988_-_Flying_Buffalo_-_Starweb_7th_Edition.pdf