From: ptl@netcom.com (Tom Lehmann) Subject: ANNOUNCEMENT Throneworld Overview Date: Fri, 23 Feb 1996 06:56:21 GMT Several people have asked me for more information about Throneworld, one of the "works in progress" at TimJim/Prism Games. Here it is. ----- Throneworld is a game of galactic conquest set in the same universe as Time Agent, during the Servants Revolt. In Throneworld, 2-6 alien races vie to establish a new galactic imperium by sending forth fleets and armies to conquer neighboring worlds. Each player directs the expansion of one of six different alien races, starting from a single homeworld. During production turns, players build new space fleets and ground forces. These are then sent forth ("jumped") to conquer nearby planetary systems. Conquered worlds generally add their development value to their empires production total. Players will also perform research each turn to improve one of their empires' four technologies: * Jump - this determines how far fleets may jump and how distant a system may be and add to empire production. Jump also affects drop invasions past enemy Shields. * Comm - this determines if a fleet is in range to be ordered to jump or to perform a regular invasion. It is also used to scan unknown systems or jam enemy actions. * Space - how well an empires fleets fight in space. * Ground - how well an empires armies fight on the ground. The map consists of hexes, each containing one system or world. The outer ring of hexes contain the player homeworlds and the sparsely settled outer worlds. The central hex holds the Imperial Throneworld. There are six chits listing the Throneworld's forces and combat technologies; each game one of them is chosen randomly during setup and placed facedown in this hex. Between the outer hexes and the Throneworld lie the inner worlds. These are generally harder to conquer than the outer worlds (but easier than the Throneworld). Each world is described by a system tile, placed in that hex during setup. System tiles list the following: * Development value - the economic value of the system, ranging from 0-6 (homeworlds and the Throneworld are 10). Systems with a value of 0 are empty systems. * Combat technologies - the space and ground technologies of any defending forces. * Neutral Forces - the fleets and armies defending that system. Empty systems have no defending forces. Space combat occurs after jumping a fleet into a system with unfriendly fleets. Ground combat occurs when invading an unfriendly system. A combat is fought in rounds, until one side is destroyed or, in space only, retreats. Each round, both sides fire their units by rolling dice as indicated on the combat mat (the same unit may roll a different number of dice when defending instead of attacking). Every "6" rolled is a hit. If one side has a greater combat technology than the other (either space or ground as relevant), it adds this difference to its die rolls (the other side still hits on "6s"). Most units (except Heavy Infantry and Command Bunkers) are destroyed after a single hit. In space, each Shield will absorb one hit per round. Thus, it takes four hits to do any damage at all to a fleet with three Shields. Owners assign losses and, in space, check cargo capacity before beginning the next round of combat. Unless a victory attempt is in progress, play proceeds in turns consisting of four phases, during which each empire acts in order: 1. Expansion - one regular jump, followed by one scan or survey jump. 2. Action - play an action chit or pass; then turn in and draw new chits. 3. Empire (skipped during a victory attempt) - resolve one event chit, followed by research and, possibly, production. 4. End - flip over all used Command Bunkers; determine next turns empire order (except during a victory attempt). Each player has a hand of five action chits, one of which can be played each turn. These allow extra jumps, research, local production, etc. Some action chits (intercept and jam) allow players to react to or block other players actions. The goal is to take a set number of systems. The Throneworld is worth six systems. Once an empire controls enough systems - and survives a turn without this total being bettered or driven below the number needed - that player wins! Tentative Plans Throneworld's production status, scheduled release date and final components are still being finalized. Current thoughts are that it will contain a mounted, color mapboard, 6 empire mats, 2 battle mats and either 880 full color, die-cut counters (4 sheets) or 400 counters and a set of stackable chips with printed decals. It will retail for $45-50. This overview is Copywrite 1996 Prism Games and is provided for informational purposes only.