Bob Nash - 07:06am Oct 15, 2002 PST (#4229 of 4236) How would Starfall compare to any of the following: Stellar Conquest, Godsfire; Star Probe/Star Empires; Star and Sword; Twilight Imperium? I am looking for fun stellar exploration & conquest game w/ less bookeeping that Stellar Conquest; less involved (more developed? ) than Star Probe/Star Empires. I enjoy Godsfire and to lesser extent liked Twi. Imp.; but Starfall is one I never got to really look over. -------------------------------------------------------------------------------- Dav Vandenbroucke - 07:33am Oct 15, 2002 PST (#4230 of 4236) Tell them I said something. I'm not familiar with all of those games, but I would say that Starfall is more similar to Stellar Conquest. It's more of a classic "4X" kind of game, with less diplomacy or internal political considerations (as contrasted with Godsfire, for example). There is a fair amount of paperwork to keep track of the characteristics of star systems. On the other hand, there are holding boxes for fleets, and so you don't keep track of fleet composition on paper. The most interesting hook of Starfall is the interstellar movement method. Starfall points are black hole thingies that provide gateways to other parts of space. That part is pretty ordinary. But when you "make starfall," you are randomly placed in a hex inside a 6x6 sector (called the "focus" of the starfall point). Thus, you don't know exactly where you will wind up. The other interesting thing is that starfall travel is strictly one way. Once you make starfall, the only way back is to find a chain of starfall points that happens to lead to the sector where you started. It is possible to move hex-by-hex, but this is usually too slow to be practical. Star systems and starfall points are found by going out and searching for them with explorers. The number of similar bodies within six hexes of your search determines the probability of success. There isn't as much ship differentiation as in Stellar Conquest. Ships are explorers, combat, or development. The last two can be built as "pi" ships (cheap, slow, can't make starfall), or "infinity" ships (more expensive, faster, can make starfall). There is an elaborate procedure with lots of dice rolls for determining the characteristics of discovered star systems. Some of it seems to do nothing but add a bit of color. You might discover star systems that like you and agree to join you peacefully. Otherwise, you have to conquer the populated ones and colonize the uninhabited ones. Colonization works as a kind of combat. You send your development fleet and roll on the development table. Eventually you wear down the planet's resistance, and you have a colony. Colonies can be upgraded to developed worlds using the same procedure. Combat is CRT based. You add up the strength of your fleet, and roll two dice, resulting in losses for the enemy. It goes back and forth like that until one side is destroyed or runs away. The only R&D rules are optional. As I recall, they aren't really worth bothering with. The game does have a nice black "starfield" map, and it comes with those doublethick Yaquinto counters which are nice on the hands. Since there are offmap boxes for fleets, you don't get towering stacks. The graphics are typical of the period, black-on-color. Neutral counters are white-on-black. Nice, but nothing that will make you say "wow." -------------------------------------------------------------------------------- Greg Nichols - 01:34pm Oct 15, 2002 PST (#4231 of 4236) (What's so Funny 'bout) Peace, Love and Understanding? One of the first wargames I ever owned was Yaquinto's Starfall. Came out during the height of the original Star Wars euphoria - 1979. Traded it years later for God only knows what game. Dav's description fits nicely in my memory. I do remember that the game had a real dense, heavy flavor to it. It was not light gaming but it was solitaire playable to a certain degree. For photo, see: http://www.huntbc.freeserve.co.uk/SBGp3.htm#%20Sb "Starfall is an operational level game of science fiction exploration and conquest set in the distant future. Players take on the role of galactic emperors ever-expanding their empire through the acquisition of new planetary systems. The players deploy exploration craft to discover traversable black holes that may lead to new, usable planetary systems. Once a system has been discovered it must be evaluated for possible terra-forming. Planetary systems in control of a player generate resources that can in turn be used to build more spacecraft for combat as well as further exploration. The game consists of 1 21.5" x 27.5" mapboard, 550 die cut counters, log pad, set of charts and tables, operation sheets, 2 dice, 1 rulebook and a plastic counter tray. "