From: Doug Murphy Subject: Review: Worldkiller Since I'm feeling prolific today and this has been sitting around for a while....WorldKiller appeared in SPI's Ares magazine in 1981as a Redmond Simonsen design to simulate the classic SF theme of planetary assault. I like this game less for its mechanics or graphics than for its ability to be simply customized to fit into other games or RPGs. You get an 11x16 map, 100 counters & 4 pages of rules. The map consists of overlaying squares numbered +3, +2, +1, 0, -1, -2, -3 and each representing a 10,000 km cube "stacked" atop the other from highest to lowest. There's a simple table to estimate distance in MPs when moving a unit. Each counter represents a ship, large missile, or fortress. Along with a simple silhouette, the counter has an ID number, attack and def strength, weapon range, and "jump" range. The most enjoyable part of this game for me is the variety of units within the countermix. There are ten types, each which has unique features within the rules due to their differing strengths. Players alterate peforming an act with one counter until all units are accounted for or one player decides to pass. An act can be a Jump, Attack, Pop, Stretch or Repair. Jumping consists of "teleporting" a ship instantly from one cube to destination cube using the distance calculating table mentioned above. Stretching allows "Intruder" ships to wait a number of turns doing nothing before moving longer distances. Popping is moving and attacking in the same turn (one must take 2 damage pts representing strained systems). Repairing is removing damage pts equal to eff. defense strength. Attacking is v. simple: d6 result - (eff. def. # - attk #) = damage pts. Effective defense strength equals printed strength minus half damage. Once a ship takes damage double to printed def. #, it's killed. If damage equals its attack number, a ship can't attack. The basic scenario has an Intruder force attacking a planet, its defending fleet, orbital fortresses and planet defense "shields" with the object of killing the planet. Another scenario adds reinforcements and two unit types (missile carriers and scout ships) not found in the basic game. Players are strongly encouraged to experiment -- indeed, as I mentioned before, THAT'S what's fun about this game. Doug Murphy