The Advanced Game expands the Basic Game rules, adding new types
of ships, new movement rules, more weapons and defenses and more
detailed damage and repair rules. All of the rules from the Basic
Game are used in the Advanced Game, but Advanced Game players
have more decisions to make and more options to choose from.
The turn sequence for the Advanced Game is outlined below. Side A's Turn 1. Movement Phase -- activate screens -- activate and move seekers -- move ships in orbit -- move other ships 2. Combat Phase -- roll for fire damage -- defensive fire -- offensive fire Side B's Turn 1. Movement Phase 2. Combat Phase Repair Turn (after every 3 turns)
The only changes are the addition of a Seeker Activation step, a dice
roll for damage from fires burning on ships, and a Repair Turn
following every three game turns. Seekers are explained under New
Weapons; fires are explained under Damage; and Repair Turns are
explained under Repairing Damaged Ships.
Three major changes are made to the movement rules in the
Advanced Game. First. gravity has a greater effect on ships near
planets. Second, ships can move off the map edge without being
removed from the game. Third, ships that are damaged in battle can
have their MR or ADF reduced (this is explained further under
Effects of Damage).
A ship that is travelling straight toward a planet may get caught in
the planet's gravity welI. A planet's gravity extends into the six
hexes surrounding the planet. Any ship that enters one of these
hexes by crossing the hexside directly opposite the planet's surface
will be unable to pull away from the planet's gravity. The ship will
crash into the planet and be totally destroyed. This is illustrated in
the diagram on this page.
Moving Through Gravity Wells.
A ship that moves through one of the six hexes surrounding a planet
will have its facing changed by the planet's gravity. The ship's facing
will be changed 60 degrees (one hexside) as the ship passes the
planet. This effect is illustrated in the Gravity Diagram.
If a ship usesits MR to make a facing change away from the planet as it flies
through the surrounding hexes, it can continue past on a straight
course. The maneuver cancels the effect of the planet's gravity.
Ship A entered the planet's gravity well while headed straight
toward the planet. Even if it turns in hex 2, it cannot escape the
planet's gravity and will crash into the planet. Ship B is moving
through the planet's gravity well. The planet's gravity changes the
ship's course byturning it one hexside to the left. If the ship does not
counter this by turning to the right, it will continue moving along its
Moving Off The Map
At the end of the Campaign Book is a perforated page printed with a
hexagon pattern. If a player wants to move a ship off the edge of the
map, this perforated page can be placed next to the map so the hex
patterns match. Ships can move and maneuver on the page the same
as on the map.
This page can be photocopied, so the map can be
extended as much as the players want. If a ship keeps moving away
from the map, additional pages can be added next to the first.
When only a few ships are in play, a ship leaving the map from one
side can move onto the opposite side of the map. Players must
remember that the ship moved off the far side of the map, and treat
the ship as if it was on a separate map. Also, if a ship is about to
move off the map, all counters on the map can be shifted the same
number of hexes toward the other side of the map. This will give the
ships more room to maneuver, without changing their relative