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Avalon Hill - Merchant of Venus - Rules Manual
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Kay A “4 i ae mos al: ae eet aS ae oesRODUC My Each player assumes the role of a merchant fom differen species Al players start atthe Galoctic Base with the Cultures and other remnants ofthe Fist Empire hidden on te map. Players take tans, foing in clockwise order around the board. Each time a player takes his turn, he rolls the dice to see how many dots he ean traverse, and then moves by following the paths from dot to dot. When he moves onto a City, Spacepor, or Asteroid, he can land. When he lands aa City oF Spaceport, he can wade with the Culture that in- habits it. When he finishes moving and trading, his turn ends. The fist payer to accumulate a Net Wort of atleast $2,000 during his turn wins The Gazetteer of the Cluster section briefly explains the worlds, cultures, wade goods and merchants in more detail. Reading the Gazeteer is not necessary to play the game, although t does clarity afew fine points CONTENTS Payers should locte and examine the various game components as they read 1 help understand the rules one 22724" mapboard four six-sided dice 39 Deeds Play Money (in denominations of 1, $, 10, 20, $0, 100, 500) LL Deeds [DEED $1004 of Devt Factory Stott —> dal, 9, WOLLOW4—, Bia ary Got mate Pp OBB, entero oof tp | sate ice ao $80/8 1605 —, Steric [De 4200} ioe | Name of Stem ——f> loo Planet Culture Marker See te of One OU Marker Ice Station-<— name of Orit bar Fa NICS] tare 10 snder oe ame Pertume: $9054] — Cou of Goods [Factor: 10094— cas o Faery Ded Sacre [ont wth Clare Ja —— Cit of Drie Gass ee s oops Sepa | ene Bane 10 | 288° cares Dale Gis —T_$200 Ta, Tb} buy Dribble Giass oof Mey ets aes ‘rere BASES] — Fare ont DEMAND Bonus Mf Ga tr py ors Sb of Sling Se 8204 — con of en at Ase Stn See $00} — con ied fe Seng Swe x Cost of Laser Fan] — com of Fon HAM — riser omming Fort ioe. Start | Cas of Rete tough $1204} from Cre teat of foundRULES OF PLAY 1, THE MAPBOARD 1.1 GALACTIC BASE: All payers start the game inthe Galactic Base, ‘which isthe entrance to the mapboard from the outside alaxy. Although all Space City symbols look alike, there is only one Galactic Base. 1.2 STAR SYSTEMS: The mapboard portrays a cluster of Star Systems Each js separated from the others by the black void of space but is ‘connected to adjoining Sat Systems by paths of dots of varying colors ch inhabited Star System is named by the adjoining Culture Box which houses ahidden civilization, Two Sta Systems (Super Giant and Super Nova) have no Culture Box and are therefore uninhabited. 1.3 MOVEMENT DOTS: Al space dos, Penalty Ovals, Asteroids," Boxes, Navigation Citles, Orbit Boxes, Space Cites, and Surface Cites con the path ere "Movement Dots”, Surface Cities are on planets, All ‘ther Movement Dots (including Space Cities) are in spece. The color fof each Space Dot and Penalty Oval affects how Hyperjump Drives ‘work there (se 8.2), Oris Box?" Row sures gf Oval nary Penalty Oval Space Oy Asteroid Calne Box —| ett arow & numbers oryilow ‘Navigation Cre SPACE DOTS/ORBIT BOXES represent empty space th feccupy as they move their pawns PENALTY OVALS are radiation hazards that affect trespassers NAVIGATION CIRCLES represent navigational hazards that restrict, 4 ship's movement, ASTEROIDS ate uninhabited rocks large enovgh to land, 2° BOXES are uninhabited rocks containing artifacts of the Fist Empire, ‘SURFACE CITIES/SPACE CITIES are whete the native Cultures of ‘each Star System reside. The only difference ingame terms between, {Surface City and a Space City is thatthe former requires more MP to enter and ext (ee 5.21), players 1.4 ORBITS: Orbits are located within Movement Dots (either Orb Boxes or Navigation Circles). They represent areas above the Cities suitable for building Spaceports. Each Orbits site where a Spaceport fan be built during the game and is labelled with the name of the ‘Spaceport that canbe built thee. Each Orbits also place from which the local Culture cam be observed without discovering (see 7.3) i 1.5 SURFACE CITIES: The paths define which dots connect 10 each ‘other. Stars and planets that do not connect to paths are ornamental ‘only; they donot affect play. Each Surface City isa the end ofa path Paths do not run along the surface of a planet from City to Cx 2. THE PLAYING PIECES 2.1 BASIC GAME PIECES: The cardboard playing pieces are referred to as “markers”. Remove the Fort, Laser, Nova Ball, and Rastur ‘markers from play; they are used ony when playing with the Optional Rules (15 and 16). 1 AACE: a nt han er ee eacteres eerie a nee oon ToT 2.3 MONEY; Money represents “interstellar credits thatthe players ‘earn and spend as money. All prices and penalties in the game are fxpressed in terms of money. 2.4 CULTURES: The Cultures are species of beings who engage in ‘wade. Each Culture has an identifying number (hereafer referred to ‘as ID) and a “Seience”” symbol. Each Culture's Science defines the ‘hips and Equipment it buys and sells (see Reference Card). Each ‘Culture is represented by a Culture marker and an IOU marker. The ID number on each marker identifies which Cute it belongs to, The 1 Cultures are hidden at start and discovered during play 2.41 JOU MARKER: An YOU marker i put in each Culture Box, face 4 [J | down, t represent te hidden Culture in that System. > f] Gp | Te player who discovers the Culture takes its 1OU S| ashis rewards the IOU can be used to buy things from ‘that Culture up to the amount printed on the 1OU. 2.42. CULTURE MARKER: When ¢ Cultare is discovered, its Culture tare putin that Star Systems Caltre Bos. I }2 GRAW. | Shows the Culture’s name and ID Number, a symbol for ts Science te Goode it sll the Sot of Frctory, and (onthe boc) depiction ofa reste Spice: $20. | rom that species, Factory $200 2.5 TRADING PIECES: Goods and Equipment markers, ship cards, fad Deeds are “trading pieces" hat players can buy from the various Cultures. 2.51 Goods and Factory Goods markers are pices that the players buy 2 $30 and sell to make money. Each marker represents 6000S lone lad of merchandise that can be bought fom 3,48 Jone Culture and sold to another. The marker b, & [fhows the ID Number ofthe Culture that sells a low price Gis cos). and a higher price (the payott you get for selling it to another Culture). The back of the marker lists the ID [Numbers of the Cultures tat buy it, The buyers of Goods are always, restricted to the next three ID Numbers after the seller's ID Number "is the next number after “10 LPL Ct nine oa ht ty Car te 2.52 EQUIPMENT: The various Drive and Shield markers are Equip: Ta ment sold by cern Sciences. ‘The back of each Stitdpl 22> |marker shouts its cost andthe symbol ofthe Science =20 T]_460 Jat sets it. Each Equipment marker has a "trade {nValue equal to half of its cost. The “"~-20"" on the Shield marker thas nothing to-do with its cost i isa reference tothe Sheld’s power to subtract from any penalties its owner must pay. 2.53 SHIP CARDS: Each side ofthe card represents & spaceship (here ‘her referred to as ship"). The card shows the ship's speed (the nut ‘ber of dice it emits its owner to roll; two, thtee, oF four), how much iteartes, its cost, trade-in valuc, and the Sciences that sll i 2.84 DEEDS: There are no Spaceports or Factories onthe map atthe art of play. A Deed entitles a player to build the DEED $200) tas Spaceport or Factory. Each Deed shows the cost GP or ite construction and names a place where 2 Be elec ice Saarece eee “elvigast |S con a je It Sec Fy Wi acm One ch Spc art ats ery fot the resto the game. Once purchased, cvery Deed sould be dlepayed before ower a a vine means of eotmating is Nes Wort 2.541 SPACEPORTS: One Spaceport can be bul nach Orbit Each (EH Specpet Deol aes one Osi sd the Sar System where a Ov located 2.842 FACTORIES: Only oe Factory can be built in each inhabited ‘Sr Sytem. Each Facry Det rames one Cult athe Fe eth tory Goods they sell as well asthe cost and payofT values of those Factory Goods DEED , $100) hak 0), FT te, NILUS Sone) 92°38 Gia hen as PL ks ‘eoreteo1246 BONUSES: Bons markers provide greater payofs fr selling Goo. ‘or delivering Fares 2.61 FARES: Each Fare represents & pastenger who will pay a fee t0 be taken toa specific Culture. The front ofthe ane |) Bonus Jrarker lists is destination andthe fe it pays 1230 Hat {the back identifies the Culture where the Fare 8120 |[__2 must be intially placed when drawn from the feup 2.7), 2.62 DEMAND: Each Demand marker adds a bonus tothe payofT that specific Culture will pay for certain Goods. [oEMaND Matt” |] 80°US lhe front of the marker names the Goods and Pats J 8 — Joomus, and the Back lists the Culture where this +850 ]]__© _Joonus'is placed when put into play 2.7 THE BONUS/GOODS CUP: Duting play, the Bonus and Goods ‘markers (including Factory Goods) are mixed together in a cup. All ‘onus markers start the game inthe cup out of play; Goods and Factory Goods markers are added only as they are sold tothe Cultures. Each time a marker is putin the cup, a marker is drawn from the cup and placed with the Culture listed on its back. 20° MARKERS: Before the game, one face down **?* marker is putin each ""” Box on the map: these markers represent hidden artifacts that survived the fall of the First Empire. The 11 remaining“? markers represeat things that did not survive the fall ofthe Empire and are removed from ‘lay witout being revealed. 2,81 RELICS: Bach Relic isan abandoned Equipment marker that can "RELIC |b Picked up for free ifthe ship las in that" Box (ere YELLOW [by ending its tra). The front of each Relic marker shows Bre” [tne cost to buy it from a Culture Gf it has been bartered 980 _}to that Culture). Rs trade-in value is half ofthis cost 2.82 FEATURES: The other“ markers represent structures 00 large to he moved. Some are hazards, others are helpful fre ‘OPEN @ cre PORT Pena Sioa 3. MERCHANTS & SPACESHIPS 3.1 ROUTINE: Each player moves his pawn on the map to trace his Tmavement and trades to aequire money. Goods, Equipment, a better Ship, and Deeds. Players may pick up Fares, unowned Relies, and YOUs for free by landing and ending their turn where they are located. 13.2 DISCLOSURE: Each player displays his money and markers off ite map in plain view before him, and mast reveal exactly what he ‘owns, inching his money, whenever asked. 3.3 DISCOUNTS: Each player's Reference Cad lists the trading pieces ‘old by each Culture. Tecoss a player 20% less to buy Factories and ‘Spaceport from his own species. This discounted price is listed on bis Reference Card ot 1 Shield 1 Laser, 1 Nova Ba, any Apes Se wi copein ‘at [34 SHIPS: Each player starts with a Scout Ship and may own only ‘ne ship at time. Other ships canbe purchased, but each time a player bays a new ship he must trade in his old one [3.41 There are two ship cards for each player, representing the four ‘itferent ships he can own either a Seovt, Clipper, Transport, or Freighter. 13.4 SPEED: The large number oa each ship card is the number of dice (two, three, or four) the player must roll when he moves. 3.43 CAPACITY: Each player must use his ship (which has Timit to ihe amount of Goods, Equipment, and Fares it can transport to carry his markers; be must put every Goods, Equipment, and Fare marker ‘he owns om his ship ead. I his ship does not have the capacity to carry al of his markers, he mst jetson excess markers of his choice without compensation (see 11.3) {3.31 HOLDS: Each Hold box ona ship can carry one Goods marker Ot two other markers (ether two Equipment markers, oF Wo Fares, ‘or one Equipment and one Fare marke). ‘3.432 HULL: Esch ship can carry one Shield and unlimited Relic (plus ‘one Laser and one Nova Ball when using the optional Combat rules) ‘omits Hall Only one Shield can be put onthe Hull; any extra Shields, {ind all Goods, Fare, and Drive markers must be carried inthe Hold boxes [EXCEPTION all Relics must be put on the Hull; a Hall ean carry the Relic Yellow Drive, as wel asthe Relic Shield, in addition to a normal Shield}. 3.433 PAPERWORK: Money, 1OU, and Deeds are not put on Ships and take up no space. 3.44 SHIP EXCHANGE: Whenever a player changes ships be transfers all of hie markers including Hull and Hold Equipment, from his old ship to his new one 4. SEQUENCE OF PLAY 4.1 PREPARE FOR PLAY: Select one player to act asthe Banker who wll keep tack ofthe Bank's money and markers. Except forthe Relics fd each player’s Initial Stake (4.3), all Deeds, money, ships, and Equipment startin the Bank 44.11 "7°" MARKERS: Mix all the “2° markers together face "Then, picking them at random, put one in each "Box [2] ‘onthe map, Remove the 11 remaining "7" markers without revealing them; they will nt be used. 44.12 JOU MARKERS: Mix the 14 TOU markers together face down, Then, placing them at random, put one (sl face down) in > |each Cutture Box. 4.13, CULTURE MARKERS: Line up the 14 Culture markers off the Tupi an area vate wall players. Put 1b VOLOIS | J $140) ech Gos marke wih he Clare that ®D ‘Sik | sells it. Place the Factory Goods aside $220 J unt tie nsocited Factory has been si: $140 baile (ee 12.30. Factory: $200 44.14 BONUS MARKERS: Pu all he Boous markers ina cup and place Fane] {DEMAND}! 10 one side. These markers willbe randomly FARE || Designer [drawn during pay en10 |] S365 4.2 STARTING PLAY: Bach player rolls two die with the player rl ing highest selecting the merchant ofhis choice and taking that species Reference Card, and matching pawn ofthe sare color which he places inthe Galactic Base. He moves first. Thereafter, play proceeds to the lf; each time one player ends his turn, the player to his left begins hs. 4.3 INITIAL STAKE: Besides his pawn and matching Reference Card, tich player receives the 12 Spaceport/Fuctory markers and a Scout Ship card of the same color plus $20 for every player in the game. “Thus, ina three-layer game, each player reczives 860; ina four-player game exch player stars with $80, ee 44 TAKING TURNS: Bach time a player takes his turn, be can move his pawn, and then trade (ihe ends his movement a location where trading is allowed), If he i on a Spaceport or City atthe end of his Imovement he can trade there, whether be moved that turn oF not. He can never move in the same tu after trading. When he has finished ‘moving and trading, his turn ends 4.$ ENDING THE GAME: The first player to have a Net Worth of ‘atleast §2,000 in money/Deeds atthe end of his turn wins5. MOVEMENT 5.1 The only time a player can move is atthe start of his turn. He ‘moves by moving his pawn along the paths from Movement Dot t0 Movernent Dot. He must follow the pats and he must move to the next Movement Dot along his path; he cannot skip dos (unless he has ‘Drive, see 8.2), He can move along each path in ether direction, 5.2 MOVEMENT POINTS (MP): A player must spend Movernent Pots (hereafier referred to as MP) each time he moves from one Movernent Dot to another. At the start of his turn, he rolls the dice to See how ‘many MP he can spend that tra. The number of dice he rolls is defined. by his ship card: Clipper rolls four dice, a Transport or Scout rolls, three dice, and a Freighter rolls two dice, After being rolled te move ‘ment dice should not be picked up until the next player declares his ‘pening move (so thatthe dice roll remains unaltered for possible reference). 5.21 MOVEMENT COSTS: The player must spend one MP each time hhe moves from one Movement Dot in spuce to another Movernent Dot in space. Due to atmosphere and gravity, he must spend two MP each time he moves o or from a Surface City; when he has only one MP. left he cannot move to or from a Surface City (except with an Air Foil: see 8.41). 5.22 ENDING MOVEMENT: Ifthe player is tapped (see 5.32) such that be cannot make legal move, he loses his remaining MP. He also loses any remaining MP for his current turn whenever he lands (see 6.2), or stops on & Penalty to avoid paying that penalty (se 6.3. When player has spent or lost all of his MP, he ends movement forthe turn. $.23 INERTIA: A player cannot stop moving while in space if ie has MP remaining. He must keep moving until he lands, of spendslores all of his MP. 5.3 CHOOSING ROUTES: The player must specify the first dot he Will move to before he rolls any dice. He ean choose the rest of his route ashe moves, except that he cannot reverse direction along the same path in the same turn, $.31 DECLARATION: The player can choose any path tha leads away from his presently occupied dot. After rolling the dice, he must start bby moving to his declared first dot if allowed to by his dice roll. If his dice roll does not allow him to move to the dot he declared, his announcement is void and he i fee 1o move to any dot that his dice roll allows. If he rolls the dice without specifying a dot, his dice roll, oes not count and be must roll again, after he makes a proper declaration ‘8.32 BACKTRACKING: A player can move along a path in one direction fn one tur, and in the oppesite direction during another turn. However, fonce he moves along a path in one direction, he cannot move back slong that path in the opposite direction during the same turn; he can lise the same path agai inthe same tun only if he moves inthe same ‘direction each time he uses it thus moving in circles). IF he cannot ‘move without backtracking, he is trapped and must stop. For example, he must stop when he moves fo a Surface City (unless equipped with ‘an Airfoil; 8.41), because he would have to Backtrack in order to leave LUE eer eh he om py “BC oD ‘cue hs trendy moved we ny abn po eat move mt De $.4 OTHER PLAYERS: Players do not affect eachother during move- ‘ment (uniss using the Optional Combat rules; see 15.43). They can ‘move over each other and occupy the same Movement Dot without effec, 6, EFFECTS OF MOVEMENT DOTS 6.1 "?"" BOXES: When a player moves ontoa face down ?" marker, ‘be turns it face up permanently and leaves itin is?" Box. The"? ‘marker defines how the "7?" Box affects play. The marker goes into effect a soon asa player tums it face up i ic is an Open Spaceport fr Asteroid he ean land there, or if it inflicts a penalty he suffers the penalty (or ends his move; see 6.3) 6.11 RELIC: Ihe 2" marker isa Relic, the?” Box ian Asteroid and enyone who lands there can pick the Relic up Tor fre. (6.12 NON-ASTEROIDS: I the ?"” macker is an Open Spaceport Gate, or Penalty Marker, the dot isnot an Asteroid, The revealed marker stay in the?" Box forthe res ofthe game (unless eliminated by combat when using the optional Combat rules; see 15.52) to show what effect the?" Box has. An Open Spaceport is inhabited by the Same Culture that inhabits the Cities in its System. Penalty ma ‘are old weapons tht automaticaly attack all passing payers (ce 6.3). Each Tl Gass machine hat elepons pers woh Tle Gates 6.2 LANDING: Bach time a player moves cnto a Spacepor. City, or Asteroid, he can land there. If he land, he loses his remaining MP and ends his movement. Players can land oaly on Spacepors, Cites, land Asteroids. Players cannot land on an Orbit until « Spaceport has been built there (6.3 PENALTIES: Fach time a player moves onto @ Penalty Oval or ‘Penalty Marker, he must either pay the Bank the amount of money printed on the Penalty (minus any amount saved by Shields; see 8.3), ‘or stop moving. Ife pays the Penalty tothe Bank, he keeps movin. I he tops on the Penalty, he pays nothing, but can move no further ‘during that turn. I the player doesnot have enough money to pay the ‘Penalty, he must stop. Ifa player starts his tara ona Penalty, e must Day the penalty or move away, 6.4 NAVIGATION CIRCLES: Each time a player leaves « Navigation Circle, the Circle's exit arrows define the path he must use. He mast choose "Pilot Number", and when be leaves the Ciel he mst fll the arrow that contains his Pilot Number, moving along the path that arrow point to, The “Body"” and “"Wing” Cieles in the Cloud are y an invisible path. IF a player isin one of these Cieles ‘when his Plee Number points othe other, he jumps tothe other C Like all moves in space, this move cosis one MP. ‘6.41 PILOT NUMBER: To choose & Pilot Number, the player selects fone of the numbers he rolled at the start of his tun (he doesnot roll ‘aguin). He can choose only one Pilot Number per turn: once he chooses ‘Pilot Namber, he must use ic each time he leaves Circe that turn (less he has the Switch Switch Relic; soe 8.46) (6.42 Ifa player starts his tur in a Navigation Circle, he can point ‘out any dat leaving the Citcle a his first move. ACter rolling the dice bbe must choose a Pilot Number that sends him tothe dt he designated it he rolled that amber. If none ofthe nambers he rlled sends him to the dot he selected, he ignores the move he declared and chooses any Pilot Number he’ did roll. He must move where his new Pilot ‘Number sends him {6.43 A Circle's exit arrows never prevent a player from entering tht Circle; instcad they define how he can leave it. Ifa player enters & Circle ona path and his Pilot Number directs him to leave along that same path, he stops in the Circle (because he cannot backtrack). rhe cn mi men magn6.5 TELE GATES: When a player leaves a Tele Gate marker the exit FFELE 7 | numbers on the other face up Tele Gates define where he goes, He mast choose a Pilot Number and he must jump re| fo te Tele Gate (ifany) that shows his Pilot Number. Like Jany move in space, this jump costs one MP. IF his Pilot ‘Namber is not shown on any face up Tele Gate, or if he is already tn the Tele Gate that shows his Pilot Number, he moves away normally long a path Facer cine scan ns sup tonne ver sen abe arma ah {651 The player must use the same Pilot Number for Tele Gates that he uses for Navigation Circles that tun unless he has the Switch Switch Relic; 8.46) 6.52 A player starting his turn on a Tele Gate (or using the Relic ump Siar, see 843) can designate another fae up Tele Gate ora normal ‘mows elong any connecting path. After rolling the dice he must choose 1Pilec Number that sends um tothe declared dot ifhe rolled a number Slowing tf mot, he ignores his declared move and is free wo choose fany Pilot Number he did rol 7. FINDING CULTURES 17. SETUP; One JOU marker is randomly put in exch Culture Box AG idemify the Culture that lives in that Stat System. Hidden Cultures ite represented solely by their Us. As long as a Culture is hidden, {tS TOU remains face down in its Culture Box. Once a Culture is dis” ‘Coveted itis represented by placing its Culture marker in its Culture Box 7.2 OBSERVATION: tach hidden Culture ean be observed from the Grbits in its Systems, When a player moves onto an Orbit in a System. that contains « face down IOU, he observer the Culture without tdiscovering it by privately looking atthe TOU and returning ito is ‘Caltre Box, face down, without revealing tothe other players. Each Clore can be observed only from Oris ints own Sytem. Observation is no allowed from a Space City or Open Spaceport (EXCEPTION: Spy Bye, see 8.43) 7.3 DISCOVERY: The first player to land on a Spaceport or City in {System discovers the Culture in that System and receives its 1OU_ fsa credit. Each Culture can be discovered only once per gune. The Goods and any already-drawn Bonus markers associated with that CColtore are placed next to the Cultre marker, away ffom the paths 8. USING EQUIPMENT 8.1 OUTFITTING SHIPS: Equipment can be purchased from certain Cultures to enhance a ship's capabilites, {8.2 DRIVES: Each Drive allows @ ship to “hyperjump” over certain colored Space Dots, Penalty Ovals, and Penalty Markers as it moves. It does not pry MP or penalties for Movement Dots ‘Tjomps over TF a player has a Red Drive, he skips over red Space Dots, fed Penalty Ovals, and red Penalty Markers Ihe as a Yellow Driv, he skips over yellow Space Dot, yellow Penalty Ovals, and yellow Penalty Markers If he has a Combined Drive (or both a Red linda Yellow Drive) he skips overall Space Dots, Penalty Ovals, and Penalty Markers that are either red or yellow. £8.21 DECLARATION: When a player announces the first dot he wi move to atthe start of hit urn, be must announce « dot that he will {ctually occupy, not one be will jump over. 22 "7" BOXES: If player moves onto a face down *?"" marker i finds that ii a colored Penalty Marker which he must skip ove remains face up (eventhough it does aot affect ir) and he immedi ately skips to the next dot at no extra movement cost 8.23 SHUTTING DOWN DRIVES: Before be tolls the dice 10 move, a player may declare he is turning off any of his Drives. All Drives, he does not specify as being off before rolling the dice are considered ftomatcally on throughout the een. A player cannot run off just one Color of a Combined Drive; ithe turns it off he loses both the red and Yellow Bonus. tow] | rea | {com Drive | | Orve | | Drive 8:3 SHNELDS: shields protec asia Pen Mares Each Sid cad by hp subact $20 fo shitty penta py (om os nam of), The player ea stp oven hs Shields rece the pally t0 016.3, [PLEA pe sin sha eso Peay Oa Hea the 10 {nmin move op a ing If hh to She, cul conse ‘8.4 RELICS: There are ten different Relics which can be found inthe O°" Boxes dung play. Each hase different effect. The Relic Yellow Drive, Laser, and Shield function normally except that they ae carried free on the Hall and do not use Hold space (see 3.422). AL_AIR FOIL: The Ait Foil allows a ship to move directly “RELIC. ] from one Surface City On a planet to an adjacent Surface fir | City on the same planet as ifthe Cities were acjacent dots. Foil | This allows a player to move to City without landing so $80_| tha he ean stare the surface of the planet to another Cty. also reduces the cost for moving too from a Surface City from two MP to one 8.42 AUTO PILOT; The Auto Pilot allows a player to roll one less “RELIC | die than he is entitled to and to automatically consider that ‘Auto q| missing die roll a "4". The “4” Auto Pilot die roll adds Pot 4 | (his MP allotment and can be used as a Pilot Number. $80_| Ifthe player does not wish tuse the Auto Pilot, he merely Toll all he dice he is entitled to, ‘The decision as to whether or not {fo use the Auto Plot must be made prior to rolling the dice and is ‘cclated automaticaly by rolling the appropriate number of dice. {8.43 JUMP START: The Jump Star allows a player to start each turn "RELIC. | by jumping dirocly to a Tele Gate providing he declares ‘Sip | and males the fst move of his turn. To useit, he declares Start | face up Tele Gate a bis frst move. Ifhe rolls the mmber $120 _| onthis Tele Gate, he must choose it fr his Pilot Number Fhe dows not roll that number, he must choose a Pilot Number he id roll I his Plot Number is on a face up Tele Gate, he must jump to that Tele Gate. This jump costs normal MP expenditures: two MP it from Surface City (one MP if also equipped with an Air Foil: see 8.41), or one MP if from any other dt. If his Pilot Number is not ‘ona fice up Tele Gate then the Jump Stat doesnot work, and he moves iy along a normal path in any direction be chooses within the limitations of his alzeady declared Pilot Number. 44 MULLIGAN GEAR: The Mulligan Gear allows a player to reroll, RELIC | any one ofhis dice, but ony immediately afer thei initial Matigan | roll during each turn, Before he picks his Plot Number for ‘Gear’ | that umn ot bogins to move. He can choose any one of the $120 _} ice he rlled forthe reroll—including the Auto Plot—but an reroll only one die per turn, Once he rolls the die, he must use the new rolls he cannot use the original rl. He cannot choose to activate the Auto Pilot as his reroll 45 SPY EYE: Each time a player with the Spy Eye occupies or skips “RELIC | over a dot that is next 0 a face doven '*?°" marker, he may ‘Sey | inspect that =?" marker without revealing ito any other Eye | player. The Spy Eye also allows a player to obserie (see $100 _}7.2) the Culture in the System he occupies from any dot Ti that System. A Spy-Eye equipped ship skipping over a dot, pies from that ot as if toocupied the Joc and may ate the dot it wll jump to based on the rests of what it observes, 8.46 SWITCH SWITCH: The Switch Switch allows a player to change “RELIC his Pilot Number any tine e wishes. He cannot change ‘eech [his dice roll, bu he can change which dic result is his Pil Switch | Number. He can change his Plot Number any number of 3100 _} times exch turn 8.47 GATE LOCK: A player in possession of the Gate Lock may at “RELIC the outset of hs turn before rolling his Movement dice ‘Gate dociare all Tele Gates of forthe balance of his turn. A non- tock functioning Tele Gate is treated as a blue dot 8.48 LASER: The Relic Laser performs no function in games not “RELIG | sing the optional Combat rales (15). However, it may sill ‘ter [be picked up and bartered like any other Relic, 20 $1009. TRADING WITH CULTURES 9.1 All of the Goods, Deeds, and Equipment ate initially owned by the Cultures and can be obained only by trading with them. Bach ime a player ends his turn ata City or Spaceport, he can trade with the Cte that inhabits it atthe end of his war, He ean buy only what that Culture sells, and he can sell only what that Culture buys 9.2 BUYING: When a player buys an item from a Culture, he pays its cost othe Bank. Each ship and Deed card, and Goods and Equip- ‘ment marke isis cost although 2 player buying a Deed (not Equip- ‘ment or Goods) from his own species is entitled to # 20% discount tnd therefore pays the reduced cost fori already listed on his Reference Card. A player can buy only those Goods, Deeds, and previously- bartered Relics that are currently available in that System. Only those Benen Factor cep in tht Stem can be prc 9.21 EQUIPMENT: To buy a ship, Drive, or Shield, the player must be ina city or Spaceport inhabited by a Cults whose Science i the same 8 the one listed on those items, SE SF ®D aur) Tlgy Binge Mapes Gace Be cans Cy a a oi 9.3 SELLING: Goa are only ems tht cnt ld or moe. tips Bjupen, and 10Us can ered nor cre refer refered oat "Sonera to ty or Shape, Deke can never be sl or tate, 9.31 PROSPECTIVE BUYERS: payer ca ell Gods 4 Calte ely {ne ck oe Goats ter hte at Clare's 1D Naber, When he sleds he Bank pys him Ge ppt show on te mare. He ten put the Gods marke in th ps ime dss ew marr from te ep healing sy eter Gene 10), 9.32 BARTERING: When player ater ship, Exupmen, 10 0 4 Cue he can he st vane tn sen at Clr Heat end the tno lore ore ny, oth ca pend onion be tun be barr tea he df te tr tr ay par of the de value tht eae wpen ach sip and TU a (Sener ale, The arr va of Epp toatl fhe cont prin on he mare 9.321100: eh 1OU mst rere te Cae ws D Nbr i printed ont. When barred is renal peranety rom i. 9322 EQUIPMENT Equipe can etree io ay Clie. When Ral ie barered, pt on tes in hat Caltr' Sym, wher ‘ltl be ough em ny Spaceport or Cy ina Sy Any ther bunered Eauipent ie oursedo e Bank 932 SHIPS Ship canbe bared any Cahir a ship pei ‘aly any Indy. ecology, or Base Calne), When stipe, ie etwae te ban 2.4SEQUENCE Wie lye hepa i tamcnny See 9.1 Cr ser tes Co te ine me ee, 1c ong adc be eyo ng He Caney oo Gt aero an Ei aes no one er be ting er Seiya Soc oy tng Sy ying nk OCT Apr eran sn bean sbar erste 218 PROLONGED STA le sen oie en stacy wih rnc rt tty ges ee ol (re fy ag oy Sedan ey tare ee 2S anaremencemouataae 3.9 SPaCEPORT a yer er sa Sepn, econ by. sl weet Teay i twee wbe he mod et ak 10. BONUS MARKERS 101 THE CUP: At the stactof the game, the 48 Bonus markers are mixed together in the cup. During play, addtional Goods or Bons markers willbe putin the cup, but an equal number are inmediaely
| (or bartered) like other equipment. 3 Plo | Sp bo | emer Iperf eter iS a each teva oe thats cacy go ma oy one ret on SA ek or Shee nite chan aia vr see TEOPan kgs aye of tne Pe eee eee reser eee oat untae se ee etait a ce St Se nae area geet to coe aes cero reer ere cae eee ae Et 15.4 BLASTING: When a player is moving, he can use his weapons to blast other pawns or Penalty Markers (including Forts or Rast) ‘onthe same det: Each ime he moves oto a ot he can fr is weapons Stone target there, When he moves onto Spaceport or City, he can blast any enemy’ Fort on that dot, But he cannot bast pawns. When he moves onto any other kind of dot, he can blast any pawn or Penalty ‘Marker on thet dct, including enemy Forts. Penalty Ovals printed on the map ean never be based, nor can Tele Gates, Spacepors, Factories, for unpossessed Relics, 15,41 MOVING ATTACKS: A player lass targets ashe enters a dot. ‘He can keep blasting as long ashe keeps moving. He can make only ‘one attack, against one target, each time he moves onto a dot. If he ‘moves onto the same dot more than once, he can make one attack each time he moves ont it. He cannot attack if he skips over the dot, and he cannot attack if he starts on the targets dot and leaves. 15.411 PAYMENT: When a player moves onto a Penalty, he must pay the penalty minus any reduction for his Shields before he can attack. He cannot aac if he stops without paying. Mer paying, he can attack any target on that dot. 15,12 STATIONARY ATTACK: 1a player spends his entire turn on ‘dot without moving, be can make one atack before he starts trading, but must stil pay the penalty (if any) before he can attack 15.42. BLASTING PENALTY MARKERS: When the attacker fires at | Penalty Marke, he rolls one di and another player rolls fone die for the Marker. The attacker's strength ten times the number he rolls, plus his fitepower. The defender’s strngth is ten times the number he rolls, pls the number ‘on the Fenalty Marker. Ifthe attacker wins, the Penalty Marker is ‘estroyed and the Bank pays the attacker an emount equal to the strength ofthe penalty; ie., $60 for «For. Destroyed?" Markers are removed permanently. Destroyed Forts are returned to the Bank and can be Fepurchased. If the defender wins of ties, the Penalty Marker is landamaged and the attacker's turn ends. 15.43 BLASTING PAWNS: I the stacker fires ata pawn, the defender {and no one els) can immediately fire his weapons atthe atacker. ‘Both players rol one die (whether the defender fired or not). Each player's strength equals fen times the number he rolls, plus his fire- power. Each player's Shields subtract 20 (per Shield) from the enemy Strength. Strengths below O are treated as O. Ifthe atacker wins, he inlets 4"hit™"on the defender and his tarn continues. Ifthe defender ‘wins ov tes, the attackers turn ends, In ation, if the defender fired {weapon and his final strength is greater than the attacker's, he also inflicts "hit on the atacker’s ship.ein egenacune Sit saares weneennconeurna Seem saeres sere ete eee Pacman egs Petra rete Sear eens oe aeroeeas ears Serre eaten ae eee pips 18.44 LANDING: After winning an atack at an Asteroid, Spaceport, for City, the atacker can land there. 18.8 THEFT: When landed a2 City or Spaceport, a player can attempt to steal Goods, Spacepors, and Factories from other payers. If he is on the same dot with another pawa, he can attempt to steal Goods ‘rom that player in a "Swindle" If he is on the sire dot with 3 ‘Spaceport or Factory that belongs to a player whose pawn is not currently in that System, he can attempt to steal that Spaceport oF Factory by inciting 4 "Revolt" 18.81 COST: To atempt e Swindle or Revolt, the player must bay the ‘auack from the Culture inhabiting that dt. Buying & Theft atack courts fs buying an item: if he buys an attack ata City on the same turn he lands there, he can buy only one Theft atack that turn, and i isthe only thing he can buy that turn (9:41), 18.52 DURATION: He can keep buying stacks as long as he is successful if he is at # Spaceport or is spending his entire turnin a City. Each time be buys an atack, he can make Only One attack, agaist fone target. The target must be located on the City or Spaceport he currently occupies 18.53 SWINDLES: Weapons are not used in Swindles. To buy a ‘Swindle, the player pays 850 to the Bank and specifies a pawn on his dot asthe target. The attacker and defender each roll one die, Each player's strength equals the number he rolls, plus one for each Spaceport, Factory, and Forte owns on that dot, plus one if is species inhabits that dot If the atacker wins, he cn take any one Goods marker ‘of his choice on the defender's ship, and his turn continues, He can take only Goods—not Equipment or Fares, Ifthe defender wins oF is, the atacker gets nothing and his turn ends EXAMPLE: te Swat cron Spgs yt ace a bie 9 ‘ipaces ha seegh rectal prt cr Spc or pe), 18.84 REVOLTS: To buy a Revolt, player must spend $100 in Gire- power and money. He fires any weapons he cares to use and then pays the Bank enough money so thatthe sum ofthe money plus his fie ‘power is 100. He must fire atleast one weapon, but his firepower does ‘ot affect his strength; it just reduces the amount of money he must pay. The atacker can fire his weapons each ime he stars a Revol. AMPLE po fee ween with ewe 6, be ny 15.541 TARGETTING REVOLTS: For bis target, the atacker must specify a Spaceport or Factory on his curremly-cceupied dot tat belongs toa player whose pawn is notin the same System. A player i immune to Revolts in the System he currently occupies. Revolls never atack Forts or Open Spaceport 15.542 RESOLVING REVOLTS: The atacker and defender exch rol ‘one die. Each player's strength equals the number he rolls, plus one foreach Spaceport he owns anywhere in that System, plus one fo each Factory and Fort he owns on the dot where the Revolt is occuring, plus one if his species inhabits that System. If the attacker wins, Re takes over the Spaceport or Factory he attacked. He takes the Deed land replaces the defender’s Spaceport or Factory on the map with one ‘this own. Any other markers on the dt are not affected by that Revol. Tf the defender wins oF tes, the stacker gets nothing and is tara ends. Spaepr snd Posy cach lose Speen hssrnph eas deal pe 15.6 COMMISSIONS: Commissions are never paid for the purchase Of atacks, nor for penalty payments, 18.1 DESTRUCTION: Once built, Spacepons and Factories cannot be ciminated (even by their owners); possession can change but they never 16. THE RASTUR These rules may be used t0 vary play ether when playing with others ‘or solitaire, Use ofthe Rasturis encouraged with ony two players. The Rastur must be used 10 play solitsite (se 17). 16.1 SETUP. The Rastur represent a species of xenophobic megalomsniacs Be [ store lain tne Ctr Te marr open hes on the rap during the gave with profound Ct on ply: Ater dking ths verona payed Gr, Net Wort 100, $00, $0000 400), for he Raat Sy doomaaton, con te lant Ml Char ad oi ere pBclaf Ras cag rh pane ergs THe Rese Po sas Stat ear oarcet wit engin restr bar oresh tse oed Inthe Actve Pel Te Reus poal removed rope naa Pye ume Gs i711 end 7.2 forthe Rnctan se Reson pl onde fas RASTUR MIX CHART ACTIVE Game tot Value of Rastur Markers: Rastur Markers Us 1,000 2 —110 ‘2,000 20 0-150 3.000 3 10-200 4,000, 2 o=200 16.2 GENERATION: Prior to play, mix the Active pool of Rastar markers together, face down, Whenever a player rolls a "1" during his turn, during either movement or combat, he immediatly draws ' Rastur et random from the Active pool, observes its strength, and places it on the map. A maximum of one Rastur may be placed per turn regardless of the number of ‘1s rolled. vs 16.21 RELICS: When a player rolls the dice to move, he must rol all of the dice his ship is eatiled to unless he uses the AUID Pilot °0 take the place of one of his dice. Ifa Mulligan Gear changes a to another number, that "1" i ignored 16.22 DEFENSE NA: A player draws Rastur only during his urn, If he rolls a "1" during combat asthe defender, that die rll does not ‘cause @ Rastur to be drawn, 16.23 SITE: The player can place Rastur on any Spaceport or Orbit, that doesnot already contain a Fort or Rastur. If every Spaceport and ‘Orbit contains a Port or Rastur, then be can put it on any City that oes not contain a Fort or Rasta 16.3 PENALTY MARKERS: Rastur are Penalty Markers. When a player ‘moves onto a Rastur, he must stop moving or pay the penalty printed fn the marker, If he stars his turn on the marker, he must pay the penalty or leave. When he pays the penalty he can blast the marker (Gee 15.4), and, if succesful, is paid an amount equal to the Rastur’s strength bythe Bank. Destroyed Rastr are returned tothe Rast Active Pool face down and are eligible whe redrawn and retired tothe game 16.4 EFFECT: Rastur cancel all Cities, Spaceports, and Factores in the dots they occupy while they occupy them. Payers cannot trade on Rastur-oceupied dots, but an be blasted by other players. Spaceport, Forts, and Factories cennot be built on @ dot currently occupied by’ Rastur. However, a Culture can be observed from a Rastur-occupied Orbit. A Rastur-oceupied Spaceport or Factor) remains on the map, but its Deed is worthless as long a the Rastur remain there; it does nota to anyone's die olin Revol, nor their Net Worth. A Cultare ‘cannot sel is Factory Goods if the Rastur occupy its Factory. Bach Rastur-occupied dot (including Spe land Factores) returns 10 normal insanly Hf the Rast i Temoved. 16.5 WINNING: Regardless ofthe game's Net Worth limit, the Rastur ins if the last Rastr is drawn before any player can declare victory “The players win normaly (13.2)17. SOLITAIRE 17.1 SETUP: The Rastur must be used 0 play solitaire. Afer deter mining the game length. prepare the Rastur pool as per 16.1 72x." player starts witha Scout ship and $20. The player may FasTUA | fina convenient wo keep a writen record of his finances rather than exchanging currency 17.11 RESERVE POOL: ‘up inthe Reserve Box printed on the back cove oftheir strength. As play progresses, Rastur from the Reserve Pool and remain face up while therein. 17.12 ACTIVE POOL: When markers are inthe Active Pool they are mixed together face down, 17.2 RASTUR GENERATION: In the solitaire version, Rastur are not [generated by the player's Movement or Combat die rolls. Instead, the end of each turn, the player rolls one die to generate Rastur 17.21 EXPANSION: It he rolls a**1", "2", 3", of 4", be draws cone Rastur marker from the Active Pool and places it onthe map on ny Spaceport or Orbit of his choice noe already containing a Fort or Rastr. In addition, ifthe Transit Box is vacant, the weakest Rastur in the Reserve Pool is moved to the Transit Box. Ifthe Transit Box slready contains © marker, that Rastur is mixed into the Active Poo! face down and the Transit Box isle empty 17.22 MERGING: Ifhe rolls 2S" or "6", he draws two Rast fom the Active pool, turns them fice up, and finds the marker in the Reserve oo! that i closest to their toal value (ower strength markers given preference in the case of tes). The Reserve marker is mixed int the ‘Active Pool face down, and the two Active Rastur are transferred 10 ‘the Reserve Pool. When only one Rastris present in the Active Pool and a"°5" or "6" Rastur generation die roll is made, the game ends. 17.3 RASTUR ELIMINATION: Bliminated Rastur ae placed inthe Tra Sit Box if tis eurrendy unoccupied. Ifa Rastur already occupies the ‘Transit Box, itis moved othe Active Pool and the eliminated Rastur Is moved othe Reserve Pool instead. There can never be more than ‘one Rastur inthe Transit Box. 17.4 OBSERVATION: Whether due to occupation ot use of the Spy Eye, observed (not discovered) ]OUs and “""" markers may be left face up forthe duration of the game [EXCEPTION: Tele Gates and (Open Spaceports must actualy be traversed rather than merely served in order to remain face up] 17.8 WINNING: To win, the player must amass a Net Worth a least ‘equal tothe predesignated game time Limit before the last Rastur is. ‘drawn. Drawing the last Rastr inthe Active Pool does not end the fame if also sends Rastu from the Transit Box to the Active Pool ‘Though set in a science fletion universe, the game illustrates the time- less realities of commerce. Once the players have located the goods land customers, the game spotlights how seed money, prof margins, Carrying capacity, urnaround time, and expenses interact to define the profs that a trader mates. The optional rales add the dirty tricks ‘and other setback for which a prudent trader must make allowances. ‘The amount of money needed to win is purely arbitrary: iis defined rmerely 10 limit the length of the game. MERCHANT OF VENUS is deliberately sein a universe where profits fare igh and expenses are low. Actually, the game is loosely modeled ‘nthe Spice Trade in the Far East during the 16th and 17th centuries. ‘The science Fiction Setting evokes the same sense of strangeness and uncertainty that Europeans must have felt when they Fist encountered Zanzibar, India, Chia, ad Japan. Shipwreck, bankruptey, and other catastrophes are omitted to allow players to concentrate on trading and to Keep everyone in the game until the end [As befits the futuristic setting of the game, Spaceports and Factories function according to modern theories of free trade, not the mercantile ‘monopole ofthe 16th century. Thus, each Spaceport is open to all traders, and each Factory sells to any buyer; the "owner" i treated 5 an investor who gots 8 Take-off instead of « monopoly. STRATEGY: It is easy to make money, but the game is won by the player who makes the most. Consider the following basie principles ‘when contemplating your overall strategy. 1, Plan abead. Consider not only your curent trip, but the next one and the one afer that. When you gett your destination, you nt only ‘want to sell your Goods, but you'll need to buy oters. Wl these Goods {ake you tt destination where a supply of Goods to be purchased is plenifl or where there is a big demand for what you are carrying? How long will take you to get your next destination? You Want u to-make short trips so that you can spend as many turn as possible trading-not stuck in decp space in rani, [all you'll waat to form 4 short circuit that pays well on every trip (for example, from culture 2?4o "5" to" to "10" and back to""2" gala), and the invest, in Spacepors and Factories along that circuit. 2, lavest in larger ships to increase your profit per trip, and invest, in drives (ora faster ship) to rece the average time per trip. The sooner you make these investments the more time they will have 10 pay off, but if you spend for equipment 100 soon you may create & ‘ash-flow problem that will prevent you from buying the trade goods You need along the way. Knowing when to invest is just as important 8 knowing What to buy. 3. Consider the bonus markers careflly. Although they offer tempting ‘rofits, they can lure you from established routes and leave you without, {nother paying destination. Every detour shouldbe carefully assessed fs to how st will tin with the overall route. Time is money. 4. Be onthe lookout fr Relis which can enhance your capabilities— ‘especially carly in the game. Any turn which ends in space anyway may just as well be spent exploring of landing on an Asteroid wo collect a Relic ‘5. Ifyou can’t end your turn by trading (or even if you can), is often ‘wise to explore virgin systems 19 collect ]OUs. By observing the systems already undiscovered, one can make some increasingly educated guesses ‘on the whereabouts of those that remain 6, Keop alert for what the other players are doing. If several players ‘are carrying the samme cargo as ou, it behooves you to get where you're ing ito th te Demand nd ons arts wil ile vale ‘And be ready to react f somebody starts buying Lasers and Nova Balls; the armaments race bears Watching. When the Combat rales are in pay, ‘you need to consider not only the most profitable Spaceport, but also the most defensible. To that end, i helps to anchor your Trade Empire n'a eystem populated by your own Culture.[None of what follows is necessary to play the game. Inis provided only as background material which may enrich the playing experiences of those who would enjoy knowing something of the species, worlds, and Goods in the game. ATLAS OF THE MAP The map shows a three-dimensional view ofthe Cluster as seen with ‘the main Galaxy behind the Cluster. The lager suns, dts and paths ‘are closer 10 the viewer and the smaller ones are farther away (ceser tothe Galary). The asteroids and planets have been magnified to make ‘them visible, and large stars have been shrunk to fit them onthe map. The suns are colored vo show their special ype. When viewed by exe, ‘they would all appear o be the same color bright, ASTEROID SYSTEM: The primordial ‘material in this system coalesced into vast sphere of asteroids instead of planets Explorers built domed colonies to mine this ‘weasure house of minerals, and soon there was an entire civilization mingled among the asteroids. When the Empire fll his civilization retreated to the central domes, Teaving the rest the ghost, CLOUD: This is 4 region polluted by slectrically charged partices. These sparse particles are just dense enough to interfere with navigation systems, making move- ‘ment unpredictable. Everything. in the ‘Cloud belongs othe Space Staton Planet's system, The Cloud does not contain any colored space dots. It consists of seven wvigaton Circles, ive “"?" Boxes, and ‘one Space City (the Space Staion planet COLONY WORLD: Colonists had barely Started teraforming this planet when the Enpire collapsed. They managed 10 survive in cave cities while the ters forming contimied sustomatialy. DESERT PLANET: This planet is one big desert of stone and sand, with afew small Settlements at oases. The ony large cities are in the greencape atthe poles, GALACTIC BASE: This sa giant space station, built to service spaceships and passengers en route to or from the main Galaxy. When the traffic stopped, the service personnel who were stranded there converted it into w city When the game begins, this station has already been re= discovered. The Galactic Base System com sists of one city. Tt contains n0 other ‘movement dots. No Ports or Factories can be built there. Forts cannot be built onthe Galactic Base. Rastur ean be put there if 1 Spaceport or Orbits are available. GIANT PLANET: This oversized, low.
Yxklyx use biochemistry to blend life processes with J machinery. They ate unpopular because they see other Species as research specimens; they dislike meeting flens socially, and they have no small talk. Ocea> Sionally they team up witha rampaging Qossuth to pick up some useful material. The "6 to 4b" Fare isa specimen Collector off tonab a Human, ithe can. 7a. LUM: Name means “Swarm. Science: “Industrial”. The Zum are hive inects. They have individual intelligences, ‘but they all have exactly the same ideas, tastes and ‘opinions. They always work in total harmony: they have no visible socal, politcal or economic struc. ture, What goes oa in their hives i a closely guarded secret they hide ther hives and allow no trespassers, ‘To, EEEPEEEP: Name means “Political Machines, Science: Tech- nological. This is a Culture of intelligent machines, presumably invented by some forgotten race; the Beepesepthemscves have only some legends of being
, PEDIGREE BOLTS are high-quality bolts that replicate them: selves automatically, when they ae supplicd with rew materials, They an be bred for thread, length, and head OTHER SHOES are the best imported appendagewear for beings that are hard to Ft: dinosaurs, plans, bacteria, giant tentacle slog, and snails 9, LIFE CONSTRUCTS are lg life forms thatthe Choos assemble cell by cell, much as the Egyptians built the Pyramids. The Cholot Timit themselves to simple design, but their ignorance of larger lie forms causes unpredictable results. 9b, PORTABLE PIPE ORGANS are fll scle pipe organs on whos, 0 they can be moved around, 10. INFINITE PUZZLES are puzzles that should have a solution, but, don't GALLERY OF MERCHANTS Jn the game, each player plays the part of one of the following ‘merchants. Each has his own approach 10 salesmanship. NIK [green] The “Tas talker"... relies on emotional salesmanship, including youthful enthusiasm fora product, sorrow ata customer's Tost opportunity, and pathetic appeals to help him through school. DELL (yellow) The “sharp trader... relies on his customer's greed ‘He hints that he is selling cheap because he Is going aut of business, (oF he is selling stolen goods. OF course, he is Selling forthe normal price. HUMAN [blve] The “glad hander"... loves advertising. He puts ‘up posters, constructs billboards, hands out handbills, inven and broadcasts continually on every freq ther buy his Goods, or throw him in EEEP [white] The ““user-riend” . .. relies onthe cleverest, cutest, ‘most entertaining graphics you can inugine. Thousands of color, three simensional effects from different perspectives, realistic motion, and ‘more subscreens than you can keep track of, He's positively User- affectionate. Who could resist?WHYNOM [blick] The “horse trader”... employsa brazen, straight QOSSUTH fred] Known as “cfary Yo”... lunked “Meaning of forward sles pitch that includes lot of haggling. He's just sly enough dhe Universe IV" in schol, soe is just eccentric, not erazy. He loves to Keep the customer inrigued, and just honest enough to make the bizarre publicity stunts, such as eating a house, causing an island to ‘customer think he managed to get a good deal from a tough trader. rise out ofthe depts, or inventing new colors ad painting the region ‘The natives are happy to help him finish his trading. TRADING SUMMARY jem: Location: | How to get the item: | How to trade i Disposal: Tou in a Culture | Land at any Spaceport or | Barter it to the Culture remove from play box City in that System and | specified on the 10U. | shown on the take it for froa! tour ina Land at the “?" box and ‘spend ¥2 of the | put it on the sun nails box take It for free, Barter it ost shown on | In the System you on asun | Buy it from the Gulture | '© any Culture pe! Rao eccupy In the sun's System.* Equipment nthe Bank | Buy it from any Culture | Bartert to any Culture: | spend i of the | put it in the Bank ‘whose Science is shown cost shown on ‘on the marker the marker? ‘Ship card Inthe Bank | Buy it from any Culture | Barter It to any Culture | spend the trade-in] put it in the Bank whose Science Is shown on | that sells ships value the card the ship card shows [Goods and Text toa | Buy it from the Gulture in | Sellit to any Culture | collect the payoff | put the marker in Factory Goods | Culture —_| the System that contains | listed on the back of || shown on the | the cup’ marker ‘that Culture marker* the marker. marker! Fae ext to {Land at any City or ‘Jetson it to the collect the fee | put the Fare in | aCutture | Spaceport in that System | Culture shown on the | shown on the | the cup” marker and take the Fare for froe._| front of the Fare. Fare. DEEDS Location: | How to get the item: | Markers that are put in that System: | Commissions: Spaceport Deed [in the Bank | Buy It trom the Culture that | Put a Spaceport on the Orbit symbol Collect 10% of Is in the System named on | named on the Deed. ‘everything (except [OUs) the Deed. ‘bought, sold, or bartered al this Spaceport. Factory Deed in the Bank | Buy It from the Culture | Put a Factory on any City or Spaceport. | Each time the Factory named on the Deed."* The Factory Goods named on the Deed go | Goods are bought from ext to the Culture marker. that Culture, collect 50% of their cost. DEMAND Location: _ | How to get paid: Multiple Demands: | Multiple Goods: Text to a | When you sell the Goods | If several Demands | Sell the Goods one at a time. Each Culture named on the Demand to | name the Goods, get _| time you sell one Goods put one marker that Culture, you get the | bonuses for all of them | Demand in the cup, so each sale bonus on the Demand and | but put only one: removes one bonus from the next sale.” put the Demand in the cup” | Demand in the cup” EXPLANATION: To trade with a Culture, you must be on a City or Spaceport in the system that contains that Culture. You can jettison it fr trade them to other players anywhere you land, Location: The item is available orly when itis in the indicated location. How to get the Item: To buy an Item you must pay the Bank the cost shown on the item. How to trade it: When you barter an Item, you get no money but you can use the items value to buy other items that turn. When you collect fee, payoff, bonus, or commission, the Bank pays you in game money. The Value column shows how much you get when you trade the item to the indicated Culture. The Disposal column describes what happens to an item when It Is bartered, sold, or jettisoned. DEEDS: When you buy a Deed, put the indicated marker() at the indicated location(s) in the system where you are trading. Each time anyone Uses these markers, the Bank pays you the indicated commissions. In addition, the cost shown on the Deed adds to your Net Worth, like money Deeds cannot be sold, bartered, jettisoned, or traded to other players. DEMAND markers cannot be traded: instead, they pay a bonus when certain Cultures buy certain Goods. Notee: ""vihen you lane, you clacover the Culture. Put its Culture marker Inthe Culture box * onthe turn you lan a ity, yu can buy ony one ten Aa SEaCeDO you Cr buy any numer of ems, But the Bank ays he gamer ofthe Spaceport {0% of the cost of each ter » Gnine tun you land sta Cy, you can eel or barter only one item (Exception: [OUS). At a Spaceport you can sll anc barter any numberof items, but the Bank pays the owner of the Spacepon 10% ofthe value of each lem + Ships cannot be jettisoned or tradea to other players.SOLITAIRE FLOW CHART [ACTIVE POOL, RESERVE POOL mixed face down Weakest Rastr if face up in order "Transit is empty die roll 1-4: draw one for placement on map shay Mare sane die roll 56 ‘One Rastur closes to two witdawn ‘moves t© Active Pool ic roll 56 raw wo and withdraw to Reserve POO! COMBAT SUMMARY TYEE OF ATAGK | lasing torgots uring movernend Saying sinc (aring Wading) Soa aod TT FSSA Tip Sts sad azo BSH THAT Visto ou TodH ER EBT STI aon Wich epunet cape ce a et CN cs i hdd “anaer To I Teter Peer HaM ATOR Rea SBRTTTTFI PA PS SSHSTTT Tears VSa Fa eer iad eonae aaa jeeps TABIASRAMINIIRA co Hes aan | Exh pare wom ar aoe cuca” [cane ert a ae ee Se rses art saree paves E/E ea CT a EF ENDE ‘ames frpewer pes | ounpen ti ok | ok Oe SrRENGr fa ls ie ‘Dhmes Sah heres 2 | Samer cae ral weber Tidckera Srieids plus 1 if his species — ete inhabits that System: ATT aaa Fa SSE RRSIT I Th EREaRSET bebe aed CHEE Fatal id UML DNL COOTER PD Ws noad sod UP Pender pL teed Pes rea | ene rears aren Sas neath acertaues Ce aie RTS FEF) ina ts Fares ra Ree eee attacker's shipt Fring weapons: When a player tres, he can fre ary oral ofthe weapons on his ship. His “Tepower" equals the total fepower of ll ofthe weapons he res. Destroyed markers: Destroyed "" markers are removed from play. Destroyed Forts and equipment go in the Bank. Note "tr yu mre orto any arr x Paty nt you mst ha ory ble youcn Het twat ou up main mais te pra ou cnet il ny & Goods and Factory Goods are taken by the winner. He can jettison them or take them aboard his ship Yetticoning other items to make room tor them, i (er stk garntgnd and cannot be used or Barat is instaty repaired when is owner ands ata Cute that sel Te kn Covi fh nh Pn 88, 16 B-7166 3/08 196601 8760001
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