Hamblen Variations
1. FAST SET-UP:
To set up the game quickly, mix the goods markers in with
the bonus markers, pick 20 markers and leave the rest in the cup. Each time a
new culture is discovered, pick up four more markers from the cup and place them
appropriately. Otherwise, put all the markers in the cup and pick replacements
as deliveries are made normally. Factory goods remain unavailable until the
respective factories are built.
Comment: This rule is highly recommended. It shortens up the set
up-time considerably, and the early appearance of the Bonus markers makes the
game faster and more interesting. The rule also serves to slow down early
trading, but this serves to encourage exploration and the construction of
factories, which leads to more efficient routes later on. The rule does make the
solitaire version more exacting, however.
2. THE LOST "?" BOX:
Treat
the asteroid in the Multi-Generation Ship system as a “?" box. A “?" marker
starts the game there, and is discovered in the normal way.
Comment: The extra "?" marker can lead to a lot of
interesting variations because the dot is so crucial in play. During the last
stages of playtesting, this was discarded because it makes the game so very
unpredictable.
3. VARIABLE NOVA BALLS:
During blast attacks, the
player who rolls higher doubles the firepower of any Nova Balls he fired (so
each Nova Ball is worth 40), and the player who rolls lower halves the firepower
of any Nova Balls he used (so each is worth but 10). If both players roll the
same number, their Nova Balls are all worth 20.
Comment: I recommend this rule, for it adds interest and
uncertainty to combat when Nova Balls are in use.
4. OWN SPECIES
BONUS:
On the turn you land in a city inhabited by your own species, you can
buy and sell any number of items. Rule 9.41 does not limit you to one buy and
one sale when you are with your own species.
Comment: This rule is highly recommended, especially for novices.
The only problem is remembering it when you trade with the planet your species
has settled.
5. CUSTOMIZED SPACESHIPS:
Different merchants have
different ships with different capabilities. The same Cultures still sell he
same sort of ships for the same prices, but when a merchant obtains a ship it is
automatically customized to suit his species. He cannot choose to take a
"normal" ship--he must take his customized version. To see how the ships differ,
cross-index the ship type and his species on the "Custom Ships" Table below. The
differences are easily summarized:
5.1 The Human player uses the normal ships that come with the game.
5.2 The Whynom player sacrifices a little navigation control in the Cloud and
Tele-Gates to gain a little speed in space.
5.3 The Eeepeeep player sacrifices a lot of navigation control to gain a lot
of speed in space.
5.4 The Nik player has fast ships that navigate well, but they are small;
half of the holds are restricted to non-goods.
5.5 The Dell player drives scows that sacrifice speed for extra navigation;
these usually have room for something extra on the hull.
5.6 The Qossuth player has unpredictable torch ships that can go extremely
fast, or extremely slow. They are uncontrollable in the Cloud and the
Tele-Gates. However, they do allow him to carry an extra piece of equipment.
Comment: his variant rule allows
the players to select a race whose ships suit their personal style of play,
which can lead to a very entertaining game. However, the random set-up of the
Cultures often gives the advantage to one group of ships or another. If this
doesn't bother you, then by all means use this rule (you can even pencil in the
changes on the ship cards).
6. HAGGLING:
Each time a merchant buys
goods from a Culture, he pays a penalty and collects a refund. He specifies the
goods he wants to buy and calculates his refund; then he rolls one die to define
his penalty and states whether or not he will buy the goods. Whether he buys or
not, he can continue trading normally. Note: Haggling applies only to goods;
factory goods and other items are not affected.
6.1 The merchant's refund equals $5 for each Goods marker the Culture has for
sale at the moment, plus $5 for each port, factory or fort he owns on the dot he
is trading at, plus $5 if his species inhabits that system.
6.2 The merchant's penalty equals $5 times the roll of one die, plus $5 for
every enemy port, factory or fort on the dot he is trading at, plus $5 if he is
at a city or Open Port.
6.3 If the merchant buys, he collects his refund from the Bank and pays the
normal cost plus any penalty to the Bank (normal commissions are paid at the
normal cost, but no commissions are paid on penalties nor refunds). If he turns
down the deal, he cannot attempt to buy those Goods again for the rest of that
turn; and if he just landed at a city, the attempt counts as his one buy for the
turn (9.41).
6.4 If the merchant can buy several Goods, he may buy them
all at once, in the same deal. He collects only one refund and pays only one
penalty, regardless of how many markers are involved.
Comment: This rule adds verisimilitude and some nice
tactical touches, if you are willing to put up with the bother and
delay.
7. EXTRA FORTS:
Add the variant Fort markers to those Forts
that the merchants can build.
8. AGENTS. BASES, & 2nd
SHIPS:
Before the game begins, each merchant is given the agent, base and
second ship counters that match his color. He is the only one who may use these
markers, and he cannot use them until he buys them from a Culture. These do not
count towards the monetary requirements for victory at the end of the
game.
8.1 Each time a merchant conducts the trading portion of his turn,
all agent, base and second ship markers he has on ports or cities may also
trade; this is in addition to any trading the merchant himself does. (His
markers can conduct trade even if he is in space and cannot trade.) He may
intermingle their trading and his own in any order he pleases. The merchant's
turn continues until he and all of his markers have finished their trading. If
his turn is interrupted, his markers can continue trading until they are done.
If a marker's trade is interrupted, this does not stop that of the merchant nor
his other markers.
8.11 When a marker makes a purchase, it receives the
benefit (if any) of its owner's species. If the optional Haggling rule is in
effect, it must haggle to buy goods. Should a marker purchase a Port, Factory or
Fort, the counter for this is put in the system where the marker is
trading.
8.12 When a marker buys a Swindle or a Revolt, its owner resolves the attack
as if he were on that dot. If he owns any weapons on the dot, he may fire them
to pay for revolts. If the attack should result in a tie, the marker stops
trading for the rest of that turn. If the attack is defeated, the attacking
marker is eliminated.
8.13 A Rastur on a dot prevents markers from
trading; but it does not eliminate them.
8.2 The merchant keeps the cash
supply for himself and all of his markers. He takes all money and IOU markers
they may receive, and he pays for all penalties and expenses they
incur--regardless of how far from his location they are.
8.3 Agents:
Each merchant can buy agents only from his own species. The cost is $80 per
agent. Agents have no trade-in value.
8.31 A merchant can carry his
agents on his ship like Fares, and he can jettison them on any port, city or
asteroid. A dot can hold any number of agents.
8.32 When an agent trades,
he can make one purchase or sell one item (or make one move on his own). He may
do only one action per turn. He can trade regardless of whether he is on a ship
or on the map.
8.321 When an agent is on the same dot with a friendly
ship or base, he can buy goods or equipment and place them in the ship or base;
or he can sell from the ship or base. If there is no friendly ship or base on
the dot, he cannot sell anything and any goods or equipment he buys is
immediately jettisoned. [Clarification: When a merchant lands at a city
where he has an agent, the merchant can buy one item and sell one item, and the
agent can buy one item and sell one item.]
8.322 When an agent buys a
ship, it becomes his owner's second ship (see 8.4 below). If the owner already
has a second ship, the agent cannot buy a ship. Agents can never sell
ships.
8.323 Agents cannot pick up nor jettison Fares.
8.33 When
an agent moves on his own, he may go to any port, city or asteroid in the system
he currently occupies. If he moves to an undiscovered city, he discovers the
local Culture and . his owner takes the IOU. Agents cannot move from system to
system by themselves.
8.34 When the optional Combat rules are used,
agents do not pay penalties and cannot be attacked. However, if an agent is in a
Hold when it is hit by a blast attack, the marker is eliminated.
8.4
Second Ships: Each merchant can operate two ships at the same time. One of the
ships must be large (a Transport or Freighter) and one must be small (a Scout or
Clipper). Second ships are bought from the usual shipbuilding Cultures for the
usual prices, and they have the normal tradein value. Only agents can purchase a
second ship. When an agent buys a ship, his owner takes the ship card and places
his second ship marker on that agent's dot; the agent marker is eliminated
immediately.
8.41 The merchant places the items he is carrying on his own
ship card, and the items the second ship is carrying on its card. To avoid
confusion, place a coin on the second ship card to distinguish it.
8.42
Each time a merchant takes his turn, both of his ships may move. He can move
either first, but the first ship must complete its movement before he rolls the
dice for the second ship. When both ships have finished moving, he may trade. If
one ship's move is interrupted, the other ship is not affected.
8.43 A
second ship conducts trade exactly like a merchant. It may pick up and jettison
Fares. It may even sell the old ship and buy a new one (of the proper size).
When a merchant and his second ship are on the same dot, they may exchange
items--and even ships. This is the only manner in which items may be exchanged.
8.44 When the optional Combat rules are used, second ships fight just
like merchants. However, the presence of a second ship in a system does not
prevent enemy revolts there.
8.5 Bases: Each merchant can own a permanent
base on the map. Bases can be bought from any Culture for $120, and they have no
trade-in value. Only agents can buy bases. When an agent buys a base, his owner
may put his base marker on any port, city or asteroid in that system and the
agent marker is eliminated immediately. A dot can hold any number of bases, but
each merchant can own only one base at a time.
8.51 A base is an
immobile ship with seven Holds. It cannot move, but it trades like a merchant
(EXC: it cannot take Fares aboard). There are no cards for the bases, so the
items in the base must be kept to the side, next to its owner's ship
card.
8.52 When the optional Combat rules are used, bases can attack and
be attacked just like ships. Since a base cannot move away, each turn it is on
the same dot with an enemy penalty marker it must pay the penalty. Like a ship,
it can make one blast attack per turn before it starts trading.
8.6 A
merchant can voluntarily eliminate any of his agent, base or 2nd ship markers at
any time during his turn, regardless of how far away he is. He cannot
voluntarily eliminate them when it is another player's turn. Whenever a base or
2nd ship is eliminated, all of the items are jettisoned. Eliminated markers are
immediately available to be bought again.
Comment: These rules add another level of complexity to the game
system, and thus can slow play considerably; on the other hand, due to the
increased efficiency of the trading system that may be crafted, profit can
geometrically increase and so end the game quite quickly in its latter
stages.
9. MERCENARIES:
Place the Mercenary markers in the Bank. The
back of each Mercenary marker shows its cost and the Culture that sells it. The
front shows its firepower. Mercenaries have no trade-in value, and do not count
towards victory.
9.1 Each merchant can carry his mercenaries in his
ship(s) like Fares, except that each Mercenary marker fills up one Hold (like a
Goods marker). He may also place mercenaries on his base. When mercenaries are
in a ship or base, they fight normally, on the dot where the ship or base is
located. They can attack and be attacked.
9.2 Each merchant can jettison
his mercenaries and leave them on the map. When a Mercenary marker in on the
map, it must be supplied by a friendly port, factory, fort or agent marker on
its dot. Each port, factory, fort and agent can, supply only one Mercenary
marker. If a merchant has more Mercenary markers on a dot than such "supply"
markers, he must immediately eliminate the excess mercenaries. Mercenaries are
automatically in supply when in a ship or base.
9.3 Each merchant can use
his mercenaries and their firepower during the trading portion of his turn. His
agent, base and 2nd ship markers can also use them. Mercenaries cannot use their
firepower during movement.
9.31 Mercenaries do not inflict penalties, and
they cannot fire their weapons during blast: attacks. They cannot be the target
of a blast attack; but if they are in a Hold when it is hit by a blast attack,
they are eliminated.
9.32 A mercenary's firepower can be used to pay for
revolts on its dot.
9.33 After a merchant finishes moving for the turn,
he can use his mercenaries to make an attack -- new to MERCHANT OF VENUS. He can
attack whether he landed, ran out of movement points, or stopped to avoid paying
a penalty. He must use at least one mercenary to attack. If he landed at a port
or city, he can make the attack at any time during his trading; and each attack
counts as "buying" one item.
9.331 The merchant can choose any penalty
marker or enemy mercenary on his dot as his target. He does not have to pay
anything to attack, and he does not get any money if he wins.
9.332 To
resolve the attack, the attacker and the defender each roll one die. Each
player's strength equals ten times his die roll, plus the firepower of all Forts
and mercenaries he owns on that dot. If the attacker wins, the target is
eliminated and his turn continues. If the defender wins, the attacker loses one
of the attacking mercenaries (defender's choice) and his turn ends. If it is a
tie, the attacker's turn simply ends , and no losses are taken by either side.
9.4 Each mercenary on a dot adds +1 to its owner's die roll during
Swindles and Revolts on that dot; it adds $5 to his refund when he haggles
there; and it adds $5 to the penalty when other merchants trade
there.
9.5 Mercenaries can be the target of Swindle and Revolt
attacks.
9.6 A merchant can voluntarily eliminate any of his mercenaries
at any time during his turn, regardless of how far away they are. He cannot
voluntarily eliminate them when it is not his turn. Eliminated mercenaries are
immediately available to be bought again.
Comment: Depending on the inclinations of the players, the use of
mercenaries can lengthen the game considerably -- or have little effect. Their
use against the Rastur should be obvious, especially if the variant rules for
2nd ships are also in play.
CUSTOM SHIPS
HUMAN: Normal | |||
SCOUT | CLIPPER | TRANSPORT | FREIGHTER |
WHYNOM: FAST | |||
SCOUT | CLIPPER | TRANSPORT | FREIGHTER |
Roll 2 Dice | Roll 3 Dice | Roll 2 Dice | Roll 2 Dice |
Double One | Double One | Double One | Use 1x2 |
EEEPEEEP: ROCKET | |||
SCOUT | CLIPPER | TRANSPORT | FREIGHTER |
Roll 2 Dice | Roll 3 Dice | Roll 2 Dice | Roll 1 Die |
Use 1x4 | Use 1x3 | Use 1x4 | Use 1x3 |
NIK: SPORTS | |||
SCOUT | CLIPPER | TRANSPORT | FREIGHTER |
Roll 4 Dice | Roll 4 Dice | Roll 4 Dice | Roll 3 Dice |
Use 3 | Use 2x2 | Use 3 | Use 2 |
Restrict 1H | Restrict 1H | Restrict 2H | Restrict 3H |
DELL: SCOW | |||
SCOUT | CLIPPER | TRANSPORT | FREIGHTER |
Roll 4 Dice | Roll 4 Dice | Roll 4 Dice | Roll 4 Dice |
Use 2 | Use 3 | Use 2 | Use 1 |
+1 Fare | +1 Equipment | +1 Goods | |
QOSSUTH: TORCH; | |||
SCOUT | CLIPPER | TRANSPORT | FREIGHTER |
Roll 1 Die | Roll 1 Die | Roll 1 Die | Roll 1 Die |
Use 1x3 | Use 1x4 | Use 1x3 | Use 1x2 |
+1 Equipment | +1 Equipment | +1 Equipment; | +1 Equipment; |
THE MERCENARIES
Culture | ID | Name | Strength | Cost |
1a NILLIS | CI | Carnivorous Ivy | 30 | $90 |
1b VOLOIS | GL | General Luck | 60 | $180 |
2 GRAW |
MG | Mud Guard | 30 | $90 |
SL | Slug Guard | 30 | $90 | |
SA | Stock Aides | 20 | $60 | |
TS | Time Servers | 20 | $60 | |
3 NlKS | PJ | Practical Jokers | 40 | $120 |
4a DELL |
AA | Armored Auditors | 40 | $120 |
AP | Adventurous Pessimists | 30 | $90 | |
4b HUMANS | SC | Street Cops | 50 | $150 |
SG | Street Gang | 40 | $120 | |
5 SHENNA |
PP | Panzer Pack | 60 | $180 |
WP | War Pride | 50 | $150 | |
PB | Puss-in-Boots | 40 | $120 | |
6 YXKLYX |
FT | Field Team | 40 | $120 |
7a ZUM |
ST | Swarm Troopers | 40 | $120 |
SW | Swat Team | 20 | $60 | |
7b EEEPEEEP | TT | Think Tank | 60 | $180 |
8 WHYNOMS |
AC | AirCav | 70 | $210 |
9a CHOLOS |
SF | Storm Flu | 40 | $120 |
9b WOLLOW | TTTT | 10-Ton Tapdance Troop | 40 | $120 |
BC | Ballet Company | 30 | $90 | |
10 QOSSUTH | MD | Mad Dreams | 50 | $150 |
NM | New Math | 50 | $150 |
Descriptions of Mercenaries: (see the Gazetteer in the game for
description of the Cultures)
AA/40: Armored Auditors are CPAs trained
and equiped to deal with the tough cases.
AC/70: The AirCav are
airmobile Whynoms with proven massed firepower tactics.
AP/30: Adventurous
Pessimists are fatalistic soldiers of fortune.
BC/30: The Ballet
Company is a Wollow cultural exchange group that presents energetic
productions of violent themes; they are temperamental artists who do not respond
well to criticism.
CI/30: Carnivorous Ivy are Nillis practitioners of
Social Darwinism.
GL/60: General Luck is a traveling field effect sold
by the Volois. Apparently it is either an invisible entity, or an anomalistic
probability field.
MD/50: Mad Dreams are Qossuth psychoses so strong
that they impinge upon Reality.
MG/30: The Mud Guard are the lowest
remnants of the once-mighty Graw Imperial Guard.
NM/50: New Math is
the latest Qossuth revision of the laws underpinning the Universe.
PB/40:
Puss-in-Boots is a Shenna soldier-of-fortune, the epitome of the clever,
individualistic feline -- and highly successful to date.
PJ/40: The
Practical Jokers are Niks who use their wild imagination, zany humor, and
bioengineering skills to craft pratfalls for the enemy.
PP/60: The Panzer
Pack are Sheena military reformers, formed into a modern armored
unit.
SA/20: Stock Aides are swarms of courtiers left by the
extinction of the Graw Army.
SC/50: Street Cops are hardened veterans
who would prefer an honest war.
SF/40: The Storm Flu consists of
Cholos who invade a target and do random mischief.
SG/40: The Street
Gang consists of Human teenagers who want to get off the streets.
SL/30:
The Slug Guard were the first Graw guards, became ceremonial when the
Imperial Guard was formed, and survived when the Imperium passed away.
ST/40: Swarm Troopers are the standard Zum fighters, fanatics who
attack en masse.
SW/20: The Swat Team are Zum infiltrators.
TS/20:
Time Servers are the hereditary goldbricks and dregs of the extinct Graw
Army.
TT/60: The Think Tank is a mobile armored computer wargame, with
ports for attaching an unusually large variety of input and output
devices.
TTTT/40: The Ten-Ton Tapdance Troop is a Wollow group known
for its clumsy enthusiasm.
WP/50: The War Pride is the traditional
Shenna family fighting unit.
Updated 5 Dec 03.
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