SURVEYORS (OF THE GALAXY) 
           RULES v. 2 ( last edit 9.05.2007) 
         
        
        
        SPECIAL SUPPLEMENTS 
        [For a PC program that generates random dots to a txt file for printing 
          click here 
          to go to the Yahoo GaleGames group... SURVGEN.zip is stored under FILES. 
          Mucho thanks to "ticdoffus" for writing the program.] 
        A printable blank example 
          PDF. 
        STATS 
        
          - Number of Players: 2+
 
          - Duration: 10-30 min
 
          - Atmosphere: light pen and paper 
 
          - Theme: abstracted space exploration
 
         
        COMPONENTS 
           
        
          - pens
 
          -  paper
 
          -  ruler
 
          - (optional die d6,d8, or d10) 
 
         
        INTRODUCTION 
         
          Surveyors of the Galaxy is a game where players are flying spaceships 
            in a scientific race to discover and survey the most star systems. 
         
        HOW TO WIN 
         
          After all players run out of fuel, the player who discovered the 
            most systems wins.  
         
        PLAY SETUP 
         
          On a sheet of 8.5 x 11 paper randomly draw 24 dots. Each dot is a 
            star system. (Try not to bunch them up too much but also don't perfectly 
            space them out either. Make a nice and random galaxy.)  
          During play one player will mark the dots with an X, the other with 
            an O (or other symbol). Each player claims a home system. (The player 
            who didn't make the galaxy gets to pick first.) 
          Find a place on the paper to keep track of each player's spaceship 
            fuel level. The total number of fuel should equal the total number 
            of star systems. Divide the fuel evenly among players. So for 2 players, 
            with 24 star systems (dots), each player start with 12 units of fuel. 
         
        PLAY 
         
          The player who didn't make the galaxy gets to go first. Before launching 
            from their home system, she must select a destination dot by pointing 
            to it with a pen and marking it with her symbol. Once marked you can't 
            change your mind. YOU MAY NOT measure the distance before you select 
            your destination. (Thus the challenge of estimating fuel use efficiently) 
            Then she takes the ruler and draws a line from her current system 
            (dot) to the destination system (dot) measuring how many inches. One 
            unit of fuel is consumed per inch or inch fraction. If you overestimated 
            the extra fuel is wasted. You MAY NOT use fractions of fuel units. 
            If you underestimated, then you must spend another unit of fuel to 
            compensate. For example Tiffany chooses a nearby system that she hopes 
            is only 1 inch or less away. She marks it and draws the line. Then 
            she measures. Unfortunately it was an 1 1/4" so she must spend 
            2 fuel units in order to make it. You can't choose to stop along the 
            way unless you've not enough fuel to make the trip in which case your 
            role in the game has ended. You may only travel to dots that have 
            not been surveyed yet (marked with a symbol by any player). You may 
            only travel to one new system on a turn. 
          Players take turns until a player runs out of fuel. The other player 
            may then use up her remaining fuel taking as many turns as needed. 
            On your last turn if you do not have enough fuel to travel to the 
            nearest system then you end the game adrift in space. (You may still 
            win in this case.) When all players have spent all fuel then the game 
            has ended. Count up your symbols and compare. The winner has surveyed 
            the most systems. You must always attempt to move on to a new system 
            each turn (you can't pass your turn). Friendly or enemy "travel 
            lines" may be crossed and are only for reference of your previous 
            travels (and the advanced rules for dimensional shift). 
         
        EXAMPLES 
         
          Marvin creates the galaxy comprised of 24 dots. Shalonda picks her 
            home system start point and marks it with an X. Marvin picks his home 
            system and marks it with an O. Shalonda decides to go to a nearby 
            system and marks it with another X. She then draws a line from her 
            start point to the newly marked system and measures 3/4". She 
            marks the expenditure of 1 fuel of her 12 units (rounding 3/4 up to 
            1). It is now Marvin's turn. He chooses a system a medium distance 
            away (with intention of interfering on Shalonda's exploration) and 
            marks his O. He draws a line and measures 2 1/8" and so spends 
            3 units of fuel (he was hoping to make it in 2, but must round up 
            to 3). He marks the expense. It is now Shalonda's turn. And so on. 
            (This image doesn't exactly match the example I gave.) 
            
         
        ADVANCED RULES 
         
          EVENTS-  
          To spice up the game you may encounter events. Each player has 6 
            event points to spend during a game. Each player may only spend one 
            event point per turn. You may only use each event listed once per 
            player per game. Keep a tab of used events next to each player's fuel 
            count marks. You MUST decide which event to spend BEFORE selecting 
            a destination system. 
          1- POSITIVE PROPULSION : The system you are leaving this turn 
            was surrounded by a cloud of strange energy that allowed for a travel 
            boost. When leaving this system you may travel one extra inch for 
            free. (...but only when leaving this system. i.e. you can't save up 
            the extra fuel...you may choose to spend no fuel and just move 1 inch 
            or less via the boost) Draw a wiggle in your connecting line at the 
            start of your journey to show that you used this event. 
          2- ASTEROID FIELD : Mark an asteroid field around any unsurveyed 
            system by drawing a dotted line circle around it. This system now 
            requires one extra unit of fuel to enter regardless of distance. 
          3- WORM HOLES : Mark the entrance and exit to a wormhole on 
            any 2 unsurveyed systems by drawing 4 V-shaped sun rays surrounding 
            them. Entering and claiming this system is normal, but when you leave 
            you MUST spend an entire turn traveling through the wormhole. You 
            spend no fuel that turn and end your turn upon arriving at the other 
            end, but are able to survey the other system. On the next turn after 
            that you may leave the second system as normal. If two players have 
            arrived at opposite ends of the wormholes on consecutive turns then 
            the wormhole effect is canceled and they act as normal systems. If 
            there are multiple wormholes you must continue through the chain on 
            each consecutive turn until there are no wormholes left unexplored. 
            You may choose the order of arrival. 
          4- SUPER SCOPE : Due to a local species with excellent technology. 
            Before you leave this particular system you may break the rule and 
            measure with a ruler BEFORE you move. You may ONLY measure distances 
            from your current location to a possible destination. NEVER measure 
            distances between other stars. 
          5- DIMENSIONAL SHIFT : Due to a confusing warp in time and 
            space, you may- this turn only- leave from any system that you have 
            previously traveled to (except worm holes). You must still travel 
            only towards an un-surveyed system. Use a dotted line to mark that 
            you used this. 
          6- SUPERNOVA : A star system goes kablooie. Choose any un-surveyd 
            system to explode spectacularly. This system may not be surveyed nor 
            approached. Draw scribbly squiggles on the dot to indicate as much. 
         
        OPTIONAL RULES 
        
          ADJUSTING PLAYTIME- Players 
            may experiment with larger galaxies and various fuel amounts to shorten 
            or lengthen the game.  
         
        
          COASTING- If the remaining distance 
            to a dot is less than a hair's width away then you can coast on fumes 
            and gravity. The other player must accept the coasting. If you find 
            someone is exploiting this optional rule too much then don't bother 
            playing with them next time. Remind the overzealous player that it's 
            just a game. If that doesn't work then wrestle naked on the floor 
            like all good scientific explorers do. 
           RANDOM EVENTS- Instead of players choosing events. You may 
            use a six-sided die to determine an available event before each of 
            your turns. OR I recommend using an eight or ten-sided die and any 
            roll 7+ means "no event this turn". 
         
         NOTES AND DEVELOPMENT HISTORY 
         
           This may have evolved from a similar game that I used to play in 
            school, but I can't remember. Not the race car game, nor the box game, 
            nor sprouts but another one...There is room for lots of expansion 
            with multiple ships or perhaps sides where one person is trying to 
            explore while there is a pirate trying to raid. Also you could have 
            a third person create the galaxy who marks systems with hidden codes 
            that you would need to ask the moderator to look up on his chart. 
            i.e. the systems have preordained events, rather than the players 
            choosing which event happens where. For example Bob arrive at a system 
            marked with the letter M. Bob asks George (who created the galaxy 
            map and acts as moderator) what M means. He looks up on his chart 
            and says M is a system that cultivates intoxicating chocolate and 
            therefore you lose a turn making and consuming miniature edible space 
            ships. Hmm maybe a full-blown card board game here could be developed. 
            Anyway Sally could play the alien player who is trying to prevent 
            the Bob from surveying the galaxy. She might have different movement 
            rules or something. Anyhoo I suppose some kind of fun game might form 
            if I kept at it and actually had some playtesting. Ramble Ramble. 
           
          Note (2007): I added an example image and a printable blank 
            example PDF. 
          Please, please let me know if you actually played this game. Email: 
            tomgale@)yahoo.com 
         
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