Setup
1) Remove the Supernova and 4 of the blank space tiles.
2) Shuffle the rest of the tiles and deal eight to each player.
3) Players take turns placing tiles until all tiles have been placed
4) Player homeworlds are in the second ring across from each other.
5) Shuffle the objective cards and deal to each player a phase 1 public, phase 2 public, and two secret objective cards. These will all serve as secret objectives for the player to complete.
6) Setup the rest of the public objectives according to the "Age of Empire" variant.
7) Remove trade agreements from the game.
The Strategy Cards
1) Initiative Strategy Card: Not used. The speaker token will simply alternate between the two players. As the last step of the Status Phase the current speaker hands the speaker token to his opponent.
2) Diplomacy Strategy Card: No change.
3) Political Strategy Card: The primary ability for this card should be changed as follows:
"Draw three action cards and receive one Command Counter from your reinforcements. Then draw the top three cards of the Political Deck and resolve their agendas one at a time. After completing the agendas look at the next four cards and then place one face down on the bottom of the deck and the rest face down on top of the deck."
The secondary ability remains unchanged.
4) Logistics Strategy Card: No change
5) Trade Strategy Card: The primary ability for this card should be changed as follows:
"Immediately receive 3 trade goods"
There is no secondary ability for this Strategy Card.
6) Warfare Strategy Card: No Change
7) Technology Strategy Card: No Change
8) Imperial Strategy Card: The primary ability for this card should be changed as follows:
"Immediately receive 1 victory point"
The secondary ability remains unchanged
Beginning with the speaker, players alternate selecting an available strategy card until both have taken two strategy cards. First player in the action phase is determined by who holds the strategy card with the lowest number. The three unpicked strategy cards get bonus chits
Other Rules
Political Action
1) When a player activates the political phase as his action, he takes the top three cards of the political deck, reads them aloud, and then selects one of them to be voted on first.
2) The players should count up their total available influence and then take that number of spare tokens (but don't use trade good tokens) to use as votes.
3) The players will secretly place a number of tokens in their fist and then reveal at the same time their vote. Ties count as defeat in the case of laws and "discard to no effect" in the case of elections.
4) The player who picked the political strategy card then selects the next agenda and it is voted upon using whatever votes players have left after the first vote. Finally, the third agenda is voted upon following the same method.
5) At any point up to the moment when votes are revealed players may exchange trade goods for vote tokens with each other. In this way, bribes are actually binding because once the planetary influence has been converted to tokens, they may be bought and sold.
Victory Points
1) Players may qualify for one public objective per game round but may go for any of them in any order.
2) Players may also qualify for one of their secret objectives per game round. Players may not qualify for their opponent's secret objectives.
3) Short Game: First player to 6vp wins the game 60-90 minutes
Medium Game: First player to 8vp wins the game 90-120 minutes
Long Game: First player to 10vp wins the game 120-180 minutes
Battles
1) The winner of a space battle gains 1 trade good.
2) The winner of a planetary invasion battle gains 1 trade good.
"Moderate" Distant Suns
1) Remove the biohazard, radiation, industrial society, and technological society tokens and shuffle the rest.
2) Randomly place the remaining tokens face down on each planet.
Design Notes
One goal was to try and keep as much of the original game in place for two players. I was stumped as to how to do this for the political phase until I read the rules for Warrior Knights (also by FFG) and realized that this was the perfect fix. In fact, the next time we play a full game of five or six I may try the political phase in the same way as it is handled in Warrior Knights.
Another goal was to get more money in the game to facilitate bribing and to speed up technology advances and buildup of forces. The "prospector"-ish Trade Strategy Card helps with this as does the reward for battles, as does the more positively skewed distant suns planetary tokens.
My last main goal was to try and avoid the mechanical #1-#8 cycle that could threaten to really dominate a two player game. This is why I threw out the Initiative Strategy Card and just cycled the speaker token. It would cycle anyway but at least in this way a player would not have to use one of his choices to make it happen. In the 2-player game that we played we also found that we had plenty of command counters so that having to pay for all of the secondary abilities wasn't bad at all. In a 6vp game players will probably try to choose the ISC as often as they can. In an 8 and 10 vp game you can probably afford to skip picking it once or twice in lieu of gaining the benefits of a different strategy card.
One quick note that we discovered about the Diplomatic Strategy Card was that its value was huge in a 2-player game. You picked it if you definitely did not want to go to war....or you picked it if you definitely wanted to guarantee a war. It created some very interesting choices in our game.
Thanks again for a great design, Aarontu, and I hope my contributions offer some additional interesting choices for 2 players.
Last edited on 2006-07-29 01:27:10 CST (Total Number of Edits: 3)











































