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Interplanetary

First Blood by Griatch-art Jupiter passage

This is a full space combat board game that I created and which I have been gradually refining over many years of playing with my friends. The gameplay is fast and easy to learn yet portrays "realistic" space combat using believable space ships on the Inner solar system scale.

Interplanetary sports what is probably one of the most fluid Newtonian movement systems you can portray on a hex-grid in 2D, and it's really quite easy to learn. For this reason it could probably work quite well also as an educational tool for kids learning about space and gravity.

The combat mechanics are simple and model believable weapon systems. Each turn represents days of real time as ships move along their trajectories, missiles home in over vast distances and guns try to track that impossibly small spot in the sky.

Interplanetary is played by drawing directly on the printed map, making it very portable. The game comes with a manual but the game-aid contains everything needed for play, including customizing your ship with weapons, boosters and various bonus systems.

Contents

The repository contains binary versions of the manual, the game-aid and the map. The map and game-aids are supposed to be printed as each player and ship in the game gets one game-aid. The map is best printed as large as possible, it has A4 proportions but can be printed to at least A3 without any problems. The only other thing needed is a six-sided die.

Source files for creating everything is in src/. To compile the manual you need LaTeX whereas the gameaid is created in Inkscape and the map using GIMP.

Credits

The movement system of Interplanetary is borrowed from the long out-of-print game Triplanetary by GDW. These days the license belongs to Steve Jackson Games. Apart from the concept of movement, Interplanetary uses no other resources from Triplanetary.