Rules I didn’t like the old rules we’d used that much: they were pretty complicated and a bit ‘open day’ orientated. So the first thing I’ve done is construct a new set of very simple, card based rules for the space interceptor game where three players try and shoot down UFOs in a truly space invaders style of game. The idea with the rules was to reflect the quite limited options enforced onto the UFO pilots in the show. They seem (whether by plot requirements or intent) very reliant on communications with and direction from Moonbase and SID. One imagines that the vast distances between the moon and the earth, limited fuel capacity of the Interceptors, a main weapon that is essentially a one shot device and the difficult in tracking without successful triangulation with what are - after all - 1980's computers means that the Interceptor pilots are faced with a quite prescriptive list of options, hence the system employed of actions depending on the selection from a small number of cards with fixed, pre- plotted manoeuvres. Similarly, the restrictions placed upon the requirement to launch one, enormous "we've got to accelerate the explosives we have [it's probably nuclear tipped] as quickly as we can at a very small target", is something I really wanted to reflect in the game. The UFOs themselves seem to behave in quite a bizarrely predictably unpredictable way on the show (if you see what I mean) and that's one of the reasons why I wanted to make them a card driven, automatic kind of thing. That and the requirement to have up to nine on the table at any one time and not have to think too much about running them… The rules are available as a PDF, the cards as gifs for you to download and print. Models are available from the web although the price of the Konami ones vary considerably. Product Enterprise models - if you 'Supersise' your game - are available from the manufacturer or other outlets, like Forbidden Planet. Still to be addressed is the slightly more complex areas of the ground action and the air/sea combat. But all in good time...
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