Topic: Random Starmada Questions

1.) How many turns does your average games last? 5, 10, 20, more? I ask this because I am planning on making up a quick Turn Record sheet. The last one I did could fit about 45 turns worth on it, so I could either go with a four ship sheet with ten turns or a three ship sheet with fifteen turns.

2.) Why is the pillbug in the glossary? Is this an in-joke?

3.) Why is the alternate movement rule also called "The Brian Rule"?

4.) Not a question, but more of a thought. The rules state that unless the scenario says otherwise, players are to assume a ship's initial speed is 0. My small suggestion is to allow players to set their initial speed anywhere up to the engine rating of the ship. I know it's something I'm going to impliment in my own group as default.

Re: Random Starmada Questions

My games typically last between 4 and 10 turns for around six ships a side. Granted though I've managed to get only a few games in due to few players. durn it.

From what I've been told, the pillbug is indeed an inside joke.

Number three is a mystery, though a possible thought is that it's a tribute to the player whom actually thought the rule up.

The 0 speed assumption is just that. An assumption. It could be as a result of the speed bleed-off from coming out of jump/hyperspace as a rational reason, or just to avoid players having a potentially unfair advantage over each other when playing one-off games. Like many things in the rules "tool kit", it's up to the players how they want to interpret and game it.

Happy hunting and mind them bugs.  wink

Re: Random Starmada Questions

Alex Knight wrote:

1.) How many turns does your average games last? 5, 10, 20, more?

I'd say between 5 and 10 turns, depending on the size of the fleets.

2.) Why is the pillbug in the glossary? Is this an in-joke?

What do you have against pillbugs? smile

3.) Why is the alternate movement rule also called "The Brian Rule"?

In the very early days of Starmada, we used sequential movement, where one side would move their ships and then the other. When we got tired of waiting for Brian to puzzle out the optimum placement for each of his ships, we decided to implement simultaneous, written movement orders.

4.) Not a question, but more of a thought. The rules state that unless the scenario says otherwise, players are to assume a ship's initial speed is 0. My small suggestion is to allow players to set their initial speed anywhere up to the engine rating of the ship. I know it's something I'm going to impliment in my own group as default.

I find that it's easier to teach new players the movement system if they are starting from zero, but I see no reason why this wouldn't work.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Random Starmada Questions

cricket wrote:

What do you have against pillbugs? smile

I have nothing against them. I just found it curious to see a definition of them in the glossary and it has seemingly no bearing on the game itself.

In the very early days of Starmada, we used sequential movement, where one side would move their ships and then the other. When we got tired of waiting for Brian to puzzle out the optimum placement for each of his ships, we decided to implement simultaneous, written movement orders.

Ahhhh... that makes a lot of sense then. Hence, "The Brian Rule."

Well, now I know.

I'd still like to hear how long games last for other people before I start making my turn record sheet. I'm thinking a quick easy something in XL format that I can then take to Kinkos or what-have-you to make a bazillion copies of in a cool pad that I can tear the pages off of, like a page-a-day calendar.

Re: Random Starmada Questions

Most games last 5-10 turns. Even the games I played to the bitter end (all ships destroyed rather than 50% VPs) lasted 8 or 9 turns with several ships involved. Small games might only last 3 or 4.

Re: Random Starmada Questions

5-10 turns is the norm for our games down here as well, though usually closer to 5.

Re: Random Starmada Questions

As few as two (began in contact) as long as 7 so far....  they're bloody affairs

Re: Random Starmada Questions

Mine frequently end up in the 2-5 turn range.  I suspect that this is due in part to the fact that we use sequential movement; the last couple of ships moved are almost sure to bring their guns to bear for maximum effect.  We also tend to start at pretty short ranges (under 30).

Re: Random Starmada Questions

Yeah, Pillbugs are an in-game joke. Someone may have actually explained it to me, but I forget....