From: carterk@cgsvax.claremont.edu
Subject: REPOST: Dimensional Shift Rules
Organization: The Claremont Graduate School
Date: 23 Aug 92 11:53:15 PST

A few people have asked me to repost the D-Shift rules again, so for those of
you who missed them the first time, here they are. All of this is (C) Copyright
1992 by Douglass Barre.

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DIMENSIONAL SHIFT
a Cosmic Encounter Variant
by Douglass Barre

History: Every few millenia, the forces that stabilize the cosmos must
readjust. Some say that this is to weed out unsuitable aliens, others that
a supreme being is playing his games of dice with the cosmos. Regardless
of the reason, there comes a time when the universe rips open and entire
planets fall into these gaps in reality, tipping the balance of power in the
universe.

Play: The Dimensional Shift is a cosmic force that causes planets to "phase"
in and out of reality. At all times, each player has three planets phased in
and two planets phased out. A planet that is phased out is inaccessible: it
cannot be challenged, nor can players take tokens from it for use in a
challenge, either as a main player or as an ally.
	At the beginning of the game, planets 1, 3, and 5 are phased in. It is
advisable to mark these planets with extra tokens, pennies, peas, lint, or some
other marker. At the beginning of each turn (the "play passes" phase), the 
dimensional gates "shift" one planet to the right, wrapping around from planet
five to planet one (i.e., 1-3-5 becomes 1-2-4, 1-2-4 becomes 2-3-5, 2-3-5 
becomes 1-3-4 which becomes 2-4-5 which returns to 1-3-5.)
	If no tokens are available for an offensive challenge, (due to a
player's tokens all being on phased out planets with no tokens in the warp)
then that player's turn is over. If tokens are released from the warp (by Warp
Break, Mobius Tubes, Healer, etc.) they can go either to phased in planets or
phased out planets, but not both (the warp exists between dimensions, therefore
it is accessible to both). Tokens lost to the warp (outside of a challenge for
whatever reason) can be lost from phased out planets. Flares and edicts cannot 
affect phased out planets, unless specifically noted.
	Planets that are phased out still count for lucre drawing, bases, and
maintenance of alien powers.
	The strategy of Dimensional Shift becomes one of careful and judicial
division of token use. It prevents constant rechallenges of the same planets and
limits the token pool available for making challenges without reducing the
expansion ability of the player. Also, Dimensional Shift affects all p in
the game, so game balance is maintained.

New Powers for use with Dimensional Shift:

DUAL
Can Attack Phased Out Planets
(Turn Phase 3)

You have the power to phase. As an offensive main player, you can attack
planets that are phased out. The defender may ask for allies, but can only
get them from phased out planets (one of the few occasions phased out 
may be used). Offensive and defensive allies that do not gain a base as a 
result of the challenge must return to phased out planets.
  History: The Duals evolved during a time of great dimensional turmoil that
caused them to simultaneously occupy both real and phase space. They now
seek to gain dominion over both dimensions.
  Wild (Any time): One of your planets comes into phase for the remainder of
this challenge.
  Super (Play passes): You can return tokens the warp simultaneously to
both phased in and phased out planets.

ZONE
Has Four Phased Out Planets
(Set up, Turn Phase 3)

You have the power of phase survival. You begin the game with only one
planet in phase (planet 3). You may call upon tokens from phased out planets
for use as an offensive main player in a challenge.
  History: The Zones discovered the phase dimension many years ago and migrated
there to live. Over the years they maintained only sparse communication with
the real universe. Now, however, they are ready to mount a campaign against
the universe from their dimensional hidey-hole.
  Wild (Any time): One of your planets phases out for the remainder of this
challenge. If the planet is under attack, the challenge is over.
  Super (Turn Phase 6): You can call upon tokens from phased out planets for
use an an ally in a challenge.

GATE
Can Change Dimensional Shift Direction
(Set up, Play passes)

You have the power to control shift direction. At the beginning of the game,
you decide which three planets are phased in. At the beginning of each
challenge, you decide which direction the shift will move, left to right
(planet five wraps around to planet one) or right to left (planet one wraps
around to planet five). You may still only shift one planet over in the
chosen direction.
  History: Learning eons ago of the dimensional shift, the Gates spent years
learning its patterns. Harnessing the energies of the shift, they now use it
to their advantage, hoping to catch the universe unaware.
  Wild (Play passes): You can rearrange which three planets are phased in.
  Super (Play passes): You can shift two spaces instead of one.

Restriction (for all three powers): Use only in a game with Dimensional Shift.

Dimensional Shift is copyright (C) 1992 by Douglass Barre.

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