Kronos

Kronos is our upcoming 2023 board game. Players choose different factions and compete to establish local supremacy.

Most of the action takes place competing for worlds, worlds come in many shapes and sizes or at least sizes. Solar Worlds include: Earth, Venus, Mars, Mercury, Ganymede, Titan, Calisto, Io, Luna, Europa Triton, Pluto, Eris, Haumea, Titania, Oberon, Makemake, Rhea, Iapetus, Charon, Gonggong, Quoar, Ariel, Umbriel, Dione, Ceres, Orcus, Selecia, Tethys, Vesta, Pallas, Enceladus, Varda, Varanus. Vorfaren Worlds include: Arcealo, Sibera, Gasather, pTrocdad,

Each strategic turn takes 3 in game months, each tactical turn takes about an in game week. Light lag is applied.

# Ideas

Fleets:

* Fleets are a variety of collection combinations of smaller vessels
* Dreadnoughts:
* Dreadnoughts are large vessels capable of independent action, dreadnoughts are subdivided among a number of classes
* -Planet Busters:
* A Planet Buster is built for system engagements
* -Battle Cruisers:
* A Battle cruiser is built for deep space engagements
* Battle Stations:
* A Battle station is capable of ordering tactical commands

I’d like each faction to get its own selection of fleets, dreadnoughts and other vessels, some will not have access to all or any kinds of dreadnoughts, all builds will follow the template set by their class but may be specialized in many ways. Some factions vessels may closely resemble others or be radically different. Vondunke Factions, Chilleon Factions, nYaucto Factions.

Factions get a set number of “Inherent” play card which determine actions usually available to the them and a public pile of “Opportunity” play cards drawn by players in varying numbers based on game mechanics. Version One: Play card require certain capacity such as Diplomatic, Military, Economic, Cultural, or Political as examples, faction spend their capacity which is renewed each round to take advantage of play card which may be kept throughout the game or in varying degrees of temporary.

Each ship chooses a number short of the full number of available dice marked by one or more colours and a series of odds, say six dice each one colour with odds from 0-7 and another dice with all six colours. A ship will roll all of the selected, say 3, dice a may perform the number of actions allocated to the ship but not beyond its restricting limit (power), say 2. Each of these dice allows a series of potential actions say two. A ship may select one or more, say 1, of these and may use them to the scale of the power allowed by both the ships limit and the success of the dice more options chosen may result in less power allowed to each choice.

Example a ship rolls three of four dice, lets say each of these dice are basic red, green, blue, and yellow scaled from 1-6. the ship is relatively minor, the player is opting for a red action and both red and blue succeed in exceeding the probability needed to allow the ship to use red and blue equipment. The player chooses the red dice but does not have enough engine to use more than one option. The player is fine as it was opting for a red option which lets say allows the fusion engine, the engine can either power a terrawatt gamma ray or put the ship up to relativistic speeds, the player is loosing a combat against a larger but slower opponent and so opts to escape the combat by putting all power into acceleration. The opponent is using a battle station capable of rolling five dice and selecting three, four of the dice succeed and the battle station selects the three best remaining options one of these is an antimatter engine allowing the station to quickly fire off a short live kugerblitz black hole, the singularity out paces the retreating vessel but detonates just shy, the energy cone emitted by the black hole however is enough to destroy the lightly armored craft.

###### Game run entities

Kommeter communities exist around nearly every system and each has its own limited diplomacy board allowing weak trade and support to aligned players.

* VSE Battle Cruiser: 4 ZW Engines, consuming 10MT of H-1 e.
* VSE Carrier Fleet:

Factions

-VSE: The Supreme Entity of Vondunke

Muon Catalyzed Fusion

-DML: The League of Depth Masters

Pre-emptive Strike: Requires X Strategic Capacity (Version 1: Upfront, Version 2: upon use): A Pre-emptive Strike play card allows enhanced military capabilities and may be used if and only if no other player has played a Pre-emptive strike card. Any Pre-emptive strike cards must be discarded if an ATTACK on one of YOUR TACTICAL units is made or if another Pre-emptive strike card has been played AGAINST YOU. Any inherent cards are regained at the beginning of the next round. TYPE: Military Action

Interception: Requires 1 Subversive Capacity, Requires an Attaché or another covert unit present in the host sector receiving the message, Requires a security compromise (Dice). 1 Interception card is inherent to most factions. TYPE Political/Military Action

Private Broadcast: Requires 1 Political Capacity: Allows