Below is an overview of the entire Campaign Round.
The Contents listing below links to this overview AND to the detailed description of each Section.
0: Content
- 1: Debriefing
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2: UN Meeting
[UN Meeting Section]
- 2.1: Submit to UN Investigators
- 2.2: FTCamp Updates and Errata
- 2.3: Declare Open Treaties and Hostilities
- 2.4: Common Market Report
- 2.5: Stellar Anomaly Report
- 2.6: Submit Craft Designs for Inspection
- 2.7: Voting on Issues
- 2.8: Trade Negotiations
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3: Fleet Orders
[Fleet Orders Section]
- 3.1: Add Fleet Markers
- 3.2: Expend EPs
- 3.3: Attach Independents
- 3.4: Issue Orders
- 3.5: Re-organised any fleet groups as ordered
- 3.6: Add Markers leaving Patrols
- 3.7: Long Range Scans
- 3.8: Claim Systems
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4: Engage Orders
[Engage Orders Section]
- 4.I: Summary
- 4.1: Perform Special Acts
- 4.2: Reveal Long Range Scans
- 4.3: Issue Orders
- 4.4: Engage Rolls
- 4.5: Allocate Groups to Orbit-Sectors
- 4.6: Resolve any Conflicts
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5: Resources Phase
[Resources Phase Section]
- 5.1: Resolve Loyalty Rating
- 5.2: Generate all Primary Resources
- 5.3: Resolve Trades (In)
- 5.4: Use the Common Market
- 5.5: Distribute Resources and Trade (Out)
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6: Support Phase
[Support Phase Section]
- 6.1: Enact Build,Rebuild,Unbuild,Repair and Make Orders
- 6.2: Enact Restock Orders
- 6.3: Manage Secondary Resources
- 6.4: Create/Maintain Civilian Infrastructure
- 6.5: Create/Maintain Military Infrastructure
- 6.6: Initiate Planetary Projects
- 6.7: Tidy Up
- 7: Battles [Battles Section]
1: Debriefing (top)
Time to mention any problems discovered in FTCamp, boast about victories from the previous round and general other bits and bobs. (NB. You don't have to reveal the results of battles if you don't want to).
2: UN Meeting (top)
The public interaction of all the players, secret deals can be made away from prying eyes, for larger matters such as the Common Market and UN Inspectors. Also for submission of new craft designs.
3: Fleet Orders (top)
This is when all players secretly issue orders to their assets and then simultaneously reveal them on the Campaign Map. (This concept is derived from that great classic Diplomacy).
After these moves are resolved, Long Range Scans are revealed as well as any uncontested groups claiming neutral systems.
4: Engage Orders (top)
Should there be any conflicts from the Fleet Orders (ie. two hostile players with assets in the same hex), then they must decide what to do. Each asset is given a secret order and then an Engage Roll is made. The resolution system seems very complicated - and essentially it is - but in practice it's fairly straight forward to apply.
5: Resources Phase (top)
Dealing with Primary Resources and trading (complying with trade agreements made to other players).
6: Support Phase (top)
The main part of the 'Resources Campaign', here craft are build, resources converted into more useful things and generally lots of book keeping required.
7: Battles (top)
Any Conflicts from the Fleet Orders Phase that resulted in engage actions after the Engage Orders were issued are now resolved as battles.