The Far Colony Matrix Game
The Opening Setting
The initial setting of the game is the human society on board the ramship
Magellan and in the Atlas moon system. The Magellan entered the Fennen
system (named after Captain Hendrik Fennen, first Captain of the Magellan)
only about five years ago. The potential future of humans in the Fennen
system is still in doubt. Though the beginnings of stable settlements have
been forged in the orbital stations around Chenoir (where biotechs are assembling
the prefab birthlabs carried in the ramship's holds) and Gagarin (currently
humanity's sole source of refined metals and chemicals), they are a long
way from self-sufficiency. The aging hydroponic labs on Magellan are still
responsible for feeding all of humanity.
Humans know of the two sadurtha civilizations insystem, one on Newhome and
one in the Creutzen moon system. However, they have not made real contact
with either of them. There is little doubt among human scientists that
the Creutzen civilization is aware of the human presence, but it is possible
that the Newhome civilization is still unaware. The Isolationists (see
below) are afraid of uncontrolled contact with the sadurtha, and generally
oppose establishment of a colony on the surface of Newhome. However, the
Colonists are already planning an initial expedition to Newhome.
The Factions
The Steering Committee and the society it controls is divided into three
powerful factions. The Industrialists and the Colonists are the most powerful,
but are so evenly matched that the Isolationists often serve as a swing
vote between the other two. The Industrialists favor the creation of a
strong, resilient economy in the Atlas moon system, to the exclusion of
a colony on Newhome. Colonist policy is to work towards the establishment
of a Newhome colony as quickly as possible, reasoning that human survival
is best guaranteed on the surface of a terrestrial world. Though in part
this means embracing the same means (industrial development in the Atlas
moon system) as the Industrialists, the goals are very different. The Isolationists
are fundamentally different from both of the other factions. They are primarily
led by second-generation colonists who fear the possibility of contact with
the sadurtha. While Isolationist leaders do not believe that the sadurtha
are a military threat to humanity, they feel that contact with sadurtha
society represents a threat to the stability of human culture.
Basic Rules
The core rules for the Far Colony Matrix Game are the standard matrix game
rules, as presented in Appendix B (and modified as is common practice and
as noted below). Several modifications to the core matrix rules are detailed
below.
Arguments
Each faction must make four arguments per turn. Of these arguments, two
must be "I DECLARE" arguments.
Argument Strength
The standard argument types have the following strengths:
Argument Base Strength
I Declare +2
Yes, And +1
Yes, But +0
No, Actually -1
The increased strength of the I DECLARE argument is intended to promote
more varied arguments, and to partially avoid the problem of rounds devolving
into long, convoluted single arguments.
Voting
Each faction starts a turn with a given quantity of votes. Voting is done
after all arguments have been made. Votes are made in closed ballot. More
than one vote may be cast for an argument or a modifier.
After arguments have been resolved, the voting strengths of each faction
are modified, according to the table below:
Circumstance Modifier
End of turn 1d-4 (minimum 0)
Per favorable I DECLARE argument passed +2
Per favorable I DECLARE argument defeated -1
No favorable I DECLARE arguments passed -2
In summary, if a faction is lucky, it's strength will increase. If a faction
is successful at advancing I DECLARE arguments favorable to its aims (as
determined by the referee), it's strength will increase. If a faction's
arguments are defeated, it's strength will wane quickly. However, no matter
how low a faction's strength may sink, it may never have a strength of less
than 2 votes.
Game Length
The game will last for eight rounds. The first round begins five years
after the Magellan decelerated into the Fennen system. Each round lasts
for thirty years. At the end of the game, 240 years of human history will
have elapsed.
Referee Powers
The referee is responsible for overseeing the game. The referee has the
power to declare any argument invalid. Any player whose argument is declared
invalid has one chance to rephrase or restate the argument to answer the
referee's criticism. If the referee approves the modified argument, the
game proceeds normally. Otherwise, the argument is lost to that faction.
If the argument was an I DECLARE argument, it counts as a defeated argument
for purposes of vote calculation.
Special Rules
Forbidden Arguments
Some arguments are forbidden at certain stages of the game. In particular:
- Any argument involving technology not possible at TL8 (exception:
arguments involving the sadurtha FTL drive are permitted after turn five).
- Any argument involving contact with the aliens is not permitted prior
to turn three.
- Any argument involving contact with Earth or with aliens other than
the sadurtha is not permitted.
- Arguments that create conditions of apocalyptic warfare are not permitted.
The human race must survive until the end of the game.
Alien Contact - Turn Two Voting Modifications
On turn three, arguments relating to alien contact become valid. Because
of this, the balance of power among the factions changes. At the end of
turn two, the Isolationist faction gains an additional three votes, while
the Colonist and Industrialist factions each lose one vote.
Faction Shift
As human civilization advances, the original three factions of Industrialist,
Colonist and Isolationist will first change become less applicable to the
advancing situation. On turn five, the original factions will be replaced
by the Planetside, Orbital and Explorer factions. Players will control
new factions selected by lot. The drawing will be conducted by the referee
prior to the first turn.
The Planetside faction represents the colonists living on the surface of
Newhome. The Orbital faction is composed of the orbital colonies in the
Atlas moon system (primarily at Chenoir and Gagarin). Both of these factions
split the populations of the orbital stations around Newhome. The Explorer
faction is numerically smaller than either of the other two, but is composed
of the crews of the new FTL ships, the inhabitants of the stations outside
of the Fennen system, and the prospectors investigating the Fennen system
proper.
The voting strength of these factions will be based upon the voting strengths
of the original factions at the end of turn five (after modifiers):
Faction Initial Strength
Planetside (1/2) * (Colonist + Isolationist)
Orbital (1/2) * (Industrialist + Isolationist)
Explorer (1/2) * (Colonist + Industrialist)
Special Developments
The First Expedition
During the first turn, the Colonist faction will send an expedition of 150
people and three scramjet interface craft to Newhome. This colony will
survive, but will not flourish. When the second colony expedition arrives
(probably around turn two or three), the survivors of the first expedition
will be there to welcome them.
The Sadurtha Drive
Though it is very likely that one or another of the factions will trade
with the sadurtha to obtain their FTL drive soon after alien contact arguments
become allowable on turn three, it will automatically be obtained in exchange
for the human genome on turn five if it has not already been obtained.