#!/usr/bin/php Full Metal Planet

GAME VARIATIONS
Full Metal Planéte á la carte


1. PEACEFUL GAME

Leave all destroyers (tanks, heaps, high-speed motorboats) out of the game and see who collects the most ore. No combat or capturing is allowed!


2. TOTAL WAR

Remove all ore from the game and fight until there is only one player left. If you try this variant, you might consider not to remove the destroyed units, but to place them in reserve instead so that they can be rebuilt with Weather Hen.


3. HECTIC

Reduce the time limit - one minute per turn. And remember, the next players timer starts immediately when the previous player has finished his turn (either by using up all his/her Action Points or by running out of time).


4. DIFFERENTLY SIZED SECTOR

Do not unfold the playing field completely. Use only one or two of the three "sides". Alternatively, if you have more than one board, place them side by side for a bigger planet.


5. PENALTY

If at the end of the turn two tanks are on adjacent mountain hexes, on the next turn the player loses five Action Points. The computer versions of Full Metal Planet use this rule.


6. BLAST RADIUS

If a Freighter takes off on the 21st turn, all the pieces on its landing area are buried (and removed from the game), the same way as ore is buried when landing.


7. HIGH ACTIVITY

Experienced players can decide to use more than 15 Action Points for the base credit. Try using 20 or 25 turns for a really lively game.


8. REINFORCEMENTS

PRINCIPLE:

Turns are played in a normal way, but on tun 15 each player lands a new Freighter with complete set of units. The second Freighters stay on the planet until turn 21 or 25 as usual.

UNITS AND ITEMS: HOW TO USE THE SECOND FREIGHTER:

When the last player has played his/her 14th turn, the tide card for the 15th turn will be revealed and the players will then land their second Freighters (in three minutes time)

Some restrictions apply: DEPLOYMENT: MOVEMENT: 16TH TURN:
17TH AND SUCCEEDING TURNS: