Supremacy is termed "the game of the SuperPowers", and is a board game along the lines of Parker Brother's Risk, with the object being to bankrupt, capture or destroy your opponents. For information on the game, including on-line rules and map, see the WebSupremacy site or Mrk's Game Warehouse.
The main change between this variant and conventional Supremacy (ie. Supremacy without the various expansions) is that no money is used in the game. Resources (and their associated cards) now act as the key "cost" indicator. This simplifies and reduces the transactions in the game, and (I think) makes it harder to acquire nukes through conventional purchase means. It also removes the problem perceived by many critics of the game that the market system is "broken".
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These rules have not been playtested. Use at your own risk!! Please let me know of any ideas or suggestions arising from playtesting. |
No salaries and loans are paid.
Players must pay maintenance costs of:.
"Occupying" armies are those in opponent's territories. Round up fractions to the nearest whole multiple of 3 (eg. round up 2 to 3, 7 to 9 etc.)
If a player requires a company to produce resources during Stage 2 of the current turn, it must be tuned face-up, otherwise it is left face-down. Players can change which companies produce from turn to turn.
Players do not sell to the bank, but may exchange resources from their supply centre for resources or resource cards (face-down ones only) from other players.
If a player captures a territory where a player has a face-down company card, that card is returned to the deck. If a player captures a territory where a player has a face-up company card (ie. a company that was used to generate resources), that card is captured by the attacking player.
There are now no costs for moving a army from one territory to an adjacent one. Moving a navy to or from an ocean now costs 1 oil; this is in addition to the costs of transporting armies.
Building costs are paid for with resources only. Use the normal costs as per the original rules, except that building a Nuke or L-Star also each cost one extra set of resources.
Buy
Players cannot buy from the bank, but may "buy" from other players. Any resource, or combination of resources or cards may be used in a sale.
Prospect
Pay 1 resource to the Bank for each 3 (or fraction of 3) cards turned over.
When researching for a First Nuke or L-Star, a player must pay 2 mineral, or 1 oil and 1 mineral, for each 3 (or fraction of 3) cards turned over, regardless of the outcome of the research.
Building a Nuke or L-Star also each cost one extra set of resources.
Use the following scoring system for Detente:
| Item | Points(each) |
| Supplies | 2 |
| Companies | "Spots" |
| Armies/Navies | 1 |
| Nukes | 4 |
| L-Stars | 8 |
The following rules changes are not required, but work well with the above.
During setup, a navy can be placed instead of an army, in the sea adjacent to the territory where that army would have been placed. No more than one navy can be placed in a sea. A player must place at least one army on one of his territories. The following seas "belong" only to the corresponding nation - for setup purposes only:
| Sea of Japan | China |
| Caribbean | USA |
| Gulf of Panama | South America |
Participation in each stage decided simultaneously - each player secretly places an army in his/her closed hand to indicate desire to participate. All hands opened simultaneously. Roll for order of play as usual.
During Stage 2 (after transferring production units) players may exchange supplies in their Supply centres as follows: 2 grain for 1 oil or 2 oil for 1 mineral.
Instead of using a full set of resources for units involved in a battle, use the following modifications:.
All players participating in the Buy/Prospect Stage must take turns to prospect for one resource at a time.
Decide before the game starts to allow for the following additional condition:
Economic Superpower
Win by capturing more than half of all the available resources; or more than two-thirds of two different resources. A resource is captured when a player controls the card for that resource (regardless of whether it is face-up or -down).