We took System 4 and we only lost one ship. When resolving battles, the defender fires first, so the defender has the
advantage. Successful attacking fleets will usually be larger than the defending force.
Our new system produces one ship per turn. One ship is not a lot, but at least we didn't get a system that produces zero,
as roughly one third of neutral systems do.
The game ends when the turn limit is reached, or when all but one player has been eliminated. At the turn limit, the player
with the most systems wins. The first tie breaker is the number of ships produced per turn. The second tie breaker is
the number of ships currently on systems and in fleets. The third tie breaker is a die roll. Good luck!
Now you're ready to play Rocket Empires!
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Year 2
Star Map |
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Star Chart |
World | Controller | Production | Ships | World | Controller | Production | Ships |
01 | jonboy | 10 | 42 | 02 | rcktmnky | 10 | 90 | 03 | neutral | | | 04 | jonboy | 1 | 49 | 05 | neutral | | |
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98:59:55 until update. You are not ready for an update.ships | destination | arrival |
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No Active Fleets |
Messages
year | message |
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2 | jonboy attacked system 4 under the control of The Neutral Systems Alliance. Attacking fleet contained 50 ships. Defending fleet contained 2 ships. jonboy won and has 49 ships remaining. | 1 | jonboy: Rocket Empires is awesome. Game of the Year! |
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