10  Game

10.1  Set Up

Spread ore on map in a homogeneous or random way. Do not place ore on cells of open sea.

Choose the colour of your army and receive your equipment:

  • 1 spaceship,
  • 4 tanks,
  • 1 big tank,
  • 2 patrol boats,
  • 1 crab,
  • 1 weather layer,
  • 1 barge,
  • 1 pontoon.



10.2  First Turns

Turn 1: Arrival of spaceships

You have to place your spaceship on the map, according to the following conditions:

  • The spaceship has to occupy only cells plain or swamps.
  • The spaceship cannot be on the edge of the map.
  • The spaceship has to be at least 8 cells of the closest spaceship (dome to dome).
  • The ore being in a range of 4 cells from the center of the spaceship is destroyed.

Turn 2: deployement

You can deploy all or any of your equipment in a range of 4 cells from the centre of the spaceship. Units must be placed on cells which are convenient for them; but they can be stuck or aground. It is not possible to place two tanks side by side with on mountains. The carriers can be placed with loads. The deployement is made without any expense of action points.


Deployement Zone.

During this turn, the tide is normal, but attention to the following one!
If your weather layer is operational (not in spaceship, not in carrier and not stuck), you can forcast the following tide.


Turn 3: 5 action points

In this turn, the tide is random and you have 5 action points to make your actions.


Turn 4: 10 action points

In this turn, there is a new tide and you have 10 actions points to make your actions.


Turn 5 and following ones: that's it, that begins...

The competition is now opened. You are now a true Full Metal Pilot. There is a new tide in every turn. You have 15 action points or more by turn (see Allocation of action points). Pay attention to those who have already saved action points.

May the tide be with you...



10.3  End of Game

Turn 21: Taking off is possible

At this turn, spaceships have the possibility of taking off.

A player possessing several spaceships can take different decisions for each of them. If the player decides to take off only some of his spaceships, he will lose the control of units abandoned by the spaceships which took off.

The bonus of action points for an additional spaceship is lost if this one takes off.

For the players from whom all the spaceships took off, the game is ended. For others the game continues until turn 25.


Turn 25: End of game

The players play this turn as usual, except that at the end, they have to take off their spaceships.

Attention: it is necessary to foresee enough action points to take off one or several spaceships (Reminder: 1 point for spaceship plus 1 point per destroyed turret).

If a player has no more enough points to take off a spaceship, this one stays on Full Metal Planet where he will rust till the end of times.



10.4  Winner

At the end of the game we book the score of every player.

For every spaceship which took off, the score is reckoned in the following way:

  • 2 points by iron ore
  • 3 points by golden ore
  • 5 points by gemstone ore
  • 1 point by unit in the spaceship
  • 1 point by intact turret

The winner is the one with the best score.

In case of equality, the player with most spaceship won.

In case of new equality, the player with most ore won.




Continuation...