Board Game
Intercept 3
By Anders Backman · Art by Anders Backman
From the designer: My take on space combat is that it should resemble submarine warfare more than dogfights or naval action and this require that sensors and weapons to have more or less the same ranges. The system is tailored towards small encounters between small ships, a fight should be fun even if there are only two ships involved. Play proceeds on printed out maps, one for each player and one common for Spotted ships. Ships use vector movement for movement and are affected by gravity. Planetary Line-Of-Sight, sun direction, ship signatures etc all affect detection and combat. Players may design their own ships to test out ideas on how space battles should be fought. Vector movement Realistic gravity with stable orbits Realistic sensor rules Ship design system Double-blind system without a referee Optional deterministic system with no chance elements
- Science Fiction
- Print & Play
- Variable Phase Order
- Simulation
- Paper-and-Pencil
- Secret Unit Deployment
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