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| Quixote's 3rd Darwinian Tourney |
2002-06-02 tru 2002-10-04 |
| Host |
Admiral Quixote |
| Turns |
44 |
| Map |
Starburst |
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| Banter Board Selections |
| Note: This is a private game for very experienced players. If you like the setting, look at Quixote's Wormhole Jubilee.
Greetings Interstellar Warriors,
I invite you to join Quixote’s Third Darwinian Tourney. Like all of the tourneys in this series, I offer you a challenge unlike any other in which you have yet played. Four teams of three will compete against one another in a race to obtain an alien artifact and bring it back to your initial colony (your homebase) in the Wahoo Galaxy.
The Wahoo Galaxy is a very large, but sparse galaxy that is far, far away from the safety of the Echo Cluster. An alien wreck – still manned by their Solorian crew – holds the location of vast treasure hold of alien technology – abandoned by a dying race. Your primary mission is to find this ship and tow it back to one of your starting colonies. After it arrives over your colony, it must stay there for three full years before your engineers manage to scan its database and transmit back to your home fleet. If you manage to accomplish this task, your name will be engraved in your alliances hall of fame and you will be given much honor. If other alliances manage to get the ship first, you must destroy it. If our enemies managed to get their hands on the alien technology, our civilization is doomed and our children will curse your name before they die.
If you are forced to destroy the alien ship, your mission will then be to take possession of the Wahoo Cluster. Destroy the other alliances and claim the entire Wahoo territories for our future colonization.
Our analysts have the following pieces of advice for you. They warn you not to attempt boarding the alien ship, lest you set off a booby trap. They also say that the Wahoo galaxy is very sparse with well under 200 planets and is full of wormholes. Unlike jumpgates, you can defend yourself against wormhole attacks. But this means you must control both sides of the wormhole. They also warn you that should you be fortunate enough to tow the alien ship to your main colony, it must not move at all for the three turns your engineers study it. As part of their studying, the ship may radiate with energy and could be easier for your enemies to scan. They also believe no hyper races have discovered the Wahoo galaxy yet, so you don’t need to worry about them.
Should you choose to accept this mission, contact me after you have put together your team. Or I will assign you to a team if you prefer.
Good luck!
Admiral Quixote
---- quick summary of rules ---
The team that manages to tow the Solorian ship back to one of their starting bases will win, if the Solorian ship can remain there for three complete turns (so the turn it arrives doesn’t count). They must notify me the turn it arrives and I will make a public announcement to this effect. Note that if you lose all three of your starting bases, you can not win this way and should then try to destroy the alien ship.
If, and only if, the alien ship is destroyed, the game becomes a last team standing. This should be a fun alternative, especially with this map.
Ignore the settings listed. This is a scripted game using an unpublished map.
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Player(s)
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| Rank |
VPs |
# |
Handle |
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Race |
Active |
Played |
Reg |
Survival |
Download |
| 1 |
|
6 |
abaddon |
 |
The Robotic Imperium |
1 - 44 |
31 |
 |
Y |
| 2 |
|
11 |
Archangel |
 |
The Birdman Republic |
1 - 44 |
42 |
 |
Y |
| 3 |
|
3 |
Qu Da wai |
 |
The Stormers |
1 - 44 |
37 |
 |
Y |
| 4 |
|
7 |
Bob |
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The Robotic Imperium |
1 - 44 |
44 |
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Y |
| 5 |
|
9 |
Susie Derkins |
 |
The University Alliance |
1 - 44 |
44 |
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Y |
| 6 |
|
12 |
Ace Smith |
 |
The Robotic Imperium |
1 - 44 |
39 |
 |
Y |
| 7 |
|
2 |
littleone |
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The Robotic Imperium |
1 - 44 |
40 |
 |
Y |
| 8 |
|
8 |
Guenhwyvar |
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The Birdman Republic |
1 - 44 |
43 |
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Y |
| 9 |
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1 |
Doom |
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The University Alliance |
1 - 44 |
44 |
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Y |
| 10 |
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4 |
Mattrixx |
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The Birdman Republic |
1 - 44 |
39 |
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Y |
| 11 |
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13 |
Admiral Quixote |
 |
The Solorian Unity |
1 - 44 |
27 |
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Y |
| 12 |
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10 |
woodrow |
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The Lizard Kingdom |
1 - 44 |
41 |
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Y |
| 13 |
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5 |
Tenser |
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The University Alliance |
1 - 44 |
38 |
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Y |
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This page is a product of Drewhead.org written and maintained by Drew Dowling
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