Even Steven

Happy Labor Day weekend everyone. This is a post about two games and the trials of balancing a revised ruleset. The plan for this weekend centered around a medium sized game involving a number of gamers to further test the 2nd Edition of Metaverse. However, not all went as planned with this game. Throughout the course of the day it became apparent that there was an imbalance in the points somewhere as the Starfleet force was overwhelmed and felt way under-pointed. This culminated in a massive starfighter strike against the Starfleet flagship which knocked it out in short order.


This was the last picture we took of the game. There was very little that the Starfleet players could do against the horde of Rebel Alliance starships and starfighters arrayed against them

That evening Adam and I delved into the software that governs the design of starships. An analysis of the Starfleet ships revealed a flaw in how the cost of hanger bays was calculated. Using the Galaxy class as an example, 36% of the cost of the ship was in its hanger bays. This was not the cost of loaded starfighter squadrons, but of the empty bay itself. The intention in the calculation was for the ship to pay a very small fee for each type of starfighter it could load into its bays. Thus a hanger bay capable of supporting 100 different classes of starfighters is slightly more expensive than if it could only support a smaller number. However, the math in the software was wrong, resulting in the severely imbalanced game that we played.

I apologize to Adam, Rob, Matt, Dave, Kevin, and Kat for that boondoggle.

With the bug seemingly fixed I decided that the game would effectively need to be re-fought under the same conditions to determine the effectiveness of the fix. And so my wife and I setup again with the more balanced fleets the next day and had another go.

Text in italics is instructive rather than narrative and serves only to provide a glimpse at the underlying mechanics at work.

We would be playing the same scenario (Meeting Engagement) as the previous day on the same table. The narrative justification was a Rebel attack on Verizon III, a Federation colony world and home to the AT&T research station, mistaking it for an Imperial communications outpost. Starfleet rushed a wing of ships to the area ready to push the Rebels out. The Rebels had not yet begun their attack on the planet or space assets when Starfleet arrived making this a general engagement.

The Meeting Engagement scenario is one of twelve scenarios in the book and covers your simple fight 'em till they break engagement with equal deployment areas and the goal being to break the morale of the opposing fleet.

Melissa would be playing the Rebel Alliance and came to the table with the following fleet:

3rd Reserve Wing

Command Squadron

ANS Wavesong - MC80 Class Star Destroyer Mk I
     3xT-65 X-Wing Squadrons
     2xBTL Y-Wing Squadrons
     1xRZ-1 A-Wing Squadron
     3xDelta JV-7 Escort Shuttle Flights
     12xProton Torpedo Ordinance Packages

1st Squadron

ANS Hope's Light - Dreadnought Class Heavy Cruiser Mk I

2nd Squadron

ANS Tyrant's Bane - CC-9600 Class Frigate
ANS Advancer & Liberty's Dream - Arquitens Class Corvettes

3rd Squadron

ANS Far Orbit - Nebulon-B Class Frigate
     1xT-65 X-Wing Squadron
     1xBTL Y-Wing Squadron
     2xProton Torpedo Ordinance Packages
ANS Beacon & Dodonna's Pride - CR90 Class Corvettes




I would play Starfleet and came to the table with the following fleet:

7th Fleet - 4th Wing

Command Squadron

USS Ulysses - Galaxy Class Explorer Beta Model

1st Squadron

USS Forrest - Excelsior Class Explorer Gamma Model

2nd Squadron

USS Gorkon - Excelsior Class Explorer Gamma Model

3rd Squadron

USS Iberia - Challenger Class Light Cruiser Beta Model





The Rebel Alliance was the more expensive fleet (the opposite of the previous game) and thus had to purchase support first. Melissa chose to fill out the remaining hanger space on the MC80 with a squadron of B-Wings and two squadrons of Y-Wings as well as purchasing Ion Torpedo and Proton Bomb ordinance packages for her starfighters. She then rolled for the one reinforcement roll the scenario dictated and received the ANS Diligent, a Neutron Star Class Heavy Cruiser loaded with surplus Clone War era starfighters, specifically Delta-7 Aethersprites, Alpha-3 Nimbus V-Wings, and ARC-170s. Finally, Melissa had to roll to see the quality of her Admiral and the crews of the squadrons. Her Admiral ended up being an average commander while most of her fleet was average crews as well. Notably, the Dreadnought and the Nebulon-B squadron had green crews.

When playing one of the twelve scenarios the two fleets need not be the same point value, though it is recommended that players agree on a point range prior to meeting up so that the difference isn't too extreme. At table side, the attacker and defender are determined by the relative value of the fleets. Once that has been established, in a Meeting Engagement the player with the higher value can then purchase support options to bolster their fleet. They can purchase one support option at normal price for every squadron in their starting fleet. Any remaining options are purchased at double cost. They then total their purchases, add it to the difference in the the attacker and defender's fleet cost and give that to the defender to purchase support options.





When players design a fleet they can create a support list for that fleet. The support list is a set of starships, starfighters, and starfighter ordinance packages they can purchase in scenarios. The support list does have a small cost on the fleet.




All fleets of a set navy share a common reinforcement list that the player creates for the navy. The reinforcement list contains one or more squadrons of ships and when a scenario calls for it a player can roll on the list and receive that squadron added into their fleet. Players can also purchase rolls on their reinforcement list as a support option. The reinforcement list does add a cost to the fleet. If players are playing a skirmish, i.e. two set fleets, they do not pay for a support list or reinforcement list.


Her fleet was formidable but not nearly as bad as the previous game where the Rebels had more than a dozen more corvettes and frigates than shown here.

Next up I had to choose my support options. Looking at my options I chose to purchase the USS Heisenberg, a Nova Class Science Vessel Alpha Model, and ten Type-8 Shuttles to load in my Galaxy Class. I then rolled my one reinforcement roll the scenario dictated and received the USS Kali, an Akira Class Heavy Cruiser Beta Model. I was quite excited as this model has two quantum torpedo launchers in her weapon pod. Finally, I had to roll to see the quality of my Admiral and the crews of the starships. My Admiral ended up being a poor commander while most of the fleet was average. Notably, the Akira had a veteran crew (Yay!) while the Galaxy, my flagship, had a green crew (Doh!)


The game hadn't even started yet and the odds felt more even.

With the fleets finalized it was time to deploy our forces. Unfortunately, with the Rebel Admiral being average quality and the Starfleet Admiral being poor quality, Most of Starfleet was deployed before the Rebels put a model on the table.

The commanding officer of a fleet can be one of three qualities, Poor, Average, or Brilliant. This quality determines the die type they use for command rolls with Poor being D4, Average being D6, and Brilliant being D8. COs are also set as a Commodore, Vice Admiral, or Admiral. This rank determines the number of dice they roll with Commodores rolling one, Vice Admirals rolling two, and Admirals rolling three. In this way there are nine possible combinations of COs. Fleets can be designed with a chain of command involving multiple COs, however, a CO can only use the command points they generate from their command dice on themselves and their subordinates. Both the Rebels and Starfleet were using Vice Admirals so they both rolled two dice, the Rebels two D6, Starfleet two D4s, and they had only one CO each.


The Starfleet group was deployed beyond the asteroid field, entering the planetary system with the goal of forcing the Rebels out. The two Excelsior Class Explorers were left in reserve a few light seconds out ready to warp in when and where needed.

The Rebel fleet was deployed in two wings with the MC80 and Neutron Star deployed on the right flank and the frigates and corvettes on the left flank. The Dreadnought was left in reserve ready to be brought in via hyperspace at a moments notice.

When deploying, both sides roll their COs command dice and the lower roller must place a squadron in their deployment zone or in reserve. A fleet cannot have 50% or more of its point total in reserve at game start. In order to be placed in reserve a starship must have one of the four types of advanced FTLs, Warp Drive, Hyper Drive, Jump Drive, or Spatial Drive. Once a squadron has been placed the two sides roll off again. In the event of a tie, the player who won the last roll must place a squadron.

Between the two fleets, orbiting Verizon III's moon was the AT&T research outpost. The crew of this station nervously watched the two fleets array themselves for battle and tried to call for help but the comms were down.


The right flank of the Rebel fleet was laden with heavy weapons and tonnage. The MC80 had banks of Heavy Ion Cannons while the Neutron Star had numerous Heavy Turbolasers. To the Starfleet crews, these were bears they'd rather not piss off.

The Heavy Turbolasers and Heavy Ion Cannons on these ships have a maximum range of 140cm and they hit for a good amount of damage. Additionally, the Ion Cannons have the special qualities Ionized and Polarized. Ionized weapons have the ability to cause additional criticals on the target dependent on the damage dealt and the targets EMS (ElectroMagnetic Signature). Polarized weapons double their damage dealt to shields.


By comparison, the Rebel left flank was armed with much less firepower and even less tonnage. However, what it did have was maneuverability. It was clear which side of this fleet was the anvil and which side was the hammer.


Starfleet's disposition was more even with the Galaxy Class nearly centered in the battlespace with the Akira Class on her port.


Further to the Galaxy's starboard the Challenger Class secured the right flank while the two Excelsior Class waited in reserve to be called in.


The opening minutes of the battle were witness to staggering tactical acumen on the part of the Rebel Alliance as their ships flew...straight ahead. Starfleet's movements were more nuanced and in line with the dogfighting nature of their fleet tactics. The Galaxy surged ahead at full impulse while the Akira moved along at half impulse. The Challenger pushed every joule out of her reactor and violated the impulse safeties making a turn to port to join up with her larger sisters.

Starfleet used some of its command points to activate one of its tactics called Push The Limits. This tactic, when activated for a squadron, doubles the rating of all the STL drives in that squadron.


Tactics are a method to add flavor and tactical choice to fleets. They are chosen at the navy level, so every fleet in that navy receives that tactic. Players use the command points generated by their command rolls each turn to activate their tactics.


As the MC80 and Neutron Star moved forward they began loosing starfighters into space. The MC80 began with two flights of Delta JV-7 Escort Shuttles and two squadrons of X-Wings. The Neutron Star dumped her V-Wings on CAP.

Two light seconds away the Galaxy opened her bay doors and out came...shuttles. Ten Type-8 shuttle pilots likening themselves to combat pilots formed up around the flagship on CAP. This was a fortunate act on Starfleet's part as the Rebel commander launched a spoiling attack against the Galaxy consisting of three squadrons of X-Wings. Unfortunately for the Rebel pilots, the Galaxy had little else to fire on and thus turned her massive phaser arrays onto the X-Wings as they approached the ship. From tens of thousands of kilometers away the Rebel snub fighters were speared by foot wide orange beams of nadion particles. By the time the X-Wings reached the "Explorer" classed vessel, less than a squadron remained. In the ensuing dogfight with the shuttles a few more X-Wings were downed and two Type-8 Shuttles were destroyed. The surviving X-Wings quickly turned tail and ran back to their carrier.

Had the Galaxy been designed with PDS systems installed it would have to wait for the X-Wings to reach the ship to intercept them. However, Starfleet's phasers have been designed with a point defence value allowing them to engage starfighters. Capital grade weapons that can engage starfighters can do so before the starfighters reach their target as long as those starfighters are in range of the weapons.


The Rebel frigates and corvettes pushed their engines to the maximum, even managing to burn a few out along the way, all in the hope of closing to within their much shorter turbolaser range. To their dismay they witnessed their intended target, the Challenger Class, make a turn to port and accelerate at maximum impulse towards the other flank.

There are a number of special maneuvers that a squadron can be plotted to perform. Special maneuvers require command points to be conducted but can be very useful. In this case the Rebel escort squadrons utilized the Emergency Thrust maneuver that allowed them to double the rating of any or all of their STL drives. However, after the movement a roll is made for each drive used this way to see if it is blown out.


The next few minutes notched up the excitement level as the battle became joined in certain sectors. The Rebel heavy ships continued plodding along as the escorts continued to push the limits of their engines. The Starfleet ships, not disguising their intentions, continued to shift their forces towards the left flank. Then in a flash two Excelsior Class Explorers streaked into the battlefield and past the Rebel frigates and corvettes. This timed maneuver was intended to have the two ships enter in a tight formation but the reaction times of the two helmsmen was not perfect and they ended up being seperated by nearly 100,000km. It seemed that Starfleet wasn't ignoring the Rebel escorts. Moments later, the Rebel Dreadnought snapped out of hyperspace between the two fleets ready to fire at any ship in range. The Rebel player intended for the ship to be much closer to the Starfleet lines than it ended up, but not every pilot is Han Solo.

In order to call in starships from reserve the player must spend a command point per squadron being called in. In the case of Star Trek ships which utilize the advanced FTL type Warp Drive, they place them on their board edge and then move them in to any point along a straight line projected from the front of the ship. Once the squadron is placed in its position, a roll is made that deviates the starship forward or backward along this flight path making the contiguous formation of squadrons difficult. In the case of Star Wars ships which utilize the advanced FTL type Hyper Drive, they place them on their board edge and then move them straight into the table a set distance as recorded in their plot. No pre-measuring is permitted making this an estimate. This makes keeping squadrons together trivial but the final position somewhat guesswork. Inserting of squadrons from reserve is performed after all plotting has occurred but before other squadrons are moved.

The two Excelsiors, having exited warp, found themselves behind the Rebel light ships, which seemed like a golden position. However, far to their port lay the MC80 and Neutron Star. These two ships were just barely inside their maximum range to the rear most Excelsior, the USS Forrest, but wasted no time dumping as many turbolaser and ion bolts into space as could be brought to bear on the ship. Many missed, all dissipated to a certain degree, but the total weight of the fire eventually told, and the hapless Excelsior succumbed to crippling damage across its primary and secondary hulls. Before its death, the Forest and its sister ship let loose their aft torpedo launchers and struck both the CR90 Corvettes dropping their shields and plastering their hulls. Surprisingly, the little blockade runners actually sailed out of the antimatter driven explosions still in one piece, though with blackened hulls.


Opposite to this drama, the Rebel Dreadnought, having hyperspaced into the battle, sat alone against the three other Starfleet ships. Neither the Neutron Star nor the MC80 were as yet in range to assist. In return for her charge towards their lines, the three Starfleet ships opened fire. The Challenger fired off her forward burst torpedo launcher, most of which the Dreadnought intercepted using her laser cannon batteries. The Galaxy fired her own burst launcher with every torpedo landing on target, followed by long range phaser strikes. Then the Akira opened up with her seven photon torpedo and two quantum torpedo launchers. One after another, antimatter warheads detonated against the Dreadnought's forward shields until finally they dropped. And then four quantum torpedoes hit the hull tearing nearly 25% of the forward section into debris. The phasers she fired felt more like an afterthought. Through all this the Dreadnought survived, firing back, and even having her shields start to come back online moments later. The Old Republic certainly knew how to build ships!

Star Wars ships make extensive use of PDS which can be used to intercept any weapon that is interceptible, such as Photon and Quantum Torpedoes. A PDS can only be used once per turn and thus can be overwhelmed as in the case of the Rebel Dreadnought.

As the Dreadnought absorbed torpedoes and phasers like a tritanium wall, Starfleet began to get the feeling that this was all a distraction. Far to the Dreadnought's rear, the MC80 and Neutron Star kept launching their embarked squadrons. It seemed that the X-Wing attack on the Galaxy had been a probe of the defences, preparing for this looming attack.


The battle continued and the circumstances got both closer and deadlier. The remaining Excelsior turned 180 degrees and lined itself up with the Rebel escorts. Those same escorts began to turn around themselves turning this into a separate battle from the rest. The Rebels plotted a micro hyperspace jump with the MC80 bringing it within spitting distance of the Starfleet ships. However, Starfleet had predicted this action and moved the Galaxy and Challenger to close range. The Dreadnought turned to port to support its flagship and to turn its weakened front from the Akira that had mauled it previously. Far to the rear the Neutron Star continued to push its weak engines to the max.

Starships with an advanced FTL type can perform tactical jumps utilising their FTL drives. In the case of Star Wars which use the advanced FTL type Hyper Drive, the starship plots a tactical jump and a distance in centimeters. During the movement phase the starship is moved its sublight plot and then moved straight forward the recorded distance. All FTL drives have a rating which determines the number of turns the drive must charge before use with shorter charge times increasing their cost.

Having had two Excelsiors streak past them at FTL speeds, the Rebel escorts swung themselves to starboard to get more firepower on the one remaining Starfleet ship in their rear.


The loss of its brethren left the USS Gorkon to face down two Rebel frigates and four corvettes alone. Long range phaser fire and photon torpedoes tore towards the nearest CR90 with a few missing. The hits, however, left it nearly crippled with most of its systems disabled. The Excelsior was thankfully just out of range of the light weapons these escorts carried. Near to it a civilian freighter watched in shock.

Phasers use the damage mechanic Penetrating which represents drilling into the hull while Turbolasers use the damage mechanic Raking which represents spreading the damage across the surface of the hull. Each of the damage mechanics has different conditions for causing criticals and in this case the Excelsior's phaser strikes against the corvette's hull met those criteria and caused a number of rolls on the critical chart that nearly killed the ship.

In the middle of the battlespace, the two sides met up at close range and began exchanging fire. Ignoring the hulking behemoth on their port bows, the Starfleet ships continued to pour fire into the damaged Dreadnought. However, only the Akira had arc with her torpedo tubes and she faced a fresh shield facing. The Dreadnought continued to live up to its namesake.


The MC80 and her smaller cousins unleashed every weapon at their disposal towards the Galaxy in the hopes of delivering a knockout blow to the morale of the Starfleet force. However, by this time the Starfleet ships had begun doing what Starfleet ships do best; maneuvering like madmen. The Challenger, Galaxy, and Akira were all now moving at near 0.25c and firing their thruster quads wildly. The result was that a little over 90% of the incoming fire failed to connect. The Dreadnought was one of the ships that did manage to hit with a few of her weapons and the results were telling. Fully 1/3 of the Galaxy's bow shields were dropped in seconds.

Another of Starfleet's tactics was utilised here, namely Evasive Pattern Omega, on the Akira, Galaxy, and Challenger. When activated for a squadron it doubles the effectiveness of that squadron's evasive maneuvers until the end of the turn. An evasive maneuver can be performed by any ship with operational STL drives and can be performed as many times as the ship has sufficient drive points to achieve. Evasive maneuvers increase a starship's Target Rating, the automatic miss number for all incoming fire.


The Rebels also activated one of their tactics, Stay On Target, for the Dreadnought. This tactic grants a +4 to the sensor rolls of that starship until the end of the turn so long as that starship traveled in a straight line this turn. This increased the Dreadnoughts chances to hit relative to the rest of the fleet.

The fundamentals of the tactical situation did not change over the next while, it only grew more intense. The remaining Excelsior accelerated full impulse towards the Rebel escorts while those same ships turned to face the oncoming explorer. The Neutron Star, frustrated at the performance of her STL drives, initiated her own micro hyperspace jump and closed the distance to the Starfleet ships. The dreadnought completed its turn and brought itself on a perpendicular course to the oncoming Starfleet ships. Too slow to keep up with the rapidly moving and evading Starfleet cruiser, the MC80 turned to port to put its broadside on their backs. Finally, the Akira turned to starboard to keep its forward torpedo launchers on target.

From the perspective of the Akira, the Galaxy's captain had just pulled off an insane maneuver. Travelling at 1/4 light speed, the massive Starfleet vessel had dove under the massive MC80 barely meters from her hull and screamed out the other side like a cheetah, turbolaser  and ion cannon bolts chasing her the entire way. With nothing else to do but give a slow clap, the Akira continued her barrage and sent more torpedoes towards the Dreadnought, though by now into her rear shields.


The combat around the Rebel flagship was truly knife fighting range now but against opponents that were capable of incredible acceleration. The Galaxy, her forward tube reloaded, unleashed another photon torpedo swarm at the Dreadnought as well as a constant stream of phaser fire. Again, the Dreadnought's facing shields were dropped and the underlying hull pockmarked with craters and black twisted metal, but somehow the ship kept on truckin'. The Rebel ships continued with their 'Fire Everything' strategy, but again, the Starfleet ships floated like butterflies even if they couldn't sting like bees. Hits were recorded and again the Galaxy's shields dropped considerably but she had maneuvered herself to bring a fresh arc against the MC80, sharing the load between her taxed shield generators. Curiously, the Rebel starfighter force was fully launched at this point but did not launch an attack against the Starfleet ships. It would later be discovered that the Rebel command net had been overtaxed and no orders had been transmitted to do so.

The Rebel CO had rolled their two D6 command dice and rolled two giving just two command points. One point was required for the Neutron Star's tactical FTL jump as it is a special maneuver. The second point was used to designate the Galaxy as a fleet priority target. This was needed because the fleet included green crews who could only fire at priority targets determined by the CO. This left them with no command points to initiate any starfighter missions.

A little further back, the Neutron Star also fired into the dancing Starfleet ships with much the same effect and her starfighter compliment also appeared to be lounging.


Far from this contest of firepower vs maneuverability, the surviving Excelsior unloaded every facing phaser bank and torpedo tube into the Nebulon-B. At first the shields held but then the frail looking frigate's hull was speared by orange beams of death. As the phaser beams raked across the hull the frigate's connecting spar was severed and moments later the primary hypermatter reactor detonated. The resulting explosion atomized the Nebulon-B's debris, destroyed the already damaged CR90, and left the remaining Corellian Corvette a drifting hulk. Caught up in this explosion was a squadron of X-Wings and a squadron of Y-Wings.

One of the possible criticals is a reactor detonation. The reactor of a starship will have a rating determined by the accumulated power requirements of the areas of the ship it supports. When it detonates it first deals its rating in damage to the ship itself. If the ship is destroyed and damage remains the rest propagates outward dropping off rapidly and does damage to anything within range.


The remaining minutes of the battle were witness to the Rebels finally getting there command and control issues sorted but Starfleet continuing to be the elusive prey they had been the whole time. The Excelsior and the Rebel escorts closed to melee range at high speed to decide that far flank of the battle. In the middle, the Galaxy and Challenger raced past the MC80 and Dreadnought, straight into the face of the Neutron Star which had finally entered the fray. The Dreadnought and MC80 did all they could to keep up with these fast exploration vessels.

As the Excelsior closed with the CC9600 and her escorts, the fire became ever more intense. Phaser banks ripped into the shields of the frigate and eventually tore a few holes in her hull, but failed to deliver a killing blow. Now within optimum range, the remaining Rebel escorts made the Excelsior pay for her transgressions by dropping her forward shields and landing turbolaser bolts on her exposed saucer section. Both sides limped away from this exchange to lick their wounds.


In the main engagement of the battle, much remained the same with The Rebel ships firing volley after volley of green or blue death, with most missing their target. The difference now was the target. The Starfleet admiral was at first confused when the Rebel salvos began targeting the Challenger and not the far more important Galaxy. However, the reasoning soon became clear as every starfighter squadron in the Rebel inventory launched themselves at the Challenger. The CO quickly dispatched the remaining shuttles to help in the light cruiser's defence. This turn of events also meant that not a single shot was fired at the surrounding capital ships; every weapon turned on the starfighters. The result was surprising to both the Starfleet and Rebel admirals.

The Challenger was faced with two vectors of incoming starfighters, fore and aft. It pored its phasers and bow torpedo launcher into the front group and its aft torpedo launcher into the back group. Some of the fighters were felled. The Galaxy added its hefty phaser arrays into the mix taking down more starfighters and then loosed its aft torpedo launcher into the mix destroying even more. Finally, the Akira used all nine of her forward launchers, photon and quantum alike, to barrage the incoming fighters along their entire flight path. When the antimatter explosions had cleared what started as 13 squadrons of starfighters was now four, only two of which were actually bombers. In the ensuing furball most of the Type-8 shuttles were destroyed but all the bombers and most of the fighters were eliminated.

In one quick moment much of the Rebel's flexible striking power had been taken out. Additionally, the morale value had to be taken into account. Starfleet had lost an Excelsior Class Explorer and eight Type-8 shuttles. The Rebels had lost a Nebulon-B Class Frigate, two CR90 Class Corvettes, and countless starfighters, not to mention that the Dreadnought was being held together by three burly crewman and some space duct tape. The cost was climbing. And so it was the very next turn that both sides failed their command rolls and lost the game at the same time in a mutual defeat.

Every starship and starfighter squadron in a fleet has a morale value. When they are lost their morale value is added to the morale chart of the fleet. This chart is divided into thresholds of a size determined by the navy's morale level with lower moral navy's taking less morale points to reach a threshold. When a CO rolls their command dice at the beginning of the turn, if the roll is equal to or less than the number of morale thresholds completed then their fleet retreats and they lose the game.



This game was much more balanced than the one the previous day. The Rebels brought a lot of raw firepower compared to Starfleet much more precise form of warfare. However, this comes at a cost as Starfleet can literally dance circles around the larger Star Wars starships. I would have to say that a game that ended in a mutual defeat, with both sides trying there all, is a positive sign that the fix worked well; I won't call it perfect as that inevitably requires more testing.

Thank you to my lovely wife Melissa for playing a great game with me.


The rules we used are the still in development 2nd Edition of Metaverse. 1st Edition can be found here.


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Comments

  1. Sounds like it was a great game, and thanks for breaking down some of the rules.

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    Replies
    1. You're welcome, I am planning on continuing with this format.

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