The game map features 21 different planets to fight over in 20 seperate star systems. Systems are connected to each other by Jump Gates which are only passable by Jump Capable starships. This forms a sort of web of star systems.The planets surface are seperated from space by a layer of atmospheric hexes which are impassable to everything but atmospheric capable craft. This helps to make space and planetary surfaces seperate and distinct theatres.
Another big change from regular game-play is that units require resources to build. There are 3 different types of resources, all of which can be found on the surface of planets (although not all planets have all resources). Isotopes are used to build spaceships and atmospheric capable craft such as Landers, Starfighters and Starbombers. Organics are used to build Foot Troops such as Infantry, Militia and Rangers. Minerals are used to build ground vehicles and equipment such as tanks, artillery and SAM batteries.I won't go into the details of explaining all the rules up front. As the AAR progresses, you should start to get a feel for how the scenerio works.
In our test game, I am playing House Cadwall. It starts out on the Planet of Grail in the upper Left Hand Quadrant of the Map. The position is somewhat isolated, giving me more protection against multi-front wars and decent room for growth without conflict...but it also makes my choices less flexible and makes me a bit slower to expand. Below you can see a picture of my starting position on the strategic map along with my starting stockpile of resources. All Houses start with a stockpile of 500 of each resource in order to allow them to build units for a few turns before they need to capture any resource areas.



















