Victory: Each ship must pass through at least one gravity hex of each astral body with full gravity and return to land on Terra. The first ship to do so wins. If several travel the same circuit in the same time, the minimum fuel consumption wins.
Variant: After several games of this scenario, players will become familiar with optimum routes. Instead, announce a required route just prior to the race. Examples: astral bodies must be arrived at in alphabetical order; astral bodies must be visited in order of their size; astral bodies must be visited in order of their distance from the sun.
変形: このシナリオで何度かゲームをすると、プレーヤーは最適ルートを覚えてしまうことになる。これに代えて、競争の直前にある必須ルートを宣言してもよい。例: 天体への到着は、アルファベット順であること。天体の訪問はサイズ順であること。天体の訪問は太陽からの距離順であること、など。
Escape – As short two-player scenario.
The Pilgrims, a small but righteous minority oppressed by the First Citizen and his infamous Thought Police, have secretly prepared a transport and two decoys for an escape to the stars! The transport is equipped with Long Sleep capsules and it is only necessary that the ship leave the Solar System with enough fuel remaining to allow maneuver and deceleration at journey’s end. But first, they must elude the Enforcers...
Ships: The Pilgrims receive three transports (blue) on Terra. The Enforcers receive one corvette in orbit around Terra and a corsair in orbit around Venus (black counters).
「一級市民(First Citizen)」とその悪名高い「思想警察(Thought Police)に抑圧された数は少なくとも正義の少数派である「巡礼者たち(Pilgrims)」は、ひそかに星々への脱出のための移送船と2艘のおとり船を準備していた! その移送船には「永い眠り(Long Sleep)」のカプセルが装備され、船は機動飛行と旅の終わりに減速できるだけの燃料を残して「太陽系(Solar System)」を離れさえすればよいばかりだ。だがまず、彼らは「執行人たち(Enforcers)」から逃れなければならない...
船隊: 「巡礼者たち」は、「地球」で3艘の移送船(青の船団)を受け取る。「執行人たち」は、「地球」周回軌道でコルベット艦一隻とビーナス周回軌道で海賊船一艘(黒の対抗船団)を受け取る。
tatsuoishimura さん、翻訳支援を頂きありがとうございました。鍵となる用語に「」と言語を括弧で明確化くださったおかげで訳文がとても(キャッチーで)つかみやすく感じました。今回ボードゲームのルールという特殊な分野をお願いしたのは理由があります。ルール一般の訳出は何とか出来るのですがこの節はルールを適用するシナリオだったからです。執筆者はもうSF小説のような書きっぷりで、SF小説の読解初心者にはハードルが高かったのでした。おかげさまで雰囲気をつかむことができました。ビーナス→金星は了解いたしました。
Special Rules: The Pilgrims secretly designate one transport to contain the fugitives; the other two are decoys operated by aspiring martyrs. Beginning on day 1, the Pilgrims may launch their ships from Terra in any manner they wish. Ships still on Terra may not be attacked. Decoy ships are revealed only if the Enforcer matches course and inspects the ship in question. Otherwise, ship identities are revealed only at the end of the game. Mines and torpedoes are not available to either player. The Pilgrims may ram. Only Terra, Venus, and Io have bases. All bases on the map belong to the Enforcers. Planetary defences are not operating. There is no time limit to this scenario.
Victory:Several levels of victory are possible based on the game results. The Pilgrims win a decisive victory if the fugitive ship exits the board beyond Jupiter with sufficient fuel remaining to make a dead stop,plus one fuel point. The Pilgrim transport may be disabled. The Pilgrims win a marginal victory if they exit as indicated for a decisive victory but have less fuel than required. The Pilgrims win a moral victory if they are destroyed or captured but destroy at least one Enforcer ship in the process. The Enforcers win a decisive victory if they capture the Pilgrims (loot their transport) and return safely to a base,The Enforcers win a marginal victory if they destroy the transport carrying the Pilgrims.
Lateral 7 – A short two-player scenario.
A liner carrying industrial magnates to an interplanetary mining conference at the colony on Ganymede is outbound from Venus. Other pressing considerations prevent the Navy from escorting this ship, but one dreadnought (the Tycho Brahe, number 101) is on station in the Belt to respond to possible distress calls. Recently, pirates have been menacing the rich trans-Belt shipping lanes with raids from their unapproachable base at Clandestine. If the pirates can capture and ransom the passengers on the liner, they will be able to double the size of their fleet.
Special Rules: The liner is placed on Venus. The dreadnought and the three dummies are placed in any asteroid hexes, inverted to conceal their identities. The pirate then places his three ships and nine dummies in any unoccupied asteroid hexes. All ships begin at zero velocity. Because ship sailings are published, the pirate knows the location of the liner. Each pirate ship, on its first acceleration, must remove three dummies. The dreadnought, on its first acceleration, must remove its three dummies. The dreadnought, however, may not move until a pirate is detected by a ship or a base. The pirate base is Clandestine, and pirates treat the special (blue) asteroids surrounding it as clear space.
Mines, fuel, and minor maintenance are available at that base for the pirates. Each pirate corsair begins the game with one mine on board. The Navy has bases on Mars, Terra, and Callisto. The dreadnought begins with one mine and one torpedo on board.
Victory: The pirate wins by matching courses with the liner, transferring the passengers, and taking them to Clandestine. He wins decisively if the dreadnought is also destroyed. The Navy wins if the liner makes it to Ganymede. The win is decisive if a pirate ship is also destroyed. If the passengers of the liner, while on the liner or after transfer to another ship, are destroyed, both players lose.
Variant: The liner may begin at Terra instead of Venus.
tatsuroishimuraさん、翻訳支援ありがとうございました。一点だけ質問をコメント欄で差し上げたいのですがよろしいでしょうか。「重力の呪いを通過し」の「呪い」に対応する原語はどちらになるでしょうか。お教え下さい。
「gravity hex」の「hex」に「呪い」の訳語を当てましたが、ここは調べた限りでまだ確信が持てておりません。ゲーム上では具体的にどういうアクションのことなのか、ご教示いただければうれしいです。敬具