Overview
Deep Space Navigator is a tactical science fiction ship combat game published by Tactical Templates in 1983. The game simulates Newtonian physics-based space combat, where ships have momentum and inertia that must be accounted for when maneuvering. Instead of a traditional game board, players draw their ships’ movement paths on sheets of paper using colored pens and a specially designed plastic template. The template-based movement system creates a unique and realistic feel for space combat.
Components
- 1 plastic movement/navigation template
- 1 twelve-sided die (D12)
- Colored pens (one color per player)
- Sheets of paper (for the play area)
- Rules booklet
Setup
- Lay out a large sheet of paper as the play area.
- Each player selects a colored pen.
- Mark starting positions for each player’s ship(s) on the paper.
- Each player marks an initial direction and velocity for their ships.
Turn Structure
Each turn:
- Navigation Phase: Each player uses the template to determine possible next positions for their ships based on current momentum.
- Acceleration Phase: Choose whether and how to apply thrust to change direction or speed.
- Combat Phase: Ships in range may fire weapons. Roll D12 to resolve attacks.
- Mark the new positions on the paper with colored lines.
Actions
Movement (Newtonian Physics)
- Place the plastic template over your ship’s last two position marks (current position and previous position).
- The template shows where your ship will end up if no acceleration is applied (straight-line momentum).
- You may apply acceleration to shift your endpoint within the template’s allowed range.
- Your colored line on the paper represents your ship’s flight path history.
Firing Weapons
- Ships within range may fire at enemy ships.
- Roll D12 to resolve hits, modified by range and relative velocity.
Damage
- Hits reduce a ship’s systems (weapons, engines, structural integrity, etc.).
Scoring / Victory Conditions
Victory conditions depend on the scenario being played. Common objectives include destroying or disabling enemy ships, controlling key areas of space, or completing specific mission goals.
Special Rules & Edge Cases
- Newtonian Physics: Ships retain momentum between turns. Stopping or reversing direction requires multiple turns of thrust in the opposite direction.
- Paper-Based Play Area: The game requires no board – the paper and colored lines serve as a permanent record of all ship movements throughout the game.
- Template Design: The plastic template is the core innovation, making Newtonian vector movement intuitive without complex math.
- Scalability: Any number of ships can participate, limited only by the paper’s size and the number of colored pens available.
- Out of Print: The game has been out of production since the 1980s and is considered rare.
Player Reference
Turn: Place template on last two positions → Choose acceleration → Mark new position → Resolve combat (D12)
Key Mechanic: Newtonian momentum – your ship continues in its current direction unless you apply thrust
Components Needed: Template, D12, colored pens, paper
Combat: D12 roll modified by range and velocity