Revolt On Antares
Overview
Revolt On Antares is a science fiction themed microgame designed by Tom Moldvay, published by TSR in 1981. Two to four players assume the roles of leaders of different factions fighting for control of the planet Imirrhos as the influence of Earth’s Imperial Terran Empire weakens. The game features three scenarios: Revolt Against Terra (basic game), The Silakka Invasion, and Power Politics on Imirrhos. Each scenario plays out over a set number of turns with players maneuvering forces, fighting battles, and forging alliances.
Components
- 1 Full-color hex map of the planet Imirrhos
- Die-cut counter sheet (faction units, leaders, special units)
- 1 Six-sided die
- 1 Rulebook
- Transparent plastic case
Setup
- Place the hex map in the center of the table.
- Select a scenario (Revolt Against Terra, Silakka Invasion, or Power Politics).
- Each player chooses a faction and takes their corresponding counters.
- Place units in their starting hexes as specified by the scenario.
- Place leader counters with their forces.
- Determine first player per scenario rules.
Turn Structure
In the Revolt Against Terra scenario, the game lasts 10 turns. Each turn consists of ordered phases:
- Alliance Phase: Players may attempt to forge alliances with minor houses or other factions.
- Reinforcement Phase: Recruit new units based on controlled territories.
- Movement Phase: Move units between hexes, respecting terrain and stacking limits.
- Combat Phase: Resolve battles when opposing forces occupy the same hex.
- Special Powers Phase: Use any special abilities from leaders or unique units.
- Victory Check: At the end of the final turn, count victory points.
Actions
- Move Units: Move counters between adjacent hexes; terrain affects movement costs.
- Attack: Initiate combat in a hex containing enemy units. Combat is resolved with dice rolls modified by unit strengths and terrain.
- Forge Alliances: Attempt diplomatic actions to gain minor house support or ally with other players.
- Recruit: Use controlled territory income to recruit new military units.
- Use Special Powers: Leaders and unique units have special abilities (psionic powers, technology advantages, etc.).
- Control Territory: Occupy hexes to gain resources and victory points.
Scoring / Victory Conditions
- Revolt Against Terra (basic): The player with the greatest number of victory points at the end of 10 turns wins. Victory points come from controlled territories, defeated enemies, and completed objectives.
- Silakka Invasion: Players cooperate or compete against an alien invasion while also trying to gain dominance.
- Power Politics: Players engage in political maneuvering and military action for planetary control.
- Each scenario has specific victory conditions and point values.
Special Rules & Edge Cases
- Three Scenarios: Each scenario has different setup, victory conditions, and special rules, providing significant replayability.
- Alliance Mechanics: Forging alliances can dramatically shift the balance of power; broken alliances have consequences.
- Leaders: Each faction has leaders with unique abilities. Losing a leader can be devastating.
- Psionic Powers: Some leaders possess psionic abilities that provide combat or espionage advantages.
- Terrain Effects: Different hex terrain types affect movement costs, combat modifiers, and defensive bonuses.
- Stacking Limits: Hexes have maximum unit capacity; exceeding limits forces units to disperse.
- Microgame Format: The game uses a compact format with relatively simple rules but strategic depth.
Player Reference
| Phase |
Action |
| Alliance |
Attempt diplomatic alliances |
| Reinforcement |
Recruit new units |
| Movement |
Move units between hexes |
| Combat |
Resolve battles |
| Special Powers |
Use leader/unit abilities |
| Victory Check |
Count points (final turn) |
Scenarios: Revolt Against Terra (basic), Silakka Invasion, Power Politics
Game Length: 10 turns (Revolt Against Terra)