Charge! Space Fleet Combat rules
I can recommend Charge! on the following grounds¸ if they appeal to you: 1. It has a unique system for hitting the enemy¸ eliminating random chance as much as possible¸ giving players maximum choice and options. Damage is not random. 2. It is suitable for fleets against fleets because of the condensed rule system. 3. You can play it with whatever counters or miniatures you like. If you can differ ships sizes than okay to go. 4. It has a point system to design your own fleets. 5. It is based on tactics and not on scissors-paper-stone differentiation¸ so it has more balance. 6. Movement and fighting is quick-paced. 7. Ships do not survive without tactics because they are bigger¸ the big ships need to be protected by the smaller ones. I have put more than 3 years of thought and effort into this game. I have experience with similar games since 1980 or so.
Charge! is a game designed for space ships (miniatures) fleet combat.
The rules are intended to be easy to learn and should work intuitive.
Dice rolls are required for hitting targets¸ but random chance extreme bad or good luck is
limited by a unique system.
The rules are designed to maximize player's choice.
Players can run scenario's and/or design their own fleets using the points cost system.
Moving ships is an easy step-by-step process. The weapons used are of a unique single
energy-converter type that can be fired in different modes¸ and players can choose how to use
them to make a difference in the space battle.
This rulebook also includes several optional rules. In my experience¸ attempts to improve
these type of games by adding more options¸ often unbalances the game. For this reason I
advise players¸ if they use the optional rules¸ to play each scenario two times¸ switching sides.
I have added extra Optional Rules in a Supplement.
Martin Ederveen
Lead Designer