140:, players start with one or more planets, and try to conquer other planets. In addition to space- and land-based combat, players must also manage the political situation on their planets. Each planet contains four states that are bitter rivals. Doling out manufacturing to one state without spending similar amounts in the other three might result in a revolt that will cut the player's tax revenues, and thus the ability to manufacture goods. In addition, each state can be ruled by one of three types of government, and which type is in power will define what goods are manufactured. During peacetime, players can use their embassies on other players' planets to encourage revolt and a change in government, possibly throwing another player's plans off due to lack of the proper type of goods manufactured.
288:, Nicholas Palmer noted with approval the inclusion of "interplanetary coalitions, political rules, and a bubbling frivolity just under the surface of the rules the game is spent on a tightrope as each player tries to reconcile the conflicting interests on his own planets while stirring unrest abroad and preparing for battle without losing sight of the 'butter before guns' objective." Palmer recommended six players as an ideal compromise between good interaction and slow play, but did admit that "Play will seem a bit slow to those primarily interested in military combat." He concluded by giving the game an average "excitement" grade of 70%, saying, "The aspect of internal dissent during interplanetary warfare is an added dimension which is all too rarely seen in science fiction games."
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questioned whether game designer Lynn Willis had added too many
Advanced rules, saying, "Taken together in unprocessed form, they are a wee bit too much." Ritchie pointed out that "The amount of data the players are asked to handle can be immense even when only two are competing." He concluded by
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Winning the game balances military victories with economic benefits at home, so players must decide on balancing taxation in each state against spending on consumer goods, investment, military units, and subversion of other players' planets. Each state can have one of three types of government
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is set in the open star cluster Narym, which contains 15 planetary systems. It is a game for up to 15 players according to the rules, although the
Metagaming version only has enough counters for eight players and the Task Force Games version only enough for four players. Like
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requires your strategic concepts to be framed within your political structures. Generally, victory will belong to the player that has the best political setup combined with a good overall strategy with the usual adherence to tactics and timing."
205:(reactionary, moderate, extremist), and each type of government will only manufacture certain types of goods. If the player wants another type of goods manufactured, the player will have to try to replace the type of government in that state.
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The game comes with four Basic scenarios, and six
Advanced scenarios, all of which have varying victory conditions defined by a certain amount of military expansion as well as a certain level of economic prosperity.
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The three-dimensional map has over 2000 empty spaces and only 15 planetary systems. An equal number of systems are handed out to every player. Any left over systems become neutral.
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in 1979. After the demise of
Metagaming, Task Force Games acquired the rights to the game and re-issued it in slightly revised form (only enough counters for four players) in 1985.
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Players then decide on whether to build up defense, go on the attack against a neighboring system, build the local economy, subvert someone else's government, or some combination.
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The Task Force Games edition cut the number of counters to 432 (four colors of 108 each), although another 432 counters in four additional colors could be mail-ordered.
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giving the game an average rating of 5 out of 9, saying, "Quite long and complex but definitely worth a good look, if systems politics in the far future is your bag."
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If too many spaceships get stacked into one space, a "Godsfire" incident will happen that damages the very fabric of space to the detriment of all players.
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was the first of several games designed for
Metagaming Concepts by Lynn Willis. It was first released as a ziplock bag game in 1976, then re-released as a
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Advanced: Taxation, loans, economics, political parties, revolts, subversion, elections, inflation, and diplomacy are added
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in 1976 that simulates planetary empire building, economics, and diplomacy. The game was reissued by
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Taylor, Robert (April–May 1977). "Godsfire: A partial session".
470:"Games and Puzzles magazine | Wiki | BoardGameGeek"
433:. No. 1. Simulations Publications, Inc. p. 28.
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960 die-cut counters (eight colors of 120 counters each)
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1976 board wargame published by
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427:(March 1980). "A Galaxy of Games".
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167:616 paper Gigabuck money chits
158:six National Government sheets
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312:The V.I.P. of Gaming Magazine
197:Basic: Just the military game
274:, Robert Taylor noted that "
510:Wargames introduced in 1976
444:Shannon Appelcline (2011).
406:The Best of Board Wargaming
285:The Best of Board Wargaming
155:booklet of 15 system sheets
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291:In the inaugural issue of
500:Metagaming Concepts games
404:Palmer, Nicholas (1980).
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448:. Mongoose Publishing.
446:Designers & Dragons
408:. London: Sphere Books.
505:Task Force Games games
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161:player reference card
110:is a science fiction
322:Games & Puzzles
317:5 (Sept./Oct. 1986)
232:Publication history
116:Metagaming Concepts
57:Metagaming Concepts
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495:Lynn Willis games
455:978-1-907702-58-7
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371:"Godsfire (1976)"
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126:Description
73:Publication
44:Lynn Willis
484:Categories
330:References
240:published
144:Components
50:Publishers
264:Reception
258:boxed set
236:In 1976,
215:Scenarios
122:in 1985.
39:Designers
276:Godsfire
254:Godsfire
242:Godsfire
238:Thompson
189:Gameplay
170:rulebook
131:Godsfire
107:Godsfire
24:Godsfire
83: (
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93:Genres
380:9 May
181:Setup
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450:ISBN
382:2022
294:Ares
85:1976
76:1976
65:1985
59:1976
325:#69
315:No.
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