MANIFEST DESTINY: Initial Situation: This game begins with the initial expansion of the Human Race from the planet Earth. The United Nations holds a razor thin control over Earth, and the numerous cultures contained within the United Nations are not happy with conditions. The game starts with the discovery of the interstellar drive on Earth, and the United Nations must be seen to use this advancement for the good of all humanity in order to justify the sacrifices made to enable this new technology. In addition to the problems faced on Earth, the United Nations has colonies on Mars and the Asteroids, which threaten revolt at any time. Special Scenario Rules: In order to keep the diverse cultures on the Earth satisfied with the progress being made in space exploration and colonization, the United Nations power must meet the following conditions. If, in any turn, any of these conditions are not met, there will be a revolt on the planet Earth (this rule allows the revolt of a homeworld, regardless of public works expendatures). I. By turn 20, there must be five or more fecund worlds besides Earth under United Nations control. The United Nations must keep five or more fecund worlds besides Earth under control until released from the special scenario rules, or else the dissafected populations of Earth will revolt. II. By turn 50, the United Nations must have shipped at least 100 Chinese population points, 100 Indian population points, or a combination of Chinese and Indian population points totaling at least 100, to fecund worlds other than Earth. III. On the turn which the United Nations satisfies the conditions for shipping Chinese or Indian population points to other worlds, the United Nations is released from all special scenario rules. AFTER ARMAGEDDON: Initial Situation: After the successful innitial exploration of the Solar system, a horrible misunderstanding (possibly caused by terrorist activities) resulted in the nuclear holicaust which had been feared for so long. Although the human race was saved from extinction by the colonies on Mars and the Asteroids, neither of these worlds could provide an environment for people to truly be at home. The 'Terran Federation' (named for the recently deceased homeworld) has decreed that the human race will never again be dependant on a single habitable world for its survival. This game begins with the discovery of Interstellar Travel by the Terrans, and their subsequent expansion to the stars. Special Scenario Rules: I. By turn 20, there must be five or more fecund worlds under Terran control. Each of these worlds must have at least one civilian population point of Terran allegiance. If the Terran power is not able to meet this condition by turn 20, all worlds controlled by the Terrans will revolt. II. On the turn which the Terrans have successfully colonized five or more fecund worlds, they are released from all special scenario rules. EVEN STEVENS: Initial Situation: This scenario simply sets up three competing equal powers. Three players will each control one power in a system which is identical to the other two systems containing player controlled players. Each of these systems has a jump point to a central system 'Nexus.' There are multiple unexplored jump points in each of the described systems. Special Scenario Rules: No special rules apply to this scenario.