Darkness of Silverfall

The Rise and Reign of an Brungir Empire, Partners in Grime

Darkness of Silverfall diary by Peter van Bragt



Prologue

After the fall of the Imperial Council and the rise of the Dark Lord Sauran, with his invincible fleets and battle stations, chaos ruled throughout the Silverfall system. Planets and races fell back to their own little planetary civilisations and forgot about the once great and mighty Empire of Silverfall.

But on 25 planets mighty leaders stood up and took the challenge to rebuild their empires, with force if necessary. Also on a small Brungir (aggressive military race) planet a powerful man stood up and declared his Brungir empire independent, and promised to destroy the evil powers of Dark Lord Sauran and everyone else who stood in the way to Victory and Glory. His small sleet spread out to conquer chaotic and renegade worlds and search and destroy the fleets of the Dark Lord.

Turn 1

Only one disappointment this turn. The two scouts from my fleets had left on their cloaking devices so that the planets they ran into were not conquered by them (the rules say that a planet is conquered when you have the only visible uncloaked ship over the planet).

My trade fleet, which was warped to one of the trading planets, reports a safe arrival and will trade their cargo in the beginning of the second turn. I think that it is important to have constant trade routes running between your planets and the trading planets to increase your income. In my opinion, warping transporters, which carries the cargoships, is the best way to guarantee steady trade income. Standard moving ships can be pirated by Dark Lord Sauran ships and other enemies. My battleships are tracing the sector for enemy vessels, none are found however.

Turn 2

To continue the trading routes I built several transports, cargo ships and a repair-robot (to repair the defence units which are lost during warpdrive - one transporter has 14 defence units, one warpdrive uses up 5 defence units).

My trading fleet generated a nice 150,000 credits and warped back home. Another trade fleet arrived at the trading planet. Contacts with other empires are minimal.

This is a game that you can win without extensive contact between the players (inter-imperial trade, intensive alliances and cooperation like in Star Quest are impossible). It is recommended though to share information about the central enemy, Dark Lord Sauran. I reached a status quo with another player this turn. We both warped a search beacon (6 defence units) to the same (quite wealthy) planet. Both beacons are now stuck at this planet.

Finally, my war fleets have encountered the first Dark Lord's vessels. My powerful super battle, under the command of my Commodore, discovered two evil fighters roaming deep space. Hostilities have not yet begun, but they are like sitting ducks for my super battle. Another of my war fleets has begun the long standard voyage to my trading planet to protect my trade fleets against the upcoming attacks of the Dark Lord.

Turn 3

My super battle has obliterated the two evil fighters. My Commodore which has high ratings in tactic and naval abilities (officers and their abilities are very, very important in the game. Abilities can be practiced by giving a general order) lead the ship to it's first victory. The ship is now moving to an unexplored planet.

I now own the first ranking in points (most damage done to DLS ships) and have gained a new special ability by the crumbled Imperial Council. I can now build a new ship-type called Excavators (a mining ship). I am now going to give slightly more attention to colonising new planets. Therefore I built several probes (30 def. units) which are now randomly warped to unexplored planets and space sectors. I also expanded my trade fleet to double trading income.

At last I built a new large battleship which I have sent into deep space to search and destroy the ships of DLS. As far as I know, nobody has found one of the five DLS battle stations yet. A pleasant vacation lies ahead of me.

Turn 4

God, how I hate vacations. The player, Lord of the Strings, with whom I had a status quo over one planet, decided to blow up my search beacon to get control over this particular world. Unfortunately for Lord of the Strings we are not the only players in the game. Another player could not resist the temptation of a wealthy unowned planet and also sent a ship to it, with the consequence that the planet is still unowned independent as there are several uncloaked ships from different players hanging over it. The Brungir part of my mind wants an obliterating retaliation for this shameless act of violence. It is possible to do so, because I have several of Lords ships in firing range. But the civilised part of my mind decides to a small controlled retaliation. As revenge I'm going to blow up one of his search beacons and will send him a small personal note to convince him to end our little borderline clash.

I'm still unhappy about the number of planets I own. So I'm going to build more probes. Fortunately I discovered some very rich planets, as my origin planet is running dry on cargo. I built a bulk carrier, cargo 300 instead of 30 from the small cargoships, and a cocoon to transport it. I hope to have reorganised my trading routes before turn 6.

DLS is showing his face everywhere now. In my sector just with fighters and destroyers, but in another sector he has a dreadnought on the loose. Four evil fighters are within all my might and fury.

Turn 5

Bang, boom, 3 evil fighters blown up to smithereens. I'm gathering more points, the first 20,000 points (and my personal special ability) are in reach. Hostilities with player #9 commenced, I blew up his search beacon and sent him an convincing letter. As expected I received a phone call from player #9, in which he stated to end the hostilities because he agreed with my points of view.

On another part of the front I lost one of my planets to another player, Stardust Empire. The loss of the planet was partly my own fault, because I had activated all my planetary defence units on my planets. This means that when a another player ship flies over a particular world, the PDU will attack this ship. The rules states that every shot fired will result in the loss of one PDU, so at the end of the turn the planet has no PDU's left. As the overflying ship still has DU left, the owner of that ship automatically takes over control of that world. After a few phone calls we agreed to the return of the particular planet after one turn.

From player #12 I also heard that he and his alliance, the IDC, are planning to attack player #9. A small plan is breeding. Turn 6 Lord of the Strings (#9) has been hit hard by the IDC, I on the other hand abandoned my hostilities with the String Lord. He apologised for his brutal action and suggested a cease fire, which I accepted. I captured another three planets and destroyed one evil fighter and damaged another one very badly. I'm a little bit disappointed by the Dark Lord, because he only sends small fighters to battle my powerful war fleets. Fighters don't give much points, when destroyed. But this gives me the opportunity to build a very powerful war fleet, based on super battles and large battles.

Turn 7

Stardust returned his planet to me (thanks). Three new planets found, also ran into planets owned by other players. The universe is getting crowded.

Finally Dark Lord Sauran shows up with other ships instead of fighters. A large cruiser attacked one of my scouts doing fairly a lot of damage. I immediately sent two battleships to the battlefield. The damaged fighter of last turn didn't get away and was blown up, together with a large fighter which came to it's aid. Only one turn away from my first 20,000 points. There are some players who encountered heavier Sauran ships and already got 40,000 points. But there are also players which have already received 90,000 anti-points (damaged or destroyed ships). I have put a probe over every trading planet so I can see anything around there.

Turn 8

A dirty little plan of my didn't quite work. I sent a spy ship to another players origin world, to gain some of his special abilities. But unfortunately the spy was obliterated by his defence forces. Lost another few scout ships to Sauran this turn. When my battleships reached the battlefield, the foe cruiser disappeared into nowhere, coward!

Turn 9

The universe is very crowded now, I guess some players have to be eliminated from the battlefields. I have a nice opponent in sight. I know it isn't the meaning of the game to eliminate other players but this one is asking to be released from his suffering.

It appears that there's one evil battle station located and ready to be destroyed.

Turn 10

Players are bumping into each other more often, due to the small number of unowned planets these days. Lost one to #21 (hi Jeroen) and captured one from #15 (sorry again). A little set-back in the annihilation of player 22 Idorian Irregular. A cloaked (I guess) cruiser of player #16 Tjoeba, destroyed one of my cargo ships which contained several suicidals, flying to the origin world of #22. This will be remembered Tjoeba!!! The destruction of #22 is just a matter of time.

Talking about destruction. The first DLS battle station has been destroyed. One down and four to go, I'm not sure we're going to make in before turn 15, the turn of the evident sucking of the black hole. But what the hell. Congratulations to player #7 Me-shell, #9 Lord of de Strings (yes he's completely rehabilitated), #15 Klyoss and the illustrious Dave Lister.

Turn 11

Devastating wars brake out on two fronts. On the first front I encountered an evil monitor (good for some 15,000 points), on the other front I'm started to blow away the puny fleets of #22. Unfortunately a player scan didn't succeed this turn, but I have several warships, his lame battle station (he can't build any ships with it any more) and one of his monitors are in sight. The monitor goes with a silent bang. Stardust #12 offered me his help against #22 and #16.

Turn 12

Two battle cruisers went down in the battle against #22. One of the cruisers was blown up by player #16, one hell of a sneaky player. The first part of my main battle fleet is now in position, the second part will be in position in turn 13. I estimate the final battle to take part in turn 14. Turn 15 will mark the end of the empire of Idorian Irregular.

Again good news, the second DLS battle station has been located and pinned down. This time the fleets of Partners in Crime will participate in the huge battle to come. But first I have to get rid of empire #22. The heat is on and I cannot get enough of it.

Turn 13

The war against #22 rages on. My battle fleets are doing lots of damage to his trading-fleets and monitors. On the western front I am still butchering a DLS monitor without any resistance.

Intensive diplomatic action is taking place with the Stardust Empire #12, which is one of the spokesmen of the IDC. It appears to be that they have found yet another one of those darned battle stations.

Turn 14

Lots of things happened this turn. First of all Partners in Crime is now a companion of the IDC. This means that my battle ships are participating in the destruction of the DLS battle stations. I am assigned to the battle station "Genocide". Due to this changing circumstances (and after a very desperate phone call by #22) I have ended my hostilities against player 22 and focused myself on the formation of the ultimate DLS smashing force which has to be in firing position before turn 16. Further more I encountered some new planets, which are very, very scarce these days, and found a DLS independent, guarded by a small cruiser. One super battle and a large battle are about to invade the planet.

Turn 15

Trading incomes are decreasing rapidly now, since large amounts of cargo are being offered at the trading planets (the good old law of supply and demand).

My super battle destroyed the Sauran cruiser and took over control of the Sauran independent. Some of the NPC empires are becoming very annoying, shooting at harmless traders at random. My first batch of customised spies, the real Sauran killers, is now in position and ready to kill off Genocide. Genocide is accompanied by a relative small war fleet. Only 13 warships are lying around the battle station. This seems a lot but only three of Sauran ships have a fire range of 25. These ship are dealt with by me secondary war fleet, consisting of several super battles and large battles (which have that nice ability to fire long range and short range missiles).

All four remaining battle stations have been found. Three of them are attacked by members of the IDC (#9 Lord of the Strings, #10 Clan of War, #11 Peculier, #12 Stardust, #14 Cybertron and #20 Partners in Crime). The other battle station is found by #21 Aerosol, who claims to deal with it himself.

Turn 16

Hell and darkness to all.... I underestimated the effects of the pull of the black hole. My war fleets at Genocide are in threat now. Only origin planets and battle stations are not affected by the gravitational pull, but independents and other ships are. The case is that I positioned my war fleets between the Dark Hole and Genocide (to prevent that my ships are sucked towards the battle station), but Sauran's war fleet, which consists of 9 ships now, is drifting slowly towards my fleets. This means that I have to lay easy on the battle station and firstly kill all other ships before they are within fire range to kill off my ships. This causes a heavy delay in the attack against the battle station but gives me a lot of extra points (60,000 points this turn) and of course some extra abilities.

Turn 17

Whooow, over 100,000 points now, gaining me 6 extra abilities like extra bombard round, orbital detectors, bonus credits (300,000 per turn) and planetary missiles.

The IDC managed to shoot down another battle station, only three remain. Wars are breaking out everywhere now. The New World Foundation (17) was foolish enough to attack an IDC member, even after a peace agreement had been reached. But we've going to scan the son of %^%@#!*% so we can annihilate him.

On the Sauran front everything is going smoothly, I destroyed 4 of Sauran warships (two super battles and one dreadnought and a battle cruiser) and did some damage to his battle station. On the other fronts all plans are working out fine. I'm attacking several NPC for their planets (sorry Debauchee #3) and I now own 4.55% of the universe. And again, the cold war with #22 Iderion Irregular proceeded to the next phase, this time no mercy and no negotiations.

Turn 18

The game is becoming very exciting, three battle stations are left, two of them are very heavily damaged and should be killed within one turn. But... the trading planets will disappear in the black hole by turn 20 unless we can kill the last battle station as well.

Thirteen customised spies, two super battles and two privateers are hammering on Genocide and her accompanying ships. With the aid of Lord of the Strings, who has recently left the game for a taineeship in Marocco and other members of the IDC we must be able to bring Genocide down.

Another nice thing happened this turn, after a combined scan in turn 17, which dramatically failed, I again scanned player 17 breaking down his steel door and receiving lots of information about his ships. The IDC knows the position of your monitors now Johan, so beware! BTW lost a lot of ships in turn 18 didn't you :-)

Turn 19

And again a DLS battle station bites the dust, only two are left. It looks like we are doing the job properly. I'm still flying in reinforcements to knock down Genocide and his fleet.

This turn I gained the first position in the Point area, I have 199,431 points, giving me over 30 special abilities. Trading income is at an all-time low as the prices are only at 15% of their starting levels. The I.D.C. is furiously attacking the New World Foundation. I'm still gathering a continuous stream of independents, even unowned ones that are falling towards Silverfall due to the pull of the Black Hole.

Turn 20

The first reaction I had when I saw the turnsheet was one of supreme happiness and joy. My battle report showed me that I destroyed the battle station of Genocide in phase 4. The second reaction was of even more happiness and joy. Aerosol (21) also managed to destroy his battle station which resulted in the total destruction of all five battle stations of the Dark Lord. We saved Silverfall, I shouted. The third reaction however, was one of little sadness and anger. In a last compulsion the Black Hole destroyed 9 of my independents (decreasing my percentage of owned planets dramatically) and 12 of my ships. And finally my last reaction was one of deep sadness and sorrow, all five trading planets were sucked into the Black Hole, ending the possibility to trade ore and make some real bucks.

An emergency meeting of the I.D.C. resulted in the breaking of the alliance. Two members got out of the game (they didn't believe anymore, that the pull of Silverfall was actually stopped) while two other members (including yours truly) went on to win the planet grab. The whole universe fell apart. Wars and battles raged furiously and planets changed owners faster than the eye can blink. Only a handful of human players wanted to stick to the game and fight for the glory.

Turn 21

The first thing to do is the regrouping of my war fleets which are concentrated at the remains of Genocide. What to do with 15 customised spies and a handful of super battles, large battles and dreadnoughts. I didn't want them to be scattered all over the universe because the increase of fleets would do harm to my credits status (trade isn't possible anymore so we have to rely on one taxes and special abilities - I will not name the special abilities anymore because I don't want to spoil the fun for the future players). So I decided to get my hands on one of the Rings of Darkness. I directed my war fleet to the Ring of Peril, owned by the Blue Empire (which , to my knowledge, was a NPC). As a result of the end of the pull I could again build ships on my battle station and refuel them immediately.

I built another range of battle cruisers, calling them all Planethopper. I took control of over 7 planets this turn, lost control over one, thus ending with a total of 6.33% of all planets. At this time the planet leader owned 54 planets, an impressive 9.49%.

Turn 22

Holy cows... 69 planets, that's more then 12%. The leader, which was keeping himself anonymous at this stage of the game, needs only 3% of the planets for the victory, which is only 17 planets and he had grabbed 15 last turn. This game is coming to an end and I am not winning it, darn.

I lost several planets to a NPC (which proves that they can be a real pain in the U know what) and gained control over only 4 planets. But I'm not stressing because I'm entering the territory of one of my old allies (greetings Olaf B.) and his NPC still has me rated as an ally. Some swift attacks should gain me almost a dozen planets next turn.

My ring fleet started the attack on the defending fleet, destroying two small fighters and a small cruiser. I should have control of the Ring of Peril next turn.

Turn 23

Has the leader been able to grab 85 planets and so end the game, in victorious style? Yes he has!!!!!! Hhmmmmm, but why isn't the game over? New calculations show that 15% of 569 planets is 85.35, so he has to grab only one more planet to be victorious. Though victory cannot be reached by me I'm still fighting on several fronts.

The war against #22 goes with ups and downs, winning planets, losing planets, destroying ships and losing ships. I will not be able to finish him off before the end of the game, that's a pity. I'm also fighting the remains of the fleets and planets of #12, #15 and #17. Due to a rookie flaw I didn't get control of the Ring of Peril. I attacked the planet, destroyed the planetary defence units and was ready to take over the planet. But I didn't because all my spies were cloaked and cloaked ships do not take over planets.

Turn 24

The game is over and the winner is #3 Debauchee, with 100 planets. We all expected Aerosol or Clan of War to win the game, but statistics show that this was a little misunderstanding. Aerosol and Clan of War were engaged in a furious fight over the power and the third dog went with the bone.

Before I end this dairy about the first Dutch game of Darkness of Silverfall I wanted to make some conclusions about the game. I think that DOS is one the most enjoyable SF-games running at the moment. At least I prefer it instead of Star Quest or VGA Planets, games I have both played. It's easy to master, has a fixed winning condition and has more depth than meets the eye at first. Especially the hundreds of special abilities which can be gained increasing the level of joy in the game. Even more the central enemy, DLS, gives the game that something extra other games don't have. And the game requires lots of diplomacy because you can't kill all five battle station by yourself.

I can recommend a game of DOS to any SQ and VGA planets player because it combines all the positive things of both games into one.

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