Ok here are some basic rules.
Strategic Map and Movement:
A turn equals one week of game time.
Normally Ships have 2 movement points that they can expend during a turn. Fast Ships have 3 movement points.
Normally you cannot detect ships in hyperspace. Though you can detect them when they come out of warp. Though that depends on who is listening for them. You cannot enter hyperspace or make jumps in a gravity well like those produced by solar systems.
Hyperspace Connections are special jump links between systems. It takes one movement point to travel from one system to another via a Hyperspace Connection. This is uncontested movement. If enemy ships are present in a system there is a chance of the moving ship to being noticed or intercepted.
To move one hex without use of a Hyperspace Connection, it takes all of a ship’s movement points. If the hex to be entered has Nebulae or Dust (the fuzzy stuff) it will require the ship to use two turns of movement points.
Player Characters
Each of you will be playing an individual characters. You will each be able to pick one skill and one trait from each of the following lists. One Skill, One Trait.
Skills will give bonuses to their respect areas.
Traits will be a personality quirk of the character. It will mainly only come into play if you miss a turn or during role-playing.
Skills:
1. Escort Operations
2. Fighter Operations
3. Fleet Maneuvers
4. Fleet Gunnery
5. Recon Operations
6. Drop Assault Operations
7. Logistics
8. Communications
9. Electronic Warfare
10. Ground Warfare
11. Carrier Operations
12. Diplomacy
Traits:
1. Cautious
2. Aggressive
3. Ambitious
4. Meddling
5. Tunnel Vision
6. Under Confident
7. Overconfident
8. Lazy
9. Vindictive
10. Merciful
One thing about resources.
With in the scope of the game, there will not be enough time during the game to put into production the gathering of new resources. Hence, no "I am building new iron mines on Proxima 7 and shipping the ore to the home worlds”. Also I doubt you will have the time to build new starships from scratch. Though the use of existing resource production for use is allowed.
That is what Victory Points are for. Example: The High Command sends a request to the Core Worlds for more combat ships. He spends 4 Victory Points because they are in a jam. So you 'might' see some new ships in a few turns sent by the High Command to help you out.
Another example, you have two old battle cruisers in mothballs around Regel 5. You need ships, any ships! So the High Command spends 1 Victory Point and assign crews to bring the old battlewagons out of mothballs in a turn or two.
Victory Points can be giving to other players by High Commander. But they must be in contact with each other. The scope of use of Victory Points by a Battle Commander is limited compared to the High Commander. He/she could not request reinforcements for example. A Battle Command cannot have more Victory Points than thoses possessed by the High Commander at the time of transfer and after the transfer.
Star Port Ratings:
A - The best of the best. Large extensive starship berth, repair, cargo, and construction facilities.
B - Pretty Good. Can handle multiple starship landings and take offs. Good repair yards and some construction facilities.
C - Good for handling basic traffic and repair. Orbital Docks. Limited construction facilities.
D - Poor. A fair groundside landing pads and docks. Fair repair facilities.
F - Primitive dirt landing pad with poor service facilities.
Star Fortress Ratings:
Class 1 - Cruiser sized.
Class 2 - Battleship sized.
Class 3 - Twice the size of a Battleship.
Class 4 - Four times the size of a Battleship.
They are more heavily armored that a same sized ship. Though they are immobile a space tug(s) could move them within a system if needed. At a tactical disadvantage against a mobile force.
A Hyperspace Communications Relay Stations allow for faster than light communication to another HCRS. Think big radio stations!