Supremacy: High-Tech Edge for Conventional Forces
BGG rating
5.9

Expansion for Supremacy: The Game of the Superpowers

Supremacy: High-Tech Edge for Conventional Forces

1989

Rules assistance for Supremacy: High-Tech Edge for Conventional Forces

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 4–6 players
  • 360 min
  • 12+
  • Complexity 2.7/5

Rules assistant for Supremacy: High-Tech Edge for Conventional Forces

What would you like to know?

Answers come from the official rulebook, with the page to check.

Supremacy: High-Tech Edge for Conventional Forces is an expansion for Supremacy: The Game of the Superpowers released in 1989 for 4–6 players, 360 minutes per game, and ages 12 and up. It was designed by Robert J. Simpson and its main mechanics are Variable Player Powers.

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About the game

This expansion sets adds high-tech power to conventional forces by adding new movement and combat features to armies and navies. You secretly research and develop high-tech edge on opponents before battle begins. You can also sell the new technologies to your allies. The high-tech advances reduce movement costs, leaving more resources for selling, building, or fighting. The expansion contains a deck of 40 Army cards and 40 Navy cards. Each card shows a Tech Level rating from one to five. Players must declare they are researching a specific technology and draw a random card from the army or navy deck at a cost of $200 Million per card. The player keeps the card secret until it is used in battle. Expands: Supremacy: The Game of the Superpowers

Questions and answers

Supremacy: High-Tech Edge for Conventional Forces supports 4–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.