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Getting started
After the board is set up, the action and political cards are
shuffled, the objective deck is set up, and everyone has
their race sheets, starting units and technologies (as
outlined on their Race Sheet), players set their starting
units in their home system as they see fit (and control
markers on any home system planet on which they place
no units), and places 2 Command Counters in the Strategy
Allocation area of his Race Sheet, and 3 in each of the
Command Pool and Fleet Supply areas (2-3-3 from left to
right).
STRATEGY PHASE
During the STRATEGY PHASE, players take turns selecting
Strategy Cards from the eight available. In the 3- and 4player games, after the last player has drawn his card, this
process repeats one more time (beginning, again, with the
player holding the SPEAKER token and progressing around
clockwise to every player) so that each player ends up
with two strategy cards.
If there are any BONUS markers on any of the cards
selected, the player drawing that card immediately returns
them to the BONUS marker pile, immediately converting
each to either Trade Good or a Command Counter.
In the 3-, 5-, and 6-player games, when the Strategy Card
selection is complete, there will be 2 or 3 cards left. Add a
BONUS counter to each of these (even if there is already a
BONUS counter there from a previous turn).
ACTION PHASE
During the ACTION PHASE, players may execute one of
the following four actions: a STRATEGY ACTION, a TACTICAL
ACTION, a TRANSFER ACTION, or PASS.
Turn order is determined by Strategy Card numbers drawn
during the STRATEGY PHASE, lowest to highest. Player
with lowest numbered Strategy Card takes first turn,
player with next highest-numbered card goes second, etc.
Therefore, play will often not progress sequentially around
the table.
Each players turn position is determined by their lowest
Strategy Card, and after each player has had a turn during
this phase, it repeats, using the same turn order as the
first time.
A description of each action available during the ACTION
PHASE follows below.
STRATEGY ACTION
7 Technology
Primary Ability: Active player receives one
technology advance of his choice (for which he
already has the prerequisite conditions satisfied).
Secondary Ability: Other players may purchase one
technology advance for 8 resources.
Secondary Ability Cost: 1 Command Counter + 8
resources.
8 Imperial
1 Initiative
a row)
2 Diplomacy
3 Political
Primary Ability: Active player draws 3 action cards
and receives one Command Counter from his
reinforcements (to be allocated as he chooses).
Next, he draws the top Political Card and its agenda
is resolved. Then he draws the next 3 Political Cards,
chooses one and places it on the top of the Political
Deck and places the others face down on the bottom.
Secondary Ability: Other players may draw one
Action Card.
Secondary Ability Cost: 1 Command Counter
4 Logistics
5 Trade
6 Warfare
1. Before Combat
a. Bombardments Capable Dreadnought and
War Sun units in the activated system
may each bombard an enemy planet.
Note that War Sun units may bombard
even if no invasion is to take place, and
that Dreadnoughts may not bombard
planets with PDS units.
Bombarding
units roll dice as if attacking in a Space
Battle. Casualties cannot return fire.
b. PDS Fire Defending PDS units may fire
once each upon invading Ground Force
units.
4. Success determination
a. Attacker victory If the defenders Ground
Force units were eliminated, and the
attacker has invading Ground Units
remaining, the invasion is a success
i. Defender Space Docks and/or PDS units
remaining
on
the
planet
are
immediately removed
ii. Attacker moves all remaining Ground
Force and PDS units involved in
Invasion Combat to planet surface and
takes planet card from defender (will
remain
exhausted
until
Status
Phase).
5. Execute
withdrawals/retreats
If
a
withdrawal or retreat was announced at the
beginning of the battle, remaining units are all
moved to an adjacent system previously
activated by that player.
However, if the
player who announced withdrawal/retreat has
eliminated all enemy units, then the
withdrawal/retreat is cancelled.
b. Limitations
i. One Space Dock per planet, maximum
ii. Two PDS units per planet, maximum
iii. Three fighter units per Space Dock, maximum
iv. Ship units are immediately placed in space,
other units remain on the planet until
transported during a later turn
v. Prodution cost may not be split (e.g., 1 Fighter
unti and 1 Ground Force unit for 1 resource)
vi. Units that would increase the size of a fleet
(Fighter, Cruiser, Carrier, Dreadnought,
Destroyer, and War Sun units) beyond that
players Fleet Supply allocation on his Race
Sheet may not be produced
vii. Unit production is limited to the units available
with the game (except Fighters and Ground
Forces, which are limitless)
viii. In a given activation, a planet may only produce
units equivalent to its resource value + 2 (preexisting units do not count toward this limit).
ix. Space Dock may not be built on any planet
taken over during the current game turn
x. Space Dock may not be built if any enemy ship
units remain in the activated system
c. Counters Fighter and Ground Force units can be
infinitely produced, using the supplement
counters (or other tokens if these run out) to
augment miniatures. Any counters found left on
board (with no accompanying miniature) after a
player has ended their turn are considered to be
forfeit and immediately removed from the
game. Exchanging counters for miniatures does
not cost anything and may be done at any time
as needed.
INVASION COMBAT
SPACE BATTLE
STATUS PHASE
1. QUALIFY FOR PUBLIC/SECRET OBJECTIVES
a. Victory Points are claimed in game turn order
b. In order to be eligible for public or secret objective
Victory Points, each player must control all the
planets in his home system
c. One at a time, each player may claim victory points
for one face-up Public Objective Card and/or his
Secret Objective Card
d. Claimed requirements must be proven to opponents
(if claiming completion of Secret Objective, that
card must be revealed to claim its Victory Points)
e. Players claiming victory points must place a control
marker upon the card stating the objective (in
order to prevent claming a Victory Point more
than once for the same objective)
f. After marking Objective Card(s), player advances
his Control Marker on the Victory Point track the
appropriate amount
g. First player to advance his Victory Point marker to
10 wins the game
2. REPAIR DAMAGED SHIPS All damaged ships are
returned to their upright position and no longer
considered to be damaged
3. REMOVE COMMAND COUNTERS All players recover
their Command Counters from the board and place
them in their reinforcements.
4. REFRESH PLANETS All players turn exhausted planet
cards in their possession face up
5. RECEIVE 1 ACTION CARD AND 2 COMMAND
COUNTERS All players receive these items during
every status phase.
6. REDISTRIBUTE COMMAND AREAS In order of play (if
necessary), each player may now freely distribute
the Command Counters on his Race Card. Note
that if a player reduces the allocation for his fleet
size, and any of his fleets exist on the board that
exceed this new limit, they must immediately be
reduced in size (his discretion as to how) in order
to observe this new limit.
7. RETURN STRATEGY CARDS Strategy cards are all
returned to a central location from which they can
easily be drawn during the STRATEGY PHASE of the
next turn.