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Dreadnought
Pugilist 5 1 5 Bombardment, Sustain Damage
Technology
Neural Motivator Neural Computing
Enviro Compensator
Integrated
Sarween Tools Cybernetics AND
Economy
Transit Diodes
Antimass Deectors Gravity Drive Magen Defense Grid War Sun X-89 Bacterial Weapon
Assault Cannon
Light/Wave Deector
Hylar V Assault Laser
Automated
Defense Turrets
Transfabrication
Maneuvering Jets And Type IV Drive Advanced Fighters
XRD Transporters
1. Strategy Phase 3. Status Phase
choose Strategy Cards clean up
1. Claim one objective 5. Receive 1 action card and
1. Choose Strategy Cards 3. Player order for action 2. Repair damaged ships 2 Command Counters
clockwise, starting with Phase is determined by 3. Remove Command 6. Redistribute Command
player with Speaker token number on Strategy Counters from board Counters
2. Bonus Counters are traded card each player has 7. Return Strategy Cards
4. Refresh Planets
for a Trade Good or chosen, lowest first
Command Counter
2. Action Phase
each turn, choose one action:
1. Active Player uses primary 1. Activate one system from 1. Activate two adjacent Play one action card that
ability on Strategy Card Command Pool systems, one from states Play as an Action
2. Non-Active players may 2. Movement into System Command Pool, one
spend a Strategy counter 3. Resolve PDS fire from Reinforcements
to use secondary ability 2. Move between systems Pass
4. Resolve space battles
3. Flip Strategy Card over 3. Resolve PDS fire End your round
5. Planetary landings
6. Invasion combat 4. Planetary landings May not take any further
Players must use their 7. May produce units if you 5. May produce units in one actions this round
Strategy Action before have a space dock in this system if you have a
they can pass system space dock Once all players have passed,
the Action Phase is over.
The maximum
number of ships
Public Objectives
you may have in a You may claim one available objective at the start
single system. of each Status Phase
1 Leadership
Primary: Take Charge
2 Diplomacy
Primary: Demilitarized Zone
3 Assembly II
Primary: Assembly of Councilors
4 Production
Primary: Tight Deadlines
Receive 3 Command Counters from your Choose either a) or b). Draw 2 Political Cards. Then: Immediately build units in one of your
reinforcements. You may then a) Choose one system containing a 1) Choose a player to resolve 1 Political systems containing one or more friendly
immediately use this card's secondary planet you control. Each opponent must Card from his hand. Space Docks, receiving 2 additional
ability. place one of his Command Counters 2) Give the Speaker Token to any player resources with which to build, even if
into the system from his reinforce- except the chosen player. you have activated this system already.
Secondary: Masterful Tactician ments. 3) Choose Representatives Building units here does not activate
You may spend influence to purchase b) Execute the secondary ability of this 4) Resolve Spies the system.
up to 3 Command Counters from your card without paying a Command 5) Bargaining and Promissory Notes
reinforcements. You receive 1 Counter or any influence. 6) Resolve Voting & Outcome Secondary: Double Efforts
Command Counter for every 2 influence Spend 1 Command Counter from your
you spend. Secondary: Peaceful Annexation Secondary: Rally Support Strategy Allocation area to immediately
Spend 1 Command Counter from your Spend 1 Command Counter from your build up to 3 units in one of your
Strategy Allocation area and 3 influence Strategy Allocation area to draw 1 systems containing one or more friendly
to claim an empty planet adjacent to a Action Card and refresh 1 planet outside Space Docks, even if you have activated
system you control. Place your your home system. this system already. Building units here
Command Marker on the planet. does not activate the system.
5 Trade III
Primary: Merchants and
6 Warfare II
Primary: High Alert
7 Technology II
Primary: Technological Focus
8 Bureaucracy
Primary: Senatorial Control
Mercenaries Place the High Alert token in a system. Receive one Technology advance. You Receive 1 Command Counter from your
Open trade negotiations among all Your ships in the system with the token may then buy a second Technology reinforcements. Then draw the top two
players. All players then receive Trade gain +1 movement and +1 on all combat advance at the cost of 8 resources. You cards from the Objective deck. Place
Goods from active trade agreements rolls. If you move any ships from this must have the necessary prerequisites one faceup in the common play area
(even if just acquired). system, you may move the token with for each Technology. and the other on top of the deck. You
them. Remove the token from the board may then immediately claim one public
Then each player pays 1 Trade Good to at the start of the next Status Phase. Secondary: objective that you qualify for.
each of his Mercenaries or discards it. Advanced Development
Secondary: Reinforce Spend 1 Command Counter form your Secondary: New Agendas
Finally, you may recruit 1 of the top 2 Spend 1 Command Counter from your Strategy Allocation area and 6 Spend 1 Command Counter from your
Mercenary Cards from the deck. Strategy Allocation area to move up to resources to receive one Technology Strategy Allocation area to draw one
two of your ships from unactivated advance (for which you have the Political Card and one Action Card.
Secondary: Free Commerce systems into any adjacent systems you necessary prerequisites).
Spend 1 Command Counter from your control. This does not activate the
Strategy Allocation area to break a destination system(s).
trade agreement between any 2 other
players and gain 1 Trade Good.
1 2 3 4 5 6 7 8 9 10
3. Remove Casualties
Each player removes casualties equal to number of hits scored by
opponent. 1 2 3 4 5 6 7 8 9 10
4. Execute Withdrawals/Retreats
If withdrawals or retreats were announced, complete them now. 2. Remove Casualties
Entire fleet must be moved to an adjacent, friendly system which Each player removes casualties equal to number of hits scored by
has previously been activated. opponent.