StelCon: Infinity
StelCon: Infinity Rulebook
Table of Contents
Table of Contents
First Impressions
Assemble the space ships by sliding the nacelles onto the rear slots in the ships. Small nacelles go with small ships: ¤ ‡ ∆. Large nacelles go with large ships: Ω ∞. Beginners can start playing almost immediately and learn the basics by the end of page 4. Read pages 1-4 aloud while others work on setting up. This covers most mechanics and a full player turn. Page 11 has rule tweaks for 2, 5 and 6 player games.
Game Setup
Each player rolls a die and chooses a race, highest first. Take a map board and ships matching its jump lanes' color. Take a Star Dock and put 1 double squad MOD on its landing pad. Put 1 fuel token on the Production number equal to the fuel crystals on your homeworld and 1 depleted (broken) fuel token near Consumption.
Each race has different strengths, described on the map boards. Read yours carefully. If chosen, the Syyzlök go first; if not, the one who rolled highest goes first. (Someone should choose Syyzlök if this is your first read through.) Turns pass clockwise. The board is designed so 3-6 players may lay their map boards adjacent to one another or may keep them comfortably spaced to form the galactic map (graphics on pages 2, 12).
Make supply piles of each MOD, disabled MODs, MkVII fighters, VP, jump lane and fuel tokens.
MODs have tabs at the bottom; fuel tokens have no tabs.
Shuffle the sector cards and place them face down. Separate the 30 conquest cards with a planet graphic in the lower right. Shuffle the rest of the conquest deck and place it face down. Shuffle the 30, deal out 5 to each player, and put the remainder on top of the draw pile so they will be used first every game. Leave room for face up discard piles.
The backs of the sector cards match the sector locations on the maps.
Sample card on this page: Target's Rest: "The lower combat roll gets +2FP."
Conquest Cards
Conquest cards are the soul of the game and can alter nearly every aspect during play. They are not created equally. You should use weaker cards quickly to cycle your hand, and hold on to powerful cards for an opportune moment to play them. The upper left of each card tells you when and where you can play it. There is also a colored starburst player aide showing what type of card it is or what other types of cards it interacts with (No Fate plays on fates or crews).
Sample card text as printed on the page:
- Changing Fate (Any Time, Temp): "Play after you roll for combat or exploration for +2 to the roll. Win ties."
- No Fate (Any Time, Temp; "but what you make"): "Discard any crew currently in play. OR Discard any fate card or the Our Only Hope card as it is initially being played."
- Telepath Crew (Your Turn, Ship): "Mindwalkers... Each turn, you may look at the top card of both the sector and conquest decks. Either discard them both or return them both to the top, face down. Win ties."
- Combat Outpost (Your Turn, Sector): "It holds a MOD and packs a punch. Integrated weaponry provides +1 FP."
- Supernova (Your Turn, Temp): "If your star blows up, relocate. Discard all versions of a sector. The owners draw and place new sector cards without fighting militia. They can either explore now* or accept the printed fuel production. *ship must be present."
- Gravity Well Destabilizer (Your Turn, Sector): "Play on a non-HW sector. Its base fuel production is now 0 until a new roll for exploration is made. When it is made, the sector gets the new fuel value and discard Gravity Well Destabilizer."
The Map
In the graphic to the right, jump lanes (J) make the HomeWorld (HW) adjacent to the left (L) and right (R) sector locations, which are themselves adjacent to the top sector location (T). These sector locations will be covered by the sector cards during play. Note that the central sector location (C) is not adjacent to anything until certain cards let you play jump lane tokens. Identical sector cards are adjacent to each other (Bridges, page 5).
Wormholes
Travel from map board to map board is done via wormholes (W). In the graphic on the left, ships entering along the red direction (upwards from R) must exit the nearest wormhole on a different player's map board along the same red direction (R to X, but not R to Y). The same is true for blue to blue travel (T to Y, but not T to X). Ships are not allowed to exit from any wormhole other than the one nearest to the one they entered (no R to Z). This places each player 4 jumps away from every opponent HW regardless of seat position.
Learn While Playing
The Syyzlök player has 4 fuel crystals to spend on ships and MODs. A good first turn Build is the Probe (2 FirePower for only 1 fuel, shown below), a fuel production MOD that costs 1 fuel now but will provide 1 fuel on all future turns, and 2 single squads costing 2 fuel. Everything is placed at the HW (insert the fuel MOD into one of the HW's slots). Read the text on the Syyzlök map board. If you have a crew card, assign it to the Probe by laying it under the Probe section of your FleetSpec area at the bottom of the Star Dock piece. Cards that play on a ship go in the FleetSpec area rather than physically paired with the ship on the game board. Crew are limited to 1 crew per ship (+1 Infiltrator Crew), other card types are not limited by quantity.
The illustrations show: 1 squad = 1 FirePower; 2 Guns = 2 FirePower to fight militia; 1 squad to scout the sector.
Move the Probe and 1 squad to the sector location left of the HW, move 1 squad to the location on the right. Draw a sector card for the left and place it over the sector location oriented so you can read it. Players normally draw sector cards for all empty locations as they enter them, but for now just postpone dealing with the sector on the right while we resolve the battle against the local militia in the sector on the left. There are no opposing ship/squads, so you get a space superiority bonus of +1 FP and you win ties.
Sample cards shown on this page:
- Combat Crew (Your Turn, Ship): "Top of their class, and all other classes in the history of the Academy. This crew provides +1 FP. Win ties."
- Explorer Crew (Your Turn, Ship): "True seekers... If this crew is in a sector that is about to be explored by any ship, +2 to your exploration roll. Win ties."
Add up your base FP (gun symbols + squads), 2FP for the Probe (+1 if the Probe has the Combat Crew) + 1FP for the squad + 1FP for space superiority. Then add a die roll to find your total FP in the battle. Have the person to your right roll a die to add to the local militia's FP (its printed guns). If your total FP is lower, retreat the Probe and squad to the sector they came from (which happens to be your HW) and discard the sector card. You win if your total FP is higher or tied (thanks to space superiority), and you explore the sector now.
Ties: When players battle players, compare the quantity of "wins ties" present in the battle to break the tie. If this is also a tie, both players add another die roll to their combat value.
After winning any battle, a player must choose 1 ship in the sector to lead the exploration effort. This will determine how well the sector will produce fuel crystals on future turns. Roll a die to explore. The Probe has 2 sensors, so +2 to the roll (+2 more if the Probe has the Explorer Crew); check to see if the sector itself has a modifier: some sectors are easier to explore and have extra sensors printed on them valued at +1 each. Other sectors are more difficult to explore than normal and have crossed out sensors that subtract 1 each from your roll.
If your exploration attempt totals a 6 or higher (roll +/- modifiers), then the sector will produce 1 additional fuel per turn; cover the sector card's printed fuel crystals with a fuel token that is 1 crystal larger, marking it as an "over-producer." If your exploration attempt equaled 1 or lower (roll +/- modifiers), the sector will produce 1 less fuel per turn; cover the sector card's crystals with a fuel token that is 1 crystal smaller, marking it as an "under-producer." It is possible for a sector to go from 1 fuel to 0; use a broken crystal fuel token. A total of 2-5 means the sector will produce fuel at the rate printed on the sector card. Once the sector is explored, then you may play conquest cards on that sector. Read them aloud when playing, and tuck them under the sector card with the top 1/3 showing.
Now your squad will scout the location to the right of the HW. Draw a sector card and secretly look at it. Decide if you want to keep the sector card at that location or discard it (face up). If you want to keep it at that location, lay it face down on the map to show you don't control it yet. It will remain "scouted" until someone tries to colonize it. Any other player may scout it (secretly look at it by sending in a squad, and decide to leave it there or discard it) or may try to colonize it with a ship (squads cannot attack alone). If the militia looks too tough to conquer or if the sector does not produce much fuel (there are 1's, 2's, and 3's of both FP and fuel), you may wish to discard the sector and hope to draw a better one when you return. After scouting, bring the squad back to the sector it came from (which happens to be the HW). At the end of the turn, any squads not in a MOD slot are destroyed (to the supply). MOD slots are cut into the HW and are printed on outpost conquest cards (Trading Outpost, page 4).
Play any conquest cards you wish. Temp cards go to the face up discard pile after enacting the text. You may discard conquest cards from your hand to no effect to make room for new card draws. To end your turn, draw new conquest cards until you are holding 5 (more if you have hand size boosters in play). If you have more cards than your hand size limit, do not draw or discard down. Play them down normally. Try to cycle through your hand quickly while hanging on to powerful cards for just the right moment. Consider card combinations for your offensive, and plan for your oppoenent to react with at least 1 card. When you draw back up to 5, the turn is over. Play passes to the left. All players may play "Any Time" cards to influence other player's interactions (page 10).
Sample cards shown on this page:
- Trading Outpost (Your Turn, Sector; MOD): "This hub of trading activity provides +1 to your hand size limit."
- Act of the Galaxy (Temp): "In my experience there's no such thing as luck. Discard any conquest card as it is being played."
In turn, the other players each get to build, move, combat/scout/explore, and draw. Some players may choose to build 2 ships and attack in both directions rather than use a squad to scout, or they may choose not buy to a fuel MOD like the Syyzlök. When it comes back to the Syyzlök turn again, add up all your fuel production and subtract all fuel consumption. Don't forget that all ships/squads/engines/guns consume fuel every round. Also the fuel MOD built at the HW last turn adds 1 fuel this turn and hereafter. With your surplus fuel, build another ship and more squads at the HW. Move the Probe to an unexplored sector and also colonize to the right of your HW with the new builds.
Winning: The first player to conquer any opponent's HW wins immediately. There is a Victory Point Variant (page 11) for those looking for a less open-ended game.
Glossary of Terms
Base vs. Total: A sector or ship's "base" number is the printed value without any modifying cards or MODs. For example: Solar Sails can be installed on the Syyzlök dreadnaught (left) even if it has a Combat Crew (page 3) and some guns/squads with it. A "total" number is the tallied value after all modifiers and MODs have been factored. Example: when Gravity Well Destabilizer (page 11) reduces a sector to 0 total fuel production, an Asteroid Field (page 9) boosting production by +1 becomes useless (but not discarded).
Sample card on this page:
- Solar Sails (Ship; Alien, Artifact): "Install on a ship with a base FP of 4 or less for +1 move."
FirePower (FP): The combat strength of your forces is represented by the number of gun icons shown on a ship, sector, gun MOD, or conquest card. Also, each squad counts as 1 FP, 2 FP for the double squad (right). Sector FP counts for the defender whether ships/squads are present or not.
Fuel Production/Consumption: When added together, your fuel production (yellow crystals) determines the overall amount of ships and MODs you can field. Fuel consumption represents both the initial build cost to bring a ship/MOD into service and the turn-to-turn upkeep required to keep it in space (manpower, munitions, fuel, and spare parts). Consumption is represented by the number of "empty" crystals on the ship. Gun, engine, and squad MODs also consume 1 fuel (2 for the double squad) each turn. The fuel production MOD costs 1 fuel the turn it is built, but produces 1 fuel every turn thereafter. It has the tab at the bottom for inserting into the HW slots (never into ships). Square fuel tokens and the "broken" 0 fuel crystal are for marking your fuel chart and for covering over/under-producing sectors' printed values.
Scuttle/Destroyed/Disabled: During your turn, you can voluntarily scuttle ships from any location and place them in the Shipyard (Star Dock board). Ships destroyed in battle are placed in the Salvage Yard. MODs "disabled" by a card are replaced by the disabled MOD token. They no longer benefit the owner, but still occupy a MOD slot and cost 1 fuel consumption (2 for double squads) and cannot be scuttled separately from the ship. When a ship or outpost is scuttled/destroyed, all the MODs on it are returned to the supply and are no longer associated with it (exception: a squad can move to another MOD slot in that sector). Squads can be scuttled voluntarily unless disabled. Guns and engines cannot be scuttled unless the ship they are on is also scuttled because these additions become an integrated part of the ship. A production MOD cannot be scuttled. It is captured if its sector is conquered. Outposts and other conquest cards cannot be scuttled or destroyed or discarded once played, except by certain conquest cards.
Sector/Location/HomeWorld (HW)/Bridge: Sectors are the cards that lay on sector locations which are printed on the map boards (LTR). When a rule or conquest card says "sector" it means the sector card. When it says "sector location" it means that spot on the map board whether there is a sector card on it or not.
Conquest cards played permanently on sectors (like outposts) become tied to that sector card. Tuck the conquest card under the sector card, and leave the top 1/3 showing. If a sector card is discarded by a conquest card (like Supernova, page 11), so are its conquest cards. If someone conquers your sector, its conquest cards and any gun or production MODs transfer control to the new owner immediately (see example, bottom of page 8), squads retreat with the losing fleet.
The HW is a special sector printed on the map board. It cannot have conquest cards played on it permanently (like outposts), but can have cards that affect it (like Planetary Cannon on a nearby sector). It can have temp cards played on it (like Our Only Hope's center option, page 7). The HW has 2 MOD slots cut into the board; other sectors have no MOD slots unless an outpost card is played on them (just lay the MOD on the outpost card, there is no physical slot). The Vanguard HW has unlimited "virtual" MOD slots, but all their slots can only be used for their free fuel MODs (see Vanguard's map text).
Sample cards on this page:
- Salvage Outpost (Your Turn, Sector; MOD): "After you win a battle 0-2 sectors away (including battles against militia) draw a conquest card."
- Planetary Cannon (Your Turn, Sector; Alien, Artifact): "This sector gets +1 FP and possibly +1 FP 1-2 sectors away. Once per player-turn, fire it at 1 target sector where your ship is present and roll. If 1 sector away, 5-6=hit. If 2 sectors away, 6=hit."
- Plasma Boosters (Your Turn, Ship; Alien, Artifact): "A ship with base FP of 5 or more provides +1 move to squads in the same sector as this ship any time during this turn. -OR- A ship with base FP of 4 or less gets +1 move."
A "bridge" is automatically formed between identical sector cards. Other bridges are formed by card text and jump lane token pairs. Bridged sectors are separate sectors that are adjacent to each other. This is in addition to their normal jump lane and wormhole adjacencies. Cards that get permanently tied to a sector such as an outpost or FP/fuel production booster only affect the sector card they are on and not all bridged sectors. If otherwise, the card will state it clearly (Supernova). Some sector cards create bridges with non-identical cards or locations. Cards like Black Hole apply to them, but Supernova does not. If Papathan Node becomes a central sector, randomly choose another central sector for it to bridge with.
Bridged sectors have a "virtual" jump lane connecting them no matter where they lay on the map boards.
MODs: Ships, HWs, and outposts (conquest cards) can hold 1 MOD in each MOD slot (cutouts for the MOD's tabs and/or the MOD graphic).
Gun MODs can be built on any empty MOD slots anywhere. Guns cost 1 fuel each turn and cannot be scuttled individually. A gun gives +1 FP.
Engine MODs can be built on ships with empty MOD slots at any location. Engines cost 1 fuel each turn and cannot be scuttled. Engines give +1 movement range through sectors you control. Ships entering enemy or unexplored sectors must do battle and cannot move again.
Production MODs can be built on the HW and outposts (not ships). It costs 1 fuel on the turn it is built, but on subsequent turns it provides +1 fuel and cannot be scuttled.
Squads are MODs that can be built only at the HW, either on its MOD slots or on a ship at (or being built at) the HW. Squads cost 1 fuel each turn, but can be scuttled to lower fuel consumption. Squads give +1 FP. Squads cannot attack sectors alone; they have to attack with ship(s). Lone squads can scout (page 8). Squads can be transferred in-sector to any open MOD slots freely at any time. Thus squads are always considered to be arranged in-sector to their owner's maximum benefit as he sees fit whether the pieces are physically in the "right" place or not. Squads must be in a MOD slot at the end of the turn or are destroyed. Unlike ships, they can move after a battle. Squads cannot be sent on suicide missions; however the destination MOD slot could get destroyed during the turn which may force the scuttling of a stranded squad.
Squads can make 2 moves per turn. Alone, 1 move equates to 1 sector. However, one or both of these moves can be in ships' MOD slots. Example: a squad is in a ship's MOD slot. That ship has 2 engines and moves a distance of 3, taking the squad with it. Then the squad transfers in that sector to another ship with 1 engine. That ship moves 2 sectors with the squad in it. The squad has used both its moves and traveled a total of 5 sectors. It cannot leave that sector.
Your double squad is 1 MOD with 2 FP and 2 fuel consumption. Each player may use 1 double squad at a time (5 for Syyzlök). If destroyed/scuttled, it can be redeployed during the next Star Dock phase. Three squads in a sector can be combined into the double squad during the Star Dock phase to free up 2 MOD slots and 1 fuel, all of which can be used immediately (on 2 gun MODs for instance, trading 3 FP for 4 FP, if you have the extra fuel.)
Wins Ties: These are totaled up for each side of a battle. The side with more "wins ties" will win the tie. A "lose ties" counts as -1 to this total. If still tied, add another die roll.
Sample card on this page:
- Refueling Outpost (Your Turn, Sector; MOD): "Squads and Mk VII Fighters in or passing through this sector get +1 move (not +1 movement phase). This move can take place while a squad is in a ship."
Game Flow (Turn Order):
- Star Dock, Fuel Check, Building
- Show all moves
- Combat, Scouting, and Exploration
- Draw up to hand size limit
Star Dock: Any ships in the Shipyard must move to the Salvage Yard for free or move to the Dry Dock for 1 fuel each. Ships in the Salvage Yard may be moved to the Shipyard for 1 fuel each, but cannot be moved into the Dry Dock until the next turn (unless Salvage Crew was used).
Fuel Check: The amount of fuel available for building new ships/MODs is the difference between fuel production (sectors, conquest cards, production MODs) and fuel consumption (ships, conquest cards, 1 per MOD in play, 2 for the double squad). Adjust your Star Dock's fuel chart accordingly. You generally may not play fuel production boosting cards before the fuel check (like Asteroid Field, page 9), nor do fuel production MODs purchased this turn produce fuel until next turn. However, there are some cards that specifically say to take the bonus fuel immediately (like Solar Flares).
Sample card on this page:
- Solar Flares (Temp): "Happy sun farmers have their fields of solar panels cranked up to 11. You draw 1 conquest card now. Plus, starting with you this turn, every player gets +1 fuel production for 1 turn. Discard Solar Flares after all players have had the bonus fuel."
Play tip: tally up your fuel near the end of the turn before yours so others won't have to wait while you do math. Use the fuel chart on the Star Dock, but also recount it each round to ensure accuracy. Some things may have cost fuel last turn but not this turn, such as production MODs, destroyed ships, and moving ships in the Star Dock.
Surplus fuel can be used for new builds (from the Dry Dock or MOD supply). A fuel shortage forces a player to scuttle ships (to the Ship Yard) or squads (not other MODs) until you break-even. You may voluntarily scuttle ships/squads to free up fuel for building other things, but scuttled ships entering the Shipyard must sit there until next turn. Engines, guns, and disabled squads may not be scuttled individually; the ship they are installed on must be scuttled. Example: Blue is planning to attack Green's HW. He has 2 empty MOD slots in his attacking fleet. His Probe with an engine is too distant to help, so he scuttles it to free up 2 fuel. He builds 2 guns to bolster his HW attack. The Probe goes to the Shipyard and cannot move this turn.
Building: New ships and squads are built at the HW only. Other MODs (gun/engine/fuel production) can be built anywhere with an empty MOD slot (no engines on sectors, no fuel production MODs on ships). No proxies for ships or double squads are allowed.
Play tip: there is no currency. It may help to think of fuel production/consumption as income/upkeep or credit/debit.
Movement: Ships/squads can move from one sector to an adjacent sector location. See The Map (page 2) for how jump lanes and wormholes create adjacencies, and see bridges (page 5). A ship's default range of 1 may be increased by 1 for each engine MOD installed. Ships/squads with 2 or more movement range can freely pass through any sector its owner controls.
Any ship entering an opponent's sector or an un-colonized sector must stop to do battle and cannot move again after battle. Players cannot grant safe passage through their sectors to other players. Squads cannot attack a sector without at least one accompanying ship, but can help defend their own sector without a ship, thus preventing the space superiority bonus. Show every move you wish to make with all your ships before resolving any combat or scouting.
Sample card on this page:
- Warrior's Fate (Any Time, Temp): "Today is a good day to die. After you roll for combat (or after not rolling, if it is forbidden), add 1 more die roll to your FP and win ties, but disable 2 MODs or destroy 1 ship after the battle (may be a normal casualty). If no ships remain, the sector is considered scouted and uncolonized."
Un-colonized sectors are those that have no owner. They are defended by local militia represented by the printed gun value. Typically, these are empty sector locations, but circumstances can arise where a sector becomes ownerless (an attacker wins the fight, but with no ships remaining due to Warriors Fate). When any player tries to re-colonize an ownerless sector, all of the conquest cards on the sector will try to resist to the fullest (i.e. Our Only Hope discards for +5FP).
Sample card on this page:
- Our Only Hope (Sector): "A local hero rallies your sector. Play to a sector for +1 FP. -OR- Discard from your hand for +3 FP to a sector. -OR- Discard from a sector for +5 FP if it was in play before the current turn."
Show all of your movements. Once they are committed, draw sector cards for any empty un-colonized sector locations your ships traveled to this turn. Lay the sectors face up on the location (face down for squads scouting, page 8). Orient the sector so you can read it. Draw for one specific sector location at a time (point to it). Moving into 2 sector locations does not entitle you to see the sector card you draw and then choose which location it goes to.
Combat, Scouting, and Exploration
Combat, Scouting, Exploration: After all movement is shown, the active player chooses which order to resolve all scouting and battles. After each victorious battle, he must explore the sector.
Scouting can be done when a lone squad was moved to an empty sector location (i.e. you cannot send 2 squads to scout the same location, nor can you scout with a ship present, nor can you scout and then move a ship into that sector to attempt to colonize it on the same turn). Scout the sector by drawing a sector card, looking at it secretly, and immediately choosing to either lay it face down in its sector location to show it is un-colonized, OR discard it. As usual, the scouting squad must be able to return to an empty MOD slot. The sector will remain "scouted" until it is colonized. Another player may scout it (secretly look at it by sending in a squad, and then they decide to leave it there face down or discard it) or may try to colonize it with a ship.
Play tip: scouting will often get you a better sector, but will take an extra turn.
Un-colonized sectors have local militia that fight to resist colonization. The printed gun value on the card represents the militia and also navigational hazards, equipment breakdowns, supply chains, bureaucratic red tape, and just plain bad cosmic luck, all of which must be overcome for successful colonization. However, once you have colonized a sector, its milita helps you defend it.
Add up the FP for the attacker's fleet and for the defender's fleet + the sector FP. If there are no defending ships or squads, the attacker gets +1FP and +1 "wins ties" as a space superiority bonus. Determine the total FP for both sides, then both sides add a die roll. Allow time for cards to be played before and after the roll. The side with the higher overall combat value wins (see Ties, page 9).
Sample card on this page:
- Scramble Fighters (Temp): "Launch the alert fighters. Up to 2 of your squads or 1 double squad may move 1 sector immediately for free if you have an available MOD slot for them at the destination. Each of your squads in a battle this turn provides +1 wins ties."
Any player can play "Any Time" cards to influence any interaction, even between 2 other players, generally up until the roll is made in battle. Example: if you just tied in battle, you cannot use Act of the Galaxy (page 4) to discard Combat Crew (page 3) to change the outcome after the fact. If you play a card to influence a battle you are not involved in, announce who you are playing the card for, and it then acts as though that player played it for himself (if there is a choice to make, like Hubris, he makes it). Such a card could have a negative impact on that player. Example: Player 1 plays Warriors Fate (page 7) on behalf of Player 2 which might enable Player 2 to defeat Player 3 but also causes Player 2 to destroy a ship after the battle, weakening his defense for Player 1's planned attack. Players may also play cards in favor of un-colonized sector militias.
If the attacker won, he gains sector control and must make an exploration roll immediately even if he had owned the sector earlier in the game (see Exploration, page 9). If the defender won, then he does not make a new exploration roll since he did not lose control of the sector. The loser must retreat (page 9). Sectors that are captured retain all the modifying conquest cards (good and bad), gun MODs and fuel production MODs. When you conquer a sector, rotate it so you can read the title to show the transfer of ownership, benefit, and liability which takes place immediately following the exploration.
Sample cards on this page:
- Hubris (Temp): "Smugness is not a good quality. After combat rolls, trade die results with the opponent and win ties. -OR- After rolling for exploration or combat, +1 to the result and win ties."
- Genetic Libraries (Sector; Colonial, Artifact): "Except for Infiltrator Crew, if any of your crew are involuntarily discarded, place it here in the library instead. They are inert until picked up by a ship on/after your next turn. If conquered, crew here can be picked up by the new owner immediately."
Example: If Player 1 lost a sector with Genetic Libraries and was forced to discard a crew from his losing fleet that was battling in that same sector, the crew would be discarded. When the battle is lost, Genetic Libraries is transferred to the new owner. Any crew already on Genetic Libraries could be picked up by a ship belonging to the new owner and could use its skill later in the turn. However, cards like Explorer Crew (page 3) and Salvage Outpost (page 5) acquired as a result of that battle cannot use their ability in the aftermath as they were not the attacker's during the battle.
Combat Summary: Compare FP, add a die. If a tie, compare "wins ties." If still a tie, add another die.
Retreating: The loser is forced to destroy 1 ship (to the Salvage Yard) and retreat the rest to an adjacent sector the loser already controls. If multiple sectors qualify, the winner chooses. Retreating ships are eligible to do combat again if their destination sector is under attack, or if there is no adjacent sector controlled by the winner (in which case the winner chooses an adjacent sector and another battle begins immediately). The surviving fleet retreats together. If only squads remain, they retreat to any free adjacent MOD slots (their retreat range is only 1), winner's choice. If there is no free slot, the squad is destroyed (to the supply). If the winner doubles the loser's total FP (or more), then all of the loser's ships/squads in the battle are destroyed.
Your ships losing to local militia are not destroyed, only forced to retreat back to the adjacent sector(s) the ship(s) came from (individually) and the sector is discarded. If such a retreat is not possible, follow the retreat rules above (except for losing a ship) with the person who rolled for the militia choosing the sector.
Ties: If the final combat values are tied, compare the number of "wins ties" on cards participating in the battle. "Lose ties" cards count against your "win ties" total. Note that an after-roll card like Warriors Fate (page 7) or Hubris (page 8) could make the "wins ties" comparison irrelevant. If the final "wins ties" comparison is a tie, both players roll an additional die to add to their combat value (The Brotherhood racial ability lets them adds another "wins ties" die too, adding to the last, and converting to FP). Sector text that provides a roll modifier will affect this roll as well, however temp conquest cards impacting the first roll are already spent and will not affect this roll.
Squads with a move remaining may use it to get to an open MOD slot after all combat is resolved, or they may stay in an open MOD slot in their current sector. Ships used in combat may not move, even if they have movement points remaining.
Sample card on this page:
- Fuzzy Dice (Ship): "Dangle a pair over the rear view mirror of your spaceship. Win ties for each fuzzy die, so this counts for 2 win ties when this ship is present. Discard Fuzzy Dice any time during a battle for 4 win ties instead of 2."
Exploration
Exploration: Immediately after you (re)take control of a sector, roll a die to explore the sector. Choose 1 ship in the sector to lead the effort and add in its sensors (+1 each) with any other modifiers. Explorer Crew (page 3) is added to the attempt if they are in the sector, even if not aboard that ship since crew can transfer in-sector at any time. Sensor symbols that are printed on a sector apply only to that sector (not to your global exploring ability) and each provides +1 or -1 (if crossed out) to your exploration attempt. A total effort of 1 or less means you were unable to exploit the sector's potential and you must reduce its fuel production by 1, making it an under-producer. A total effort of 2-5 means you were able to exploit the sector to its default production potential as printed on the sector card. A total effort of 6 (or more) means you were able to exploit its resources perfectly, increasing its production by 1 to make it an over-producer. Use fuel tokens to show altered production levels (graphic page 3). The broken crystal represents 0 fuel (a 1 fuel sector, under-producing). When over/under-producers are conquered, toss the fuel token into the supply before the new exploration roll. The new exploration result replaces the old, and is based on the printed sector value, not the old status. You can only explore when you conquer a sector (except Odono IV who's racial ability allows them to explore again).
Sample cards on this page:
- Navigational Libraries (Sector; Colonial, Artifact): "Roll at +1 to explore other sectors. Discard this card to make any 1 of your under-producing sectors into a normal fuel producer."
- Asteroid Field (Sector): "The Great Venerian Belt runs through this part of space. Advanced mining equipment enables +1 fuel production from this sector. This does not make the sector an over-producer."
Total Exploration Effort: ≤1 = under-producer (-1 fuel); 2-5 = no change in production; ≥6 = over-producer (+1 fuel).
The terms over-producer and under-producer apply only to the sector card itself, based on your exploration roll. Removing or adding fuel production with conquest cards like Asteroid Field or fuel MODs does not alter a sector's over/under-producer status.
Exploration Example: A Syyzlök Dreadnaught (1 sensor, page 4) with Explorer Crew (2 sensors, page 3) is exploring Target's Rest (-1 sensor, page 1). The Syyzlök player has Navigational Libraries in play elsewhere (1 sensor, page 9). His exploration roll is modified by +4 -1 = +3 net. If he rolls a 3 or better (to total 6 or more), Target's Rest becomes an over-producer, and he places a 4 fuel crystal token on it, covering its 3 crystal printed value. It cannot become an under-producer because even a roll of 1 is modified by +3 for a total exploration effort of 4.
Once the sector is explored, then you may play conquest cards on that sector. Example: adding Navigational Libraries (page 9) to the first sector you conquer on a turn will allow you to explore the rest of the sectors you conquer that turn or later with +1 sensor, but not the sector you just conquered and played it on.
Sample card on this page:
- Clones (Any Time, Temp): "As any conquest card is being played by any opponent, play this card to duplicate his card for you. Use this card as your copy and play it immediately, even if it is a 'your turn' card."
Draw conquest cards: When all combat is complete and you have no more cards you wish to play or discard to no effect (discards cannot be "Cloned"), draw conquest cards until you are holding 5 in your hand. This ends your turn, and play passes to the left. You may occasionally find yourself with more cards than your hand size limit. You do not have discard down, just play it down normally.
Conquest Card Rules
- The starburst is a player aide. Its color indicates the type of card it is or plays against (see trio of cards page 2). Alien = purple, Artifact = red, Colonial = yellow, Crew = blue, Fate = green, Production = pink, Uncategorized = white.
- Crew are limited to 1 crew per ship, plus 1 Infiltrator Crew. Discard a crew if its ship is scuttled/destroyed (except Infiltrator Crew). Crew can be voluntarily discarded during your turn or they can be transferred to another of your ships in the same sector any time during your turn except during battle and while resolving which ship will be scuttled after losing a battle. If crew give a permanent bonus (like +1 FP), it is always in effect. If crew have a skill (like looking at cards), they can use it only during your turn, and only once per turn.
- Cards may be played for another person or the local militia. They act as though that person played them (if militia need to make a choice, the card's player chooses). Once in play, neither a card nor its ability may be transferred to another player or to another ship/sector that belongs to its owner, except for crew. Examples: you can play a Combat Crew (page 3) from your hand to another player's ship, but you cannot give it to him after it is on your ship. You cannot lend another player the exploration bonus from Navigational Libraries (page 9).
- Temp cards are interrupt cards that are discarded when used but may have lasting effects such as Defectors that lets you steal a crew or New World that opens up your central sector for play.
- Non-Temp cards remain in play and provide their benefit every time it is needed. Examples: Combat Crew could be used many times if you were attacked many times; Asteroid Field (page 9) provides 1 fuel production every turn.
- If an "Any Time" card is going to influence a battle result, it should be played before the dice are rolled unless the card says otherwise. If there is a timing issue, the active player should play first (or choose if it is between 2 other players). Example: You should not wait to see the outcome of a combat roll before playing No Fate (page 2) to remove Combat Crew from a fight. Whereas it is appropriate to play Changing Fate (page 2) after a roll since it is a re-roll card.
- Resolve cards in the order they are played. Cards that discard another card "as it is being played" make the initial card have no effect. Example: Player 1 plays Warriors Fate (page 7). Player 2 plays Act of the Galaxy (page 4) to discard it. Player 3 wants Player 1 to win this fight, so he plays Clones on Act of the Galaxy to discard it. Thus, Warriors Fate remains in play unless someone else has another card to play against either it or against Clones.
Sample cards on this page:
- Infiltrator Crew (Op Ship): "This is your crew. Play it on an opposing ship, if you fight that ship, it is -1 FP and loses ties. If that ship is scuttled or destroyed, transfer this card to another ship in the sector or discard it."
- Nebula (Fog of War; Temp): "Alea non iacta est. Play before any other roll related cards have been played in a battle. Neither player can make a combat roll for this battle (except Warriors Fate). Lose ties."
Outposts and Card Notes
- Outposts: Because conquest cards and fuel production MODs can both be played during the building phase, you can build an outpost and a production MOD on it in the same turn. The production MOD costs fuel the turn it is built, and produces fuel on all following turns. If an outpost's sector is conquered, it and gun/fuel MODs on it are captured (losing squads retreat). If an outpost is destroyed by a conquest card, all MODs on it are instantly destroyed, even if they have no other open MOD slot in the sector to move to.
- When a conquest card adds FP or fuel production or extra movement (engine graphic), it does not add any extra fuel consumption.
- Cards such as Warriors Fate (page 7) require a payment. If you cannot pay when playing the card, do not play it. Other cards can impact one's ability to pay after a battle or force your choice of payment. Note: the double squad is 1 MOD.
- You can play "Any Time" cards to influence a battle you are not a part of. You must announce who the card is played for, and then the card behaves as though he played it for himself. During your turn, you could play "Your Turn" cards on behalf of other players (e.g. you could play an outpost from your hand to an opponent's sector, thereby giving it to him).
- Playing a card "after" something happens means you should play it within a reasonable amount of time, and give others time to react. Discuss what is a reasonable time before starting.
- Supernova: the sector's owner can choose the sector's printed production value even if he has ships there.
- Cards taken into your hand by other cards can be played immediately, if eligible to be played.
- Card text generally supercedes the rulebook, but your game group should use good judgement. Err on the side of liberty, take a quick vote, or roll a die and keep the game moving!
Sample cards on this page:
- Supernova (Your Turn, Temp): "If your star blows up, relocate. Discard all versions of a sector. The owners draw and place new sector cards without fighting militia. They can either explore now* or accept the printed fuel production. *ship must be present."
- Gravity Well Destabilizer (Your Turn, Sector): "Play on a non-HW sector. Its base fuel production is now 0 until a new roll for exploration is made. When it is made, the sector gets the new fuel value and discard Gravity Well Destabilizer."
Other Ways to Play
The Victory Point Variant: Take 1 VP for each battle against another player that you win (i.e. that you either take or keep control of a sector where a battle occurs whether there are ships from both sides involved or not). Take 1 VP for each sector you control at the beginning of your turn that is located on an opponent's map piece. Take 5 VP if you conquer an opponent's HW. First player to reach 8 VP wins the game whether he has conquered an opponent's HW or not. VP tokens stay face up. Invert or make change as needed.
2 Players: Use the 4 player map configuration. Opponents sit directly opposite one another. Invert the left/right map boards. The (T) sectors will connect the players via the wormholes.
Alternate: Do not invert the left/right map boards and allow both non-player boards to be fully in play. Treat the non-player HWs as uncolonized sectors. Do not draw sector cards for them, instead use the printed sector defense and fuel values. When unexplored, the militia must be conquered as normal. You may play "sector" conquest cards on them and use their MOD slots (even Vanguard's for normal MODs), but players may not build ships on those HWs.
5 Players: This is the configuration with the longest game time. Focus on counting your fuel and planning your builds during the turn just prior to yours to help speed things along. Also, we suggest using the Victory Point Variant. Remember that each player is still 4 jumps from every opponent's HW, so there are no natural allies/enemies.
Six Players
Play with 3 teams of 2. Teammates sit across from each other and take turns simultaneously. Their forces can coexist in and/or converge on the same sector to attack another team (they cannot fight each other). If both teammates are in a battle, either can roll the combat die, but not both. When a mixed allied fleet conquers a sector, the partners must decide immediately which one will get control of the sector. Teammates may not give each other fuel directly nor give control of sectors, MODs, or ships (built or unbuilt). You must build your own ships at your own HW. Teammates are allowed to show each other their hand of conquest cards and talk across the table. Your game group should determine if private consultations are forbidden, allowed, or are limited to only taking place during other team's turns. As normal, players may play cards on behalf of other players, including teammates. Cards that harm "opponents" do not affect your teammate. A team wins if they conquer 1 opponent HW. If using the Victory Point Variant, VPs are shared.
Combat Example
Both the Syyzlök and the Zé Conglomerate own a copy of Xetar (page 5). C/D on Zé's map. At A the Syyzlök Probe (2 FP + a squad) has Solar Sails and Plasma Boosters (pages 4, 5) for a total of 3 moves. Zé has a Trading Outpost (page 4) on D.
The Syyzlök Probe moves from A to B, then to C through the red wormhole and across the C/D bridge to attack. He has the space superiority bonus (+1 FP and +1 wins ties) and leads 4 FP to 2. Zé plays Scramble Fighters (page 8) to get a squad into the battle from his HW removing the space superiority bonus, bringing it to 3 FP each. Both roll a die to add to their FP total. Syyzlök rolls a 2, Zé rolls a 4. Syyzlök plays Changing Fate for +2 to the roll (page 2). His original 3 FP + the roll of 2+2 = 7 FP. Zé now has 7 FP as well (his 3 FP + the roll of 4). Both have 1 wins ties. Syyzlök plays Hubris (lower half) for +1 to the roll (page 8). Zé plays Act of the Galaxy (page 4) to cancel it. Still tied, both sides add a die roll (page 9). Syyzlök rolls a 6, Zé rolls a 3. Syyzlök wins 13 to 10, rotates the sector to show ownership, and rolls a die to explore (page 9). His Probe has 2 sensors for +2, but the sector is -1. He rolls a 5 (+2 -1 = 6) and covers the sector's 3 fuel with a 4 fuel token.
Index
- bridge p5
- cards p10
- combat p8-9
- exploration p9-10
- glossary p4-6
- map adjacencies p2
- moving p7
- over/under-producer p9
- phases (game flow) p6
- retreating p9
- scouting p8
- ties p6, 9
- winning p4
- wormholes p2