Xia: Embers of a Forsaken Star
Xia: Embers of a Forsaken Star Rulebook
Table of Contents
Table of Contents
Components
- 1 Game Box
- 1 Rulebook
- 1 Solo Rulebook
- 11 New Sector Tiles
- 7 New Miniatures w/Flight Stands
- 60 Ice Damage Markers
- 15 New Ember Cargo Cubes
- 10 Metal 1,000 Credit Coins
- 20 New Outfits (10 each type)
- 32 New Mission Cards
- 1 New NPC Card
- 22 New Event Cards
- 45 Mod Tiles
- 3 New Ship Ability Cards
- New Ship Mats
- 15 Relic Tokens
- 10 New Title Cards
- 1 Economy Board
- 1 Replacement Fame Point Track
- 3 Replacement Ability Cards
- 5 Replacement How to Win Cards
- 30 Replacement Exploration Tokens
- 8 Event Tokens
- 1 Giant Comet Tile (Rikishi Event)
- 20 Solo Variant Cards
- 1 First Player Token
Elements
This expansion is grouped into different elements which can be added to the base game of Xia at your discretion. It might be easiest to add a few elements to start with, rather than all of them at once, though we leave it up to you. Here are the elements grouped by category:
Expansion Elements
- A) Event Deck / New Fame Point Track
- B) New Exploration Tokens
- C) Economy Board
- D) 2 Player Variant Rules
- E) New Sectors + New Missions
- F) New Outfits
- G) Rule Streamlines / Tweaks (Changes from the base game)
Setup
Setup is the same as the base game, with a few changes, which are marked in bold:
- Find the Sector tile 'Nyr', place it face up in the center of the play area. Shuffle the Sector Tiles and place them face down in a stack within reach of all players. Deal one Sector tile per player, placing them face up in the center of the play area adjacent to Nyr, matching up the edge symbols to Nyr's.
- If a Sector without a Spawn Point is drawn, re-shuffle it into the deck and draw another tile.
- Shuffle the Relic Tokens and Exploration Tokens and place them face down within reach of all players. Place an Exploration Token face down on any Exploration Spaces on the starting tiles. Use only the new Exploration Tokens with this expansion, and none of the base game Exploration Tokens.
- Shuffle the Mission Cards, Title Cards and Event Cards. Place the decks face down within reach of all players.
- Place the Cargo Cubes, Damage/Ice Damage Markers, Outfits (organized by shape), Credits, and Dice within reach of all players.
- Give each player one new How To Win Card and 4,000% worth of Credits (4 silver coins).
- Place The Kiln's NPC card in the play area and its miniature on the rules space of the Nyr sector tile. Shuffle the three NPC Cards and deal one face up to each player. (In a 4 or 5-player game, not everyone will get one.) Players take the corresponding NPC miniature and place it on the NPC Card.
- Place the new Fame Point Track and the Economy Board in the play area. Players now decide the number of Fame Points needed for victory. Place the Victory Marker on the Fame Point Track to indicate the winning total. Determine the number of starting cubes for each cube type on the Economy board by rolling the d6 for each cube type and placing that number of cubes on that space.
The game is now ready to start! The player who picked their ship last takes the First Player token then takes the first turn.
A: Event Deck / Fame Point Track
Fame Point Track
The new Fame Point Track replaces the old Fame Point Track. The new Fame Point Track is similar to the old one, except that it now adds pink Event spaces that show you when to draw Event Cards.
Event Cards
Event cards come out much like Titles - but change the game in dynamic and powerful ways. The first player to reach or pass an Event space on the Fame Point Track, will draw an Event Card. During the Status Phase of that player's turn, they draw one Event card, read the card aloud to all players, and resolve any effects.
Rounds: Many Events last for a limited number of "rounds," which must be tracked. In this case, the card is placed to the right of the First Player and any 'round' rules on the card activate before the First Player's turn.
Event cards have two sections:
- While this card is in play: This section shows the rules for when this card is in play - these rules often override normal rules.
- This card leaves play when: This section shows the rules for when this card will leave play (often after a set number of rounds, or when a certain action is taken.)
Example: During Cody's status phase, he draws an Event that will leave play after 3 damage are placed on the card, and states that one damage is placed on the card each round. The card is placed to the right of the First player, at the end of this round, we'll place 1 damage on the card. If Cody is the last player, we place a damage on the Event now, since it's the end of the round.
Event Tokens: There are 8 Event Tokens with pink "EV" printed on them - you can place these on the game board as a reminder that an event is taking place (for example on Tigris Gate during "Re-Tethered").
B: Exploration Tokens
Remove the entire set of original Exploration Tokens, replacing them with the new Exploration Tokens.
When you collect an Exploration Token, place it face up on your ship mat and immediately resolve the token.
- Cargo Cube: Take a matching Cargo Cube from the supply and place it in your hold - if you do not have space in your hold, the cube is placed in your space on the board (as if jettisoned).
- Energy: Immediately refill your energy meter to maximum.
- Ice Damage: Immediately take 1 ice damage (blockable with a shield).
- Movement: Immediately gain up to +5 Movement.
- Captain In Need: Draw the top mission card and read the Deliver To mission point (#); ignore everything else on the card. To complete Captain in Need, transport the captain to the Deliver To #. On completion, you earn 1 Fame Point and 1,000%. Captain in Need takes up an Active Mission slot; you may discard an existing mission to make a slot available. If you do not wish to accept the Captain in Need, you may discard the mission card (keep the token on your ship mat either way).
After resolving an Exploration Token, keep it face up on your ship mat.
Whenever you have 2 Exploration Tokens face up on your ship mat, after resolving the one you just collected, discard both tokens (remove from the game) and gain either 1 Fame Point OR 2,000%.
C: Economy
Economy Board
Setup: Determine the number of starting cubes for each cube type by rolling the d6 for each cube type and placing that number of cubes on that space.
Supply: Whenever a player wants to purchase cubes from a "Buy" space, the cubes must come from the Economy Board. Those cubes are removed and placed into your ship's hold.
Consume/Produce: When you sell cubes, each cube sold is consumed by the planet you are selling it to and placed back into supply; that planet (except for Loath) then produces a new cube of the type the planet generates, taking it from supply and placing it on the Economy Board. Each resource section on the Economy Board may only hold a maximum of 6 cubes of that type. When a resource section is full, any additional production of that resource type generated, remains in supply (though you can still keep selling).
Example: You take the Sell action on the Sell space on Neo Damascus, which currently has 4 Plasma Cubes on the Economy Board. You sell 3 Spice, which are consumed (place the 3 Spice into supply). Neo Damascus then produces 3 cubes of its type (Plasma); the first 2 are placed onto the Economy Board, but since we're at the maximum for that cube type (6) the last cube is left in supply.
Demand: If any resource section of the Economy Board is empty (contains no cubes) during the status phase of a player's turn, place 1,000% in the empty resource section. That resource type is now "in demand". The next player to generate that resource (as a result of selling the associated consumed resource) receives the 1,000% bonus. If a resource section on the Economy Board is already "in demand", do not place another 1,000% in this space (max. 1,000%).
Squander: When selling cubes to Loath the cubes are consumed (returned to supply), but no new cubes are produced.
Trade: The planet Kei has a special space that allows you to trade cubes. To Trade, place any number of cubes in your hold onto the Economy Board, then take an equal number of cubes from the Economy Board, other than types you placed this turn. (e.g. if you placed Cyber onto the Economy Board this turn, you cannot take any Cyber this turn.) If you place cubes that are in Demand, you also gain the 1,000% reward.
D: 2 Player Variant
2-Player Rules
The 2-Player Variant has the same rules as a normal game except:
- NPCs count as players for mission target purposes (just like solo play) with the exception of The Kiln. If playing without NPCs, the opposing player is always your mission target.
- 'Lone Drifter' Auto-Pilot Ability: In 2-Player: Add +2 movement to successful rolls.
E: Sectors + Missions
Relic Tokens
Relic Tokens take up 2 cargo spaces in your hold. While in your hold they act similar to Cargo Cubes (can be stored inside of Cargo Pods), and can be removed by the Jettison Cargo (Minor) Action, and if a space holding a Relic Token is damaged, that token is automatically jettisoned. If a Relic Token is jettisoned (either by taking the Action, or by damage - that token is destroyed (remove from game).
Sift: While docked with The Kiln, as an action, you may Sift any Relic Tokens in your hold. When you Sift a token, it is removed from your hold, flipped face up, and you must choose to receive 1 Fame Point OR the rewards shown. Any rewards that will not fit in your hold (cubes/mods) are ignored.
Sifted Relic Tokens are worth:
- 1 Fame Point OR 3,000%
- 1 Fame Point OR 2,000% + 2 Specified Cubes
- 1 Fame Point OR 2,000% + Specified Mod
Nyr / The Kiln
The Kiln: The Kiln is a space station NPC that orbits the star Nyr. Ships can dock with The Kiln (similar to landing on a planet).
Setup: During setup, The Kiln is placed on the special rules space of the Nyr sector tile.
Docking: You may dock with The Kiln from any space adjacent to The Kiln miniature, at the cost of 1 movement. Place your ship on any space on the NPC card.
Orbit: When a player's ship docks with The Kiln, it will orbit the star Nyr. Immediately roll the d6 and move the station along its path a number of spaces equal to the roll. The Kiln cannot end movement in an occupied space; it will instead reduce its move by 1 until it ends in an unoccupied space.
Sift Action: While docked with the station with a Relic Token in your hold, you may take the "Sift" Action. When you Sift a token, it is removed from your hold and revealed, at which point you pick which reward to receive, either 1 Fame Point or some financial gain.
Embers: The white Cargo Cube, Ember, can be sold on the Sell space here at a rate of 2,000% per cube. Selling all your cargo of Ember (minimum 2 cubes) will award 1 Fame Point, the same as selling cargo on a planet.
Inside: Similar to being "on" a planet, players outside of The Kiln cannot interact with players inside of The Kiln. When two or three ships are inside The Kiln, they are considered adjacent. NPCs can enter The Kiln, just as they can with a Neutral planet. When inside The Kiln you can move by spending movement, same as if you were on a planet. You may exit The Kiln from any space inside the station, this costs 1 movement, and you'll place your ship on the game board in any space adjacent to The Kiln.
Business Phase: Ships that end their action phase docked with the station may take their normal business phase actions (as if on a planet).
Station's Turn: The Kiln does not take turns like normal NPCs (it moves when activated by a ship Docking with it). The Kiln cannot be affected, attacked, or damaged by other ships. In the unlikely event that The Kiln is destroyed (e.g. if struck by Rikishi), all ships currently docked are destroyed as well. The Kiln respawns on the special rules space of Nyr at the start of the next player's turn.
Dead Worlds
Players can take an Excavate action on Excavate spaces of Dead Worlds. You must have 2 orthogonally adjacent empty spaces in your cargo hold to take an Excavate action.
When excavating roll the d20:
- On a 1-10, take the number rolled as Ice Damage.
- On 11-20 you gain 1 Relic Token placed in your hold, face down, without looking at the contents.
Relic Token Space: When a Dead World is discovered, place the number of Relic Tokens specified on this space (3 or 4). Each time a player succeeds at an Excavate action on this sector, they take the top Relic Token from the stack. When there are no more tokens in the stack - that site has collapsed and cannot be Excavated any more this game. These spaces otherwise act as normal space that is occupied while tokens are present (you can fly through it, but cannot end movement there.) The tokens here cannot be interacted with and merely act as a timer for the Relic site.
No Business Phase: You cannot take a Buisiness Phase on a Dead World like you can on normal planets.
Anomalies
Anomaly sectors have very concentrated gravity, represented by dashed/glowing paths. Some Anomaly sectors have multiple paths (either orange, or purple).
Entering: Whenever a player (not NPC) enters a gravity path (on any space of that path) they must roll the die specified on the rules space for that path. Their ship then moves along that path the number of spaces rolled. You must roll for entering any space of the gravity path, including the special rules space.
Moving: After making the roll for entering the path, if your ship is still on that gravity path, you may move along the path (with the arrows or against the arrows) or exit the path without rolling again for that path. You retain any surplus movement you had before you entered the path, and can use it after you finish your forced path movement. Once you move off the path, if you re-enter it later, you'll need to roll again.
Pushed off: Most paths will push you through a negative border if you are pushed all the way to the end of that path. If you roll any number that would push you off of the end of the path, your ship is pushed all the way off the path, and any excess "path movement" is discarded. You must apply the effects of the space that you move into, as if you had moved there normally.
Actions: Players may not take any actions (minor or otherwise) while the gravity forced movement is being resolved. After the forced movement is resolved, the players can take actions normally (and perhaps backtrack along the path to take desired actions).
Example: A ship moves onto the outer path (purple) of Ferren's Call with 4 movement left over. The ship immediately rolls for the purple gravity path, rolling the d12 (specified on the rule space for that path). The roll is a 8, moving the ship 5 spaces along the path, the 6th movement causes the ship to move off of the end of the path, the extra 2 movement from the gravity path is discarded.
The ship has now entered the inner (orange) ring and must immediately roll the d6 and move along that path. After the d6 forced movement is resolved, the player can still use the 4 movement they had left over when entering the path in the first place (that is, assuming they weren't just destroyed by the black hole at the center!).
Ice Asteroids / Comets
Comets move along a specific path. Each Ice Asteroid sector contains 1 Comet. When the sector is first revealed, place a comet on the special rules space.
Whenever any player (not NPC) moves onto any space on the path of a Comet, immediately roll the d6 and move that Comet the number of spaces rolled along the path. If a ship enters a space containing a Comet, or if a Comet ends movement on a space with a ship/Cargo Cube, that ship/cube is instantly destroyed (same rules as a Star border). Assuming the ship wasn't destroyed by the comet's movement, the ship may continue moving normally.
After the initial comet movement, the comet won't move again until the ship moves off the path and back onto it, or a 2nd ship enters the path.
Actions: Players may not take any actions (minor or otherwise) after triggering the comet movement, until the comet movement is resolved.
Example: A ship moves onto the comet path with 5 movement remaining. The player immediately rolls for the comet, rolling a 5, so the comet moves 5 along the path. The player continues movement, and can continue safely along the path without triggering the comet again. If the ship moves off the path and back on it, the comet will move again.
Example 2: A ship moves onto a comet path, directly in front of the comet and rolls a 2. The comet moves two spaces, passing through the ship's space and ending on the space just past the ship. The ship is not harmed by the comet.
In the unlikely event that a comet is destroyed, the comet respawns on the special rules space at the start of the next player's turn.
Ice Asteroids: Ice Asteroid spaces have solid white borders and blue ice asteroid artwork inside. Ice Asteroids block line of sight. Players must roll the d20 when entering an Ice border:
- 1-10 take that number as Ice Damage (blockable with shields)
- 11-20 nothing happens
Ice Damage
Ice damage counts as normal damage with the following exceptions:
Melting: During your business phase you may remove all ice damage for free (must be on a planet or docked to space station to take a business phase).
Freezing: During your status phase: Place 1 Ice damage in every space that is orthogonally adjacent to ice damage. If, due to Freezing, your hold is entirely full of damage (ice damage, and/or regular damage) your ship is destroyed. When Freezing, spaces with normal damage should be ignored; Ice damage does not spread into spaces containing normal damage.
Example: Persistent Memory has 5 ice damage. During the status phase, place ice damage in every space orthogonally adjacent to existing ice damage.
Ember
A new type of Cargo Cube - Ember. Ember can be quarried from special Quarry spaces on select Ice Asteroid sectors.
To take the Quarry action, you must be on the Quarry Space of the sector tile and have at least one free space in your Hold.
To take the Quarry action, roll the d20:
- 1-10: Ice Damage equal to the number rolled (blockable by shields).
- 11-20: Receive 1 Ember Cargo Cube placed in your hold.
Ember can be sold at The Kiln's "Sell" space, when docked with the station for 2,000% per cube. If you sell all of your Ember, and sell at least 2, you will gain 1 Fame Point (same as other cubes).
Mission Cards
New Mission Types: There are four new mission types - two lawful and two outlaw.
Cargo (Lawful)
- Collect Mission Cubes (by any means)..
- As an Action: Deliver cubes to Delivery #; payment is determined by the Cargo Cubes you deliver.
- Receive Payment on Mission Card.
Private Eye (Lawful)
- Fly to specified Mission Point.
- As an Action: Reveal Mission Card and collect intel by drawing and discarding the top three mission cards off the deck.
- Payment is determined by number of Outlaw missions discarded. Place Credits equal to the specified Payment on Mission Card.
- As an Action: Deliver intel to Delivery #.
- Receive Payment on Mission Card.
Arms Dealer (Outlaw)
- Pickup Outfit type (or use Outfit currently in hold).
- As an Action: Deliver (undamaged) Outfit to Delivery #; payment is determined by Outfit delivered. (Remove Outfit from Hold and place back in supply, any markers on it go to Disarmed.)
- Receive Payment on Mission Card.
Coerce (Outlaw)
- Fly within range of target ship.
- As an Action: Declare Mission and make an attack as normal.
- Payment is determined by total damage dealt to target. Place Payment on Mission Card.
- As an Action: Deliver goods to Delivery #.
- Receive Payment on Mission Card.
F: Outfits / Mods
Outfits
Cargo Pod / Armor Plating: These outfits are unique because only one space of the outfit actually sits inside the cargo hold (the green space with the white arrow on it) - the rest of the outfit sits outside the hold, adding additional spaces to your ship. Multiple of these special outfits cannot overlap outside the ship's hold.
Cargo Pod: All 4 spaces of the cargo pod can only hold Cargo Cubes and Relic Tokens. Only the space that connects to the ship's hold may be damaged. The three spaces outside of the ship's hold cannot hold damage markers. If the connecting space is damaged, all spaces within the cargo pod are also treated as damaged (and any cargo there is jettisoned). The cargo pod won't be able to hold any cargo until the damage is repaired. Relic Tokens must be stored entirely inside the cargo pod (you cannot have half in the hold half in the pod).
Armor Plating: Each space on the armor plating outfit can hold 1 damage (and only damage). This outfit increases your ship's durability and allows you to take more damage than normal before your ship is destroyed. Ice damage will only spread via the green connection space to/from the armor plating.
Mods
Mods are special 1x1 sized outfits that have special abilities. As with normal outfits, if the Mod takes damage, it stops functioning until the damage is repaired. Mods can be stored in the hold at any time, (though some are only usable when attached to, or on top of an Outfit) and can be rearranged, sold and transferred to a new ship as per the base game rules.
Piercer (Shield Piercer): Placed over a Use Space on a Blaster/Missile Outfit, this space continues to be a Use Space for that Outfit, but also gains the following:
Activate: When you make an attack using a Shield Piercer, shields rolled against it are reduced by -4. This ability can stack with multiple Piercers, but cannot reduce defensive value below 0.
Example: You make an attack by placing two markers: one on the normal Use Space of a d6 blaster, and one on a Piercer attached to the same d6 blaster, and your opponent defends with 1d8 shield. You roll a 1 and a 3, your opponent rolls a 3. Your Piercer reduces your opponent's shield defense: 3 - 4 = 0 (cannot go below 0) total defense value. You now assign combat damage as normal (4 attack - 0 defense = 4 damage).
Example 2: You make an attack by placing two markers on 2 shield piercers attached to a d6 blaster, and your opponent defends with 2d8 shield. You roll a 4 and a 1 for 5 total attack, your opponent rolls a 7 and a 4 for 11 total shields. Your 2 Piercers reduce your opponent's shield defense: 11 - 8 = 3 total defense value. You now assign combat damage as normal (5 attack - 3 defense = 2 damage).
GTS (Gravitational Thrust Stabilizers): Placed in the cargo hold. Each GTS orthogonally adjacent to an Engine Outfit increases that Engine's rolls by +2 to all rolls with this outfit. However, the outfit roll may never exceed the maximum die roll for that outfit.
Example: You have a Tier 1 Engine with 1 GTS adjacent in the hold. You activate the engine to take a move action and roll a 2, the GTS makes it a 4. You activate the Engine again and roll a 5 - the GTS makes it a 6 (cannot increase beyond the maximum roll for that dice).
Example 2: You have a Tier 1 Engine that has 1 damage on it with 1 GTS adjacent in the hold. You activate the Engine to take a move action and roll a 2, the damage reduces the roll to a 1, then the GTS increases it to a 3. You activate the Engine again and roll a 6 - the damage makes it a 5, then the GTS makes it a 6 (cannot increase beyond the maximum roll for that dice).
M-Comp (Mission Computer): Placed in the cargo hold. Every undamaged M-Comp in your hold allows you to carry +2 Active Missions. If your M-Comp is damaged you must discard active missions down to your current available number of active missions.
Example: You take the Draw Missions action while having 1 undamaged M-Comp in your hold, you'll draw 3 missions (same as normal). When choosing to keep missions (which has been moved to after your turn, see the "Mission Drawing / Discarding" section), you'd be able to keep up to 3 missions (1 normal + 2 for the M-Comp).
Enviro-Shld (Environmental Shield): Placed over a Use Space on a Shield Outfit. This space continues to be a Use Space for that Shield Outfit, but also gains the following:
Activate: When you activate an Enviro-Shield, the Shield Outfit automatically rolls it's maximum value vs. non-combat damage or energy loss (e.g. damage or energy loss from borders or actions like Mine, Harvest, Quarry, etc.) Enviro-Shields do not affect combat damage (roll normally).
Example: You take a Mining action and roll an 8 - you are about to take 8 Non-Combat Damage. You spend an Armed Marker on an Enviro-Shield on top of your d6 Shield Outfit. You automatically roll 6 for that shield. 8 Non-Combat Damage - 6 Shields = 2 Total Damage taken.
G: Rule Streamlines / Tweaks
Rule Changes
Mission Drawing / Discarding: When taking the "Draw Missions" (Minor) Action, you draw the top 3 cards off the mission deck and place them face down in front of you without looking at them. You may take this (Minor) Action once per Mission Point per turn. After your turn ends (during other players' turns), you may look at all the mission cards you drew and decide which to keep before the start of your next turn. As normal, you can only take the draw action if you have capacity for at least one active mission, and you can only keep as many missions as your capacity (default 1) You may discard active missions at any time.
- Dying with drawn missions: If your ship is destroyed, discard all drawn missions without looking at them.
Example: You don't have any missions. You fly over 2 Mission points, drawing 3 twice, for a total of 6 cards (looking at none of them). After your turn ends, you look at all 6 cards and keep 1. If you had a M-Comp mod, you could keep up to 3 instead.
Trading: You do not need to sell all your Cargo Cubes to gain a Fame Point; instead, you must sell at least 2 cubes and all of the cubes in your hold that location will buy. (You may sell less than all the cubes that location will buy, but you will not gain a Fame Point.)
Assassin Missions: You may complete an Assassin mission if the target ship is destroyed for any reason, even if were not the one to destroy it.
Respawn: You no longer lose a turn when respawning; instead, you respawn on your next turn with a set amount of damage (unblockable) depending on your tier of ship:
- Tier 1 ships respawn with 1 damage.
- Tier 2 ships respawn with 2 damage.
- Tier 3 ships respawn with 3 damage.
Tier 3 Ship Re-Balances
Three ships from the base game have had their abilities re-balanced: Long Haul, Manchester, and Nightshade.
Solo Rules
These solo rules assume that you will use all elements of the expansion. If you prefer to omit some elements, please modify accordingly. For players who are playing solo to explore the game or learn the rules, we recommend Easy mode. For experienced players looking for a challenge, try Hard mode or the solo campaign.
Solo Setup
Modify the setup rules as follows:
- Start with the Nyr sector, then reveal additional sectors until you have at least 2 spawn points and at least 4 sectors total. If you draw the Xia sector, shuffle it back in and redraw. Then, arrange all the revealed sectors however you like (any configuration). 1.1. If Kemplar II and/or Loath aren't already revealed, find them. Add 5 random sectors (hidden), shuffle them together with Kemplar II/Loath face down, and put those 6-7 sectors on top of the unexplored sectors stack (without looking at them).
- Remove the following Titles from the Title deck: Avenger, Generous, Heroic, Benefactor. Then, shuffle the deck and reveal 1 Title that is available from the beginning of the game. (New Titles are also revealed normally later in the game.) 3.1. Remove the following Events from the Event deck: Fesko Grand Prix, Change of Heart.
- Choose the number of Fame Points needed for victory. (In campaign mode, the Fame Points needed for victory is determined by the goal you choose.) Start your marker at 0 Fame Points, along with a single extra color marker to represent the NPCs collectively (they are working together against you). This is called the NPC Fame Point track marker.
- Spawn your Tier 1 ship on any spawn point of your choice. Then, spawn NPCs and draw Behavior cards (see below), if needed. Start with 4,000% and purchase Outfits and Mods normally. Use 2,000% for Hard mode or 6,000% for Easy mode. Easy mode is recommended for new players.
NPCs
In solo play, you must use the Merchant, Enforcer, and Scoundrel (and Sellsword optionally), but don't deal their cards. Instead, when they enter play, place the card around the table in whatever order you choose, and randomly draw a Behavior card for them.
NPC Difficulty Level: To allow players to maximize their fun and balance the game to their desired level of difficulty, NPCs have 3 different difficulty levels on the double-sided NPC Stats card.
- Easy mode: Use only side A.
- Normal mode: Use side A until either you or the NPCs have surpassed half the required Fame Points for this game, then flip to side B (e.g. in a 15 Fame Point game, flip once anyone has at least 8 Fame Points).
- Hard mode: Use only side B.
The NPC Stats replace the normal values listed on an NPC's card. Note: The "On Kill" value remains unchanged.
NPC Bonus Fame Points for Destroying the Player: If the Enforcer or Scoundrel destroys the player's ship, immediately award the NPCs 1, 2, or 3 Fame Points depending on the tier of your destroyed ship.
Sellsword: Any NPC ships destroyed by the Sellsword will earn the player Fame Points and % (and campaign goal progress) as if the player destroyed the ship themselves, but any bounty goes on the Sellsword. If destroyed, the Sellsword respawns at a random spawn point as usual, but remains owned by the player. The Sellsword always acts immediately after the player's turn.
Bounty: Outlaw Planet Bounty: Each time your ship enters an outlaw planet using the planetary entrance, your bounty increases by 1,000%, even if you were already an outlaw.
Player Bounty Carry Over: When you upgrade your ship, any bounty carries over to the new ship. Your bounty only goes away if your ship is destroyed.
Bounty for Attacking: Each time the Merchant or Enforcer is attacked by the player or Sellsword, that ship gets +1,000% Bounty (in addition to any Bounty earned by destroying the NPC).
NPC Behaviors
Behavior Cards: When an NPC first enters play (using normal spawn rules), randomly draw a behavior card for it. Then, randomly determine which behavior to use on that card. The NPC will follow those rules when taking a turn, instead of its normal rules. Note: The NPC still follows normal rules when spawning, e.g. the Scoundrel still starts with 2,000% bounty on it.
Order of Resolution: Behaviors are resolved in the order listed on the card. If a step cannot be followed (e.g. "If in range, attack" but the NPC isn't in range to attack), check to see if an alternate step applies (e.g. "If not, move to target again."). If the NPC cannot follow any more steps, the NPC's turn is over.
"Move to Target": Behavior cards include the instruction to "move to target." Specifically, that means "move to the appropriate range based on the next action this NPC will take, then stop." The Scoundrel moves adjacent since it attacks with blasters, the Enforcer moves to within missile range, and the Merchant moves onto the action space. If it's not possible to reach the desired space, the NPC gets as close as possible. The Merchant will employ the Using Occupied Spaces rule, if needed (base game rules, page 9, Movement).
Doubled Actions: Some Behaviors instruct the NPC to make two attacks. Those are two separate attacks, so the player may re-arm shields between the attacks by spending energy, per normal combat rules.
Some NPC Behaviors instruct the NPC to move twice. If the NPC reaches the target after the first movement, the second movement is wasted.
Changing Behaviors: Generally, each NPC's behavior will remain the same throughout the game. But, if the player destroys an NPC, the player may optionally draw a new behavior card for that NPC, randomly picking which of the two Behaviors will now be in effect. The player may also opt to let the NPC keep their current behavior.
For more specific interactions regarding NPC Behaviors, see the FAQ at the end of this rulebook.
System Expanse
End of Player's Turn: System Expanse: Immediately after the end of each of your turns, before any NPC turns, reveal a new sector:
- Identify the empty spaces where sectors could be placed. Choose an empty space that is adjacent to the most sectors (or tied for the most).
- Pick an edge symbol.
- Reveal a new sector and match it with the chosen edge symbol.
- Spawn NPCs if needed. A newly-spawned NPC will take its turn normally.
Winning The Game
Check to see if you've won the game (met or exceeded the Fame Points needed for victory) on each of your status phases.
Solo Round End
Solo Round End: Immediately after all of the NPC turns, but before resolving events, you must do the following:
- Remove any cubes on the map (either from the Jettison Cargo action, or from the player's ship being destroyed/damaged).
- Roll a d20.
- Add +2 for each cube removed in step 1, above.
- Add +2 for each 1,000% NPCs collected this turn (either from bounty due to destroying ships, or events.)
- Add +2 for each Fame Point the NPCs are behind.
- Add +X for certain Merchant NPC behaviors.
Then, advance the NPC Fame Point track marker as follows:
| Result | Fame Points Earned |
|---|---|
| 1-3 | 0 |
| 4-14 | 1 |
| 15-20 | 2 |
| 21-25 | 3 |
| 26-30 | 4 |
| 31+ | 5 |
Note: There is only one Fame Point track marker for the NPCs collectively. They get only a single roll at the end of each round.
The NPCs can cause new Titles and Events to be revealed if they're in the lead. Reveal the appropriate cards immediately. If the NPCs reach the selected number of Fame Points for victory, you lose.
Example: It's the end of the round (you and each of the NPCs have taken a turn), so now you must roll for the NPC's Fame Points. You didn't jettison any cubes and the NPCs didn't earn any credits from bounty this round, so they don't get any bonuses from that. You are winning 6 Fame Points to 5 Fame Points, so they will get +2 to their roll (+2 for each Fame Point you're ahead). Also, the Merchant happens to have the Usual Suspect Behavior, and it reached 2 different Sell spaces on its turn, giving the NPCs another +4. You roll the d20 and get a 12, +2 from being ahead, +4 from the Merchant, which equals a result of 18. The NPCs score 2 Fame Points and the score is now 7-6 in their favor. They were the first to reach 7 Fame Points, so you draw a new Event card now, and then resolve any events that trigger at end of round (including the one you just drew, if appropriate). Then, you start your next turn.
Missions That Target Players
In solo play, missions that target players (e.g. Thief, Assassin, etc.) target the Scoundrel/Enforcer/Merchant NPCs instead. When those NPCs enter play, the solo player chooses where the NPC "sits" in player order, which then allows the player to treat those NPCs as other players for purposes of missions. Missions can never target the player themselves, the Sellsword, or the Space Station.
If only one of the Scoundrel/Enforcer/Merchant is in play, missions that target the second player to the left or right cannot be completed; such missions require at least two of the key NPCs to be in play.
When performing the mission objective action (i.e. turning a mission face up), check for the correct NPC target at that moment. If an NPC later enters the game, the new seating order only applies to mission objectives that have not yet been completed (i.e. only face-down missions).
Draw Missions
Each time you take the Draw Missions action in solo play, you may look at the missions immediately and keep the appropriate number based on your available mission slots (instead of waiting until your turn is over in multiplayer). You may also choose to wait until the end of your turn, if you prefer.
Campaign Mode
For a truly epic solo experience, you may play in Campaign Mode, which involves playing multiple solo games in a series and getting upgrades over time. Modify the solo rules as follows:
Campaign Setup
Hard mode is recommended for campaigns.
You can only pick a Tier 1 ship that you haven't used this campaign, unless you've already used all the Tier 1 ships. In that case, you can only pick from ships you've used once, etc.
After setup and before starting your first turn, choose a goal card (see below) that you haven't completed this campaign. You may complete the goals in whatever order you choose.
Ship Upgrades
When upgrading your ship, you can only upgrade to a ship that you haven't used this campaign, unless you've already used every ship of that tier. In that case, you can only upgrade to a ship you've used once, etc.
Game End
After each game (win or loss), choose 1 campaign upgrade (see below). These apply for the rest of the campaign.
If you win the game AND meet the conditions of the goal, then you also earn the reward for that goal, which can be used for the rest of the campaign. You complete each goal exactly once per campaign. If you fail a goal (either by losing the game or reaching the Fame Points threshold without fulfilling the special rules of that goal), you must attempt that goal again later in the campaign, though not necessarily next game.
Campaign End
You successfully complete the campaign after you complete the last goal! There are 10 goals in the first solo campaign. Your final campaign score is the total of the point differential for each of your victories, minus 3 for each game that you didn't complete a goal. Completing the campaign at all should be cause for celebration, but if you want to compare your results, visit: http://faroffgames.com/xia/solo
Example: A game that you win 12-7 contributes +5 to your campaign score. Total the point differential for each game you won, which should always be exactly 10 wins in the first campaign. A game that you lose (regardless of the final score) subtracts 3 from your campaign score. Track your scores in the Campaign Log on the last page of this rulebook.
Goal Cards
Each campaign goal card includes:
- Name and Fame Point limit: Depending on the goal you choose, the Fame Point limit will vary.
- Special Rules: These modify the normal rules of the game and generally restrict how you must complete the goal.
- Reward: Once you complete a goal, you may use the reward in all future games of the campaign.
Note: You pick which goal card you want to attempt after setup is complete, before starting your first turn.
Campaign Upgrades
After each game (win or loss) in campaign mode, you earn an upgrade, which applies for the rest of the campaign. You may take any of the Tier 1 upgrades at any time. To take a Tier 2 upgrade, you must have the appropriate Tier 1 upgrade from a previous game. To take a Tier 3 upgrade, you must have the appropriate Tier 2 upgrade.
- +1 to each Engine use: Add +1 to each engine activation, possibly exceeding the maximum value for that engine. This upgrade improves to +3 or +5 in later tiers.
- +1 to each Shield, Missile, and Blaster use: Add +1 to each activation of a shield, missile, or blaster, possibly exceeding the maximum for that outfit. This upgrade improves to +3 or +5 in later tiers.
- +3 Impulse: Your ship's impulse is treated as 3 higher than usual. At tier 2, this upgrade also gives you a new action that you can take once per turn, to either Heal 1 damage or gain 1 energy. At tier 3, the action improves to a minor action that you can use twice per turn. Note: You can use minor actions even when stranded.
- +3 to all Mission rolls: Any time you roll for a mission result, you may add 3 (max 20). At tier 2, this upgrade also changes Mission Objective and Mission Complete actions into minor actions. At tier 3, this upgrade also allows you to take the Scan actions from anywhere on the sector; choose the edge symbol where you want to Scan, spend 1 energy, then reveal the new sector normally.
- 8 energy Re-arm action: Once per turn as an action, you may spend 8 energy to re-arm one of your used markers during your Action Phase. This upgrade improves to 5 energy cost or 1 energy cost in later tiers.
- Tier 1 and 2 ship abilities cost 0 energy: Any time you use a Tier 1 or 2 ship ability, it costs 0 energy. This upgrade improves to Tier 3 ship abilities also being free, as well as giving a 2,000% discount to Tier 3 ships. This upgrade further improves to allow you to upgrade a Tier 3 ship into a Tier 1 ship (for the price listed on the Tier 1 ship mat), which earns you a Fame Point as normal. You retain the Tier 3 ship ability and gain a second Tier 1 ship ability. The new Tier 1 ship can upgrade into Tier 2 as normal, and you can continue ship upgrades as long as you have the % to spend. Note: You can only upgrade to ships that you haven't used yet in the campaign. If you've used all the ships of that tier at least once, then only upgrade to ships that you've used exactly 1 time, etc.
Example: You have all 3 tiers of the upgrade above. You have a Tier 3 ship and 13,000%. During your Business Phase, you upgrade your ship 4 times (to Tier 1, then 2, then 3, then 1). You spend 1,000% + 5,000% + 6,000% + 1,000% and earn 4 Fame Points. You now have a Tier 1 ship, three Tier 1 ship abilities, two Tier 2 ship abilities, two Tier 3 ship abilities, and all the abilities cost 0 energy to use. Each time you upgraded, you picked a ship you hadn't used yet this campaign, and now those ships are considered used.
- +1 Cargo Cube from supply when taking the Buy action: Twice per turn, when you take a Buy action, gain an additional cargo cube from the supply of a type bought. At tier 2, you also get +1,000% once per turn when you Sell. At tier 3, you start the game with +2,000%.
Quick Reference
The expansion's Quick Reference page restates much of the base game's turn structure and icons. The entries below are the ones that the expansion's own rules add or change.
- Explore: Trade in 2 Exploration Tokens for 1 Fame Point.
- Complete Missions: Each Mission you complete is worth 1 Fame Point.
- Combat: Destroying another ship earns you Fame Points: Tier I Ships are 1 Fame Point; Tier II Ships are 2 Fame Points; Tier III Ships are 3 Fame Points.
- Trade: Sell all the Cargo Cubes that location will buy (minimum 2) - receive 1 Fame Point.
- Ships: Purchasing a new ship earns you 1 Fame Point.
- Wealth: You may purchase 1 Fame Point for 5,000%.
- Kindness: Rescue a stranded player - By giving Energy to a Stranded player you receive 1 Fame Point.
- Titles: Complete Title Objectives and earn the Fame Points that accompany it.
- Luck: Earn 1 Fame Point whenever you roll a natural 20 on a d20.
- Events: Some Event cards grant Fame Points as rewards.
- Relics: You can choose 1 Fame Point as a reward when you Sift Relic Tokens.
- Business Phase - Buy Outfits: Small: 1,000%; Medium: 2,000%; Large: 3,000%. Sell Outfits: Small: 1,000%; Medium: 1,000%; Large: 2,000%.