Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

Complete Rules for Galactic Empires (Primary)

3 views
Skip to first unread message

John Hammer

unread,
Dec 12, 1994, 9:50:29 PM12/12/94
to
GALACTIC EMPIRES
The Science Fiction Trading Card Game

Galactic Empires is a trademark of Companion Games.
All cards & rules are Copyright ) 1994 Companion Games.

The art of Josepha Haveman is copyright Wayzata Technologies and is found
on the CD Space, Time & Art.

The art for the Economic Crisis card is Copyright ) Aris Multimedia
Entertainment, Inc. 1991-3.

Companion Games can be reached by
Calling: Writing:
1-800-49-GAMES (orders only) Companion Games
1-607-652-9038 P.O. Box 392
Fax: 1-607-652-9021 Stamford, NY 12167
Email: Compa...@aol.com

DESIGN CREDITS:
Concept & Layout & Design: C. Henry Schulte
Rules written by: John M. Hammer, C. Henry Schulte
Companion Games Design Staff: Richard Rausch, John Rigley Sr, Mark Galasso
Introductory Edition Playtesting & Card Editing: Carolyn Edwards, John
Rigley Jr, John Stevens, Donald Clarke, David Cheng, David Angus
Primary Edition Playtesting and Suggestions: Richard Van Alstyne, Alan
Gopin, Dave Morgan, Tony Medici, Bill Neumann, Jack Nelson, Vince Bieksha,
Nick Sauer, Dave Van Clief, Donald Clarke, John Barbiero, Jack Everett, Ted
Peer, Bill Rakowski, David Harkcom, Chris Harkcom

ART CREDITS:
Art Directors: Richard J. Rausch, Edward P. Beard Jr
Cover Artists: Gary A. Kalin, Mark Poole, Douglas Chaffee
Card Artists: Gary A. Kalin, Edward P. Beard Jr, Mark Poole, Josepha
Haveman (from the CD Space, Time & Art), Ryan C. Gable, Melissa Benson,
Lawrence Allen Williams, Gregg Glymph, Ron Rousselle II, Paul "Prof"
Herbert, Alex Keating, Ralph Pecchia, Ben Peck, Ted Beargeon, Doug Savage,
Nivard, Christina Wald, April Lee, Gary A. Kalin, Ne'ne' Tina A. Thomas,
Robert A. Kraus, Douglas Chaffee, Mitchell Davidson Bentley, Cline A.
Siegenthaler, Susan Van Camp, Douglas Shuler, Michael Trapp, John D. Matson,
Randy 'Tarkas" Hoar, Jay Muchhala, Shawn Parrack, Dan Gilman, Leslie Rigley,
Beth Fay, Cynthia A Mannino, Richard A. Rausch and C. Henry Schulte

SPECIAL THANKS:
Edward P. Beard Jr & Destiny Productions

INSPIRATION: Shivaun Schulte, Taylor Schulte, Madison Schulte

INTRODUCTION TO BACKGROUND:
On the far side of the galaxy, a number of galactic empires are
fighting for supremacy and survival. These empires include numerous races
from many different star systems. Each has developed faster-than-light
space flight and starships with which to explore and conquer the galaxy and
defend their territory. Galactic Empires is your chance to represent the
empire of your choice in a battle of wills and wits with a representative of
another empire.

INTRODUCTION TO GAME MECHANICS:
Galactic Empires is a trading card game revolving around the
starship combat of several galactic empires. Each player uses his own deck
of cards which he has stocked with those cards he wishes to use for that
game. Rules limit the number and types of cards that a player may use to
stock his deck for a game. New cards can be obtained by trade, purchase,
and winning games.
Players use terrain cards to generate energy, supply, and
ammunition for the starships and other assets in their fleets. A fleet can
score damage each turn equal to its number of weapons (if they are all
active and armed). A starship or other asset can absorb damage equal to its
defense factor (usually shields) plus its strength before being destroyed.
Once all of a player's starships are destroyed, enemy players may attack
that player's Sector Headquarters (Sector HQ). When a player's sector
headquarters is destroyed, he is eliminated from play. Play continues until
only one player remains.

BASIC SET:
This Basic Set which you have purchased includes 55 cards and this
rules booklet. 5 of the cards are random; the other 50 are a carefully
selected set. The two galactic empires represented in this Basic Set are
either the Krebiz Capitalist Alliance and the Argonian First Republic or the
Corporate Aggressors and the Mechad Holdfast. In addition, you might find
Bolaar Pirates, Vektrean Mercenaries, Indirigan Nomads, and Space Dragons
among your 5 random cards.
Expansion Packs add new empires, more pirates and mercenaries,
ships, bases, terrain, and other types of cards. While more and different
cards make the game more interesting and fun, it is not necessary to have a
large or varied collection to be able to play competitively. Multi-player
games are possible with only a single Basic Set of cards using the Basic
Game rules.

THE BASIC GAME:
Basic Game allows players to share one deck instead of each having
one of their own. All the rules below assume that a Basic Game is in
progress unless noted otherwise. Any additional rules, or rules which
change when playing a Standard Game or one of the other playing structures
defined later are noted within the specific rules for that playing structure.

Basic Game Sequence of Play:

Create the Deck: The deck may be formed from any cards as desired by the
players. A Basic Game may be played with as few as the 55 cards included in
Basic Set, or with hundreds of cards in the deck. It is recommended that
there be at least 25 cards for each player in the game. It is further
recommended that only one player's cards be used in a Basic Game so that
cards owned by different players do not become confused.

Deal Starting Hands: Each player begins with a hand of nine cards dealt
from the top of the deck.

Complete Turn: A complete turn is one player turn for each player, i.e.
once around the table.

Player Turns: The player who owns the cards used to stock the deck has the
first player turn. Play proceeds in a clockwise direction from that first
player. Each player turn includes the following steps:

Player Turn Sequence:
1 - Point Allocation Phase
Terrain and some other cards produce Energy Points, Supply Points,
Ammunition Points, Research Points, Repair Points, and Economy Points (which
can be used as any of the previous five types). These points are
distributed to ships and other units as desired by the owning player.
A unit which does not receive all needed Energy and Supply (and
possible other points) is considered to be Disengaged, i.e. it may not
operate during that entire turn. A Disengaged unit may be damaged by other
players but may not perform any action. Equipment and crew cards on that
unit may not perform any action and most functions are suspended.
Only a unit which will receive all necessary Energy and Supply may
receive Ammunition.
2 - Engagement Phase
Ships and bases which received all necessary Energy and Supply are
considered Engaged and are placed in a vertical position. All others are
considered Disengaged and are placed in a horizontal position to indicate
this.
All shields regenerate one point during this phase, i.e. one damage
point is removed from each ship with damaged shields in the player's fleet.
Ships with locations (such as freighters and tugs played on
terrain) can change locations at this time.
3 - Play Cards Phase A
A player may play a maximum of three cards during each of his
turns. A player has an opportunity to play cards both before and after
firing his weapons, and some cards may be played while weapons are being
fired. Cards with functions (mostly equipment cards) and cards that cause
damage (such as hazard cards and monster cards played on previous turns) may
be operated here in Step 3 or in Step 5 below.
4 - Weapons Fire Phase
a - Allocate damage to a single target from any number of units or
other cards able to fire weapons.
b - Target player may play cards in reaction.
c - Firing player may play cards that modify the effect of the
target player's reaction card, if any.
d - Resolve the effects of fire, i.e. target destroyed or damaged,
etc.
e - Repeat the above sequence, allocating damage to new targets
until there are no more targets or there are no more weapons to fire. A
single target (card or stack of cards) may have damage allocated to it only
once during a single player's Weapons Fire Phase.
5 - Play Cards Phase B
Only three cards may be played during a single player turn. Cards
played during Play Cards Phase A and during the Weapons Fire Phase count
against this limit and may prevent any cards from being played during this
phase. Cards with functions (mostly equipment cards) not operated in Step 3
above may be operated now.
6 - Discard Cards Phase
The player has the option to use his remaining unused card plays to
discard cards from his hand. A player is never required to discard cards
from his hand.
Also at this time, a player may discard any number of cards from
his active fleet (the cards already in play) without restriction. This
"self-destruct" order removes those cards from play and puts them in the
discard pile.
7 - Draw Cards Phase
If the player has nine or fewer cards in his hand, he may draw two
cards from the deck. If a player has ten or eleven cards in his hand, he
may draw one card from the deck. If a player has twelve or more cards in
his hand, he may not draw any cards from the deck. A player is never
required to draw cards from the deck.
8 - End Turn Phase
Play proceeds with the next player turn, clockwise from the current
player.

--->> Place card layout diagram here. <<---

DISCARD PILE
Cards placed in the discard pile must remain in the order in which
they are discarded. Although this usually won't matter, some cards require
a search through or removal from the discard pile, and so the cards should
not be disordered until they must be reshuffled.

PLAYING REACTION CARDS:
Cards designated with an 'R' may be played in reaction to other
player's actions. Cards played in reaction do not count against a player's
three card per turn limit when played during another player's turn. A card
which can be played in reaction but which is played during the owning
player's turn is a standard card play and DOES count against that player's
three card play limit.
Reaction cards may, generally, be played at any time during another
player's turn. Reaction card play during an opposing player's Weapons Fire
Phase is limited to a designated time (see 4b above).
A reaction card may only be played in reaction mode if one of its
functions is used the instant it is played. A reaction card cannot be
played in reaction mode if this condition cannot be satisfied.

SHIPS AND BASES ARE PLAYED DISENGAGED:
All ship and base cards are played in the Disengaged position.
Note that since point allocation is the first phase of the player turn, most
ships played during a player turn would have to be played in Disengaged
position anyway since they will not have had any points allocated to them.
Equipment played on Engaged units may be used during the turn they are
played unless they require energy or some other points to function. If an
equipment or other card does require points to function, that card must be
in play during the Allocation Phase in order to receive its needed points
and be Engaged. Note: While not played in the Disengaged position, terrain
cards do not provide points until the turn after they are played because of
the sequence of play.

EFFECTS OF BEING DISENGAGED:
A Disengaged ship or base may not take any action, nor may any
equipment or crew associated with that ship or base take any action (except
as may be noted on its card). However, it still blocks damage to the Sector
HQ, its shields and other defenses still function (unless they require
energy or supply), cards may be played on it, opponents may score weapons
damage on it, etc.

RESTRICTIONS ON CARD PLAY, TURNS 1 AND 2:
Turn One Restrictions - Only terrain cards may be played to the
active fleet during the first turn. Reserve fleet card plays may be made
freely within the rules.
Turn Two Restrictions - A maximum of one ship or base may be played
to the active fleet during the second turn. No other limits (except for the
other rules) apply to cards played on turn two.

CREATING THE ACTIVE FLEET:
On his turn, each player places from 0 to 3 cards down in front of
himself. These cards are called his 'active fleet'. A fleet may consist of
terrain, ships, bases, crew, equipment, and sometimes other cards.

USE ONLY ONE MAJOR EMPIRE'S SHIPS AT A TIME:
Only one major empire's ships may form a player's fleet at any one
time. Therefore, if a player has a Krebiz ship in play, he may not play an
Argonian, Corporate, or Mechad ship into his fleet even if he has a ship of
one of those empires in his hand.
A player may always play a minor empire ship (Bolaar Pirate or
other pirate, Vektrean Mercenary, Indirigan Nomad, Space Dragon) or a
generic ship or base card into his fleet without regard to the empire of
other ships already played into his fleet.

COMMAND POINTS:
Each player automatically generates a number of command points
equal to the number of players that started the game. Therefore, each
player may have a number of ship cards and base cards (combined) in play
(whether Engaged or Disengaged) equal to the number of players at the start
of the game. For instance, if there are four players then each player may
have up to four ship and/or base cards in play at any given time. If a
player has a fifth ship in his hand, he may not play it until the turn after
one of his current ships is destroyed, he plays a card that generates
command points (see below), or he self-destructs one of his ships or bases
(and discards it).
If one of the players is eliminated (by the scoring of 25 points on
his Sector HQ or his voluntary withdrawal) the remaining players are still
allowed a number of ship and base cards equal to the original number of
players.

THE MAJOR EMPIRES-

ARGONIANS:
The Argonians are a race of gaseous beings; they can assume
semi-solid form. Their ships conform to the standard rules without
exception.

KREBIZ:
The Krebiz appear similar to man-size hermit crabs.
Krebiz ship cards are a partial exception to the Command Points
rule. A Krebiz cruiser with a capsule played on it counts as one ship for
the purposes of this rule. If a capsule or cruiser is played by itself then
it counts as 1 ship all by itself.
Neither component of a Krebiz ship which consists of a combined
cruiser and capsule is destroyed until it absorbs an amount of damage
sufficient to destroy the entire combination - - - at which time both
components are destroyed simultaneously.
A player may play a cruiser and capsule at the same time as a
single ship. This counts as the play of only one card for purposes of the
three card per turn limit, even though this one ship actually consists of
two cards.
A capsule may be played onto a previously played cruiser. A
cruiser may be played onto a previously played capsule. When this happens,
the two cards are immediately combined to form a single ship. Once
combined, the two components can only be separated on the owning player's
turn.
Separating the two components requires one card play to complete
even though no card is actually played. Any accompanying cards, friendly or
enemy, can be placed on the cruiser or capsule in any combination at the
Krebiz player's option. Damage may be placed on the cruiser or capsule in
any combination at the Krebiz player's option, however shield damage must
remain shield damage and structural damage must remain structural damage.
Furthermore, damage may not be divided so as to destroy either the cruiser
or the capsule. The two cards cannot be separated if there are no available
command points.
If a previously played cruiser or capsule is Engaged and a cruiser
or capsule is played onto it during a card play phase, the combination is
fully Engaged but the component that has just been played may not fire any
of its weapons. The component that was Engaged during the Engagement Phase
may fire its weapons. All crew and equipment cards on the combination will
function normally.
Two components that have been separated may be recombined on any
subsequent turn (but NOT on the turn they were separated). Combination of a
cruiser and capsule both already in the active fleet requires a card play,
even though no card is actually played.
A cruiser and capsule combination may receive a number of supply
and/or energy points sufficient to Engage only one component of the
combination. During a card play phase of that turn, the components must be
separated as defined above and the one component that received enough supply
and/or energy may be immediately Engaged at that time, outside the
Engagement Phase.
A cruiser can be attached to only one capsule at a time. A capsule
can be attached to only one cruiser at a time.

CORPORATE AGGRESSORS:
The Corporation was a mega-corporation performing many operations
for the Indirigans before the latter became space nomads. When the
Indirigans abandoned their planets, the Corporation seized control of
several planetary systems within the newly formed Free Trade Zone. It was
the first time that a business operated as a galactic government. Many
different humanoid and alien beings work for the Corporation.
Corporate ships use variable plasma as their heavy weapon, usually
abbreviated variplaz. Each variplaz requires 1 ammo point to function and
will do a number of damage points equal to the number of energy points
allocated to that variplaz. All the damage points from a single variplaz
must be scored on the same target. The maximum energy that may be allocated
to a variplaz is noted on each ship card.

MECHAD HOLDFAST:
The Mechad originate from a solitary planet orbiting a double star
near the edge of the galaxy. Their homeworld is an extremely mechanized
society where machines control every process.
Mechad ships use an electromagnetic field (EMF) defense instead of
shields. The EMF has a strength equal to the number of nodes multiplied by
the number of energy points allocated to the EMF. Note that most Mechad
ships have only one node, and so the field strength will usually be equal to
the number of energy points applied to the node. The maximum strength of
the electromagnetic field is twice the strength of the ship; any energy
applied in excess of this amount is wasted. A Mechad ship which is
Disengaged has a field strength equal to the strength of the ship (the rated
strength on the card, not the current strength due to damage or other
factors) and may not have any energy applied to change this value. The
electromagnetic field may not be repaired; it must be re-energized from
scratch during each Allocation Phase. Shield refits may not be applied to
Mechad ships. The electromagnetic field will not block the function of
transporters. The EMF is treated the same as shields except as defined
above.
The Mechad use subspace whips instead of phasers. However,
subspace whips are treated exactly the same as phasers. For instance,
phaser refits applied to Mechad ships will add whip points instead of phaser
points, etc. The term subspace whip is used on Mechad ships mostly for the
purpose of adding a little flavor to their ship cards.
Some Mechad ships have a distortion cannon as a heavy weapon in
addition to or in place of their more common TRAM (trans-warp missile) heavy
weapons. Each distortion cannon will do 1 point of damage to every ship,
base, dragon, and free-flying shuttle or fighter in the fleet of one
opponent, and will also score 1 point of damage against all monsters
controlled by that opponent. The distortion cannon does not affect terrain
cards, hazard cards, or the Sector HQ. The distortion cannon can be used
against monsters in play against a friendly fleet, even the Mechad's own
fleet; in this case, 1 point of damage is scored against every hostile
monster in play against that fleet.

THE MINOR EMPIRES-

BOLAAR PIRATES AND VEKTREAN MERCENARIES:
Bolaar Pirates and Vektrean Mercenaries are lesser empires which
hire out their ships for use by the other empires. They are known for
adapting all kinds of equipment and technology for their own use. The
Bolaar or Vektreans could be used as a major empire by simply stocking a
deck with either Bolaar or Vektrean ships.
Bolaar and Vektrean ships (but not other pirate and mercenary
ships) may use foreign technology cards without any restrictions. In
addition, an exclusive technology card may be used on a Bolaar or Vektrean
ship if that ship possesses a card that would otherwise provide the ability
to use a foreign technology card.

INDIRIGAN NOMADS:
The Indirigan Nomads are wandering tribes of spacefarers. They
live exclusively on their starships. These ships represent a wandering
tribe which has temporarily aligned itself with an empire. All Indirigan
ships in a player's deck are a single tribe. Each player who has Indirigan
ships in his deck represents a different tribe.
Most Indirigan ship cards state that during a player's Fire Phase,
Indirigan ships in all opponent fleets must be destroyed before that
Indirigan ship may fire at bases or non-Indirigan ships. This card rule
does not apply to a player who is using the Indirigans as the major empire
of his deck.

THE SPACE DRAGON EMPIRE:
Space dragons come in two varieties. The first is M monster cards
and the second is D dragon cards. The M dragons are marginally intelligent
males and are not treated as part of the Dragon Empire. The D dragons are
highly evolved and social females. D dragons are a minor empire and may be
used as the major empire of a deck if desired, just as may any other minor
empire.
D dragons are treated exactly the same as ships, except no
equipment cards, crew cards, or occurrence cards may be played on them or to
them. Any other card or effect that applies to ships may apply to dragons.
D dragons may damage an opponent's Sector HQ, and they prevent other players
from firing on their Sector HQ.
Dragons do not have shields and usually do not have any similar
defenses. They are destroyed when they absorb damage equal to their
strength. Unlike M dragons, D dragons cannot be damaged by research points.
A D dragon can have both breath weapons and the ability to score
physical damage. Breath weapon damage is treated like heavy weapon damage,
and so requires ammo points to operate just like any other heavy weapon.
Physical damage points are treated exactly the same as phasers, and may be
used as long as the dragon has received all the points needed to Engage it.
Dragons cannot be repaired with repair points. However, repair
points designated on a card as healing points (generated by some dragons and
some other cards) may be applied to "repair" dragons. These healing points
may also be used to repair friendly monsters unless that monster's card
states that it cannot be repaired.

MINOR EMPIRE COMMAND RATING BONUS:
One Bolaar Pirate, or one Vektrean Mercenary, or one Indirigan
Nomad, or one Space Dragon, or one other pirate, mercenary or other minor
empire ship does not count against the command rating limit. However, if
that minor empire is being used as the major empire of the player's deck,
then all ships of that minor empire will count against the command rating
limit.

HOW LONG CARDS REMAIN IN PLAY:
Once played, cards remain in use (except single use cards which
state they are discarded) until the actions of another player cause them to
be removed from play and discarded (firing weapons, effects of occurrence
cards, etc.).
Equipment cards and crew cards played on ships or bases become part
of that ship or base and are not removed from play until the ship or base is
removed or a special card rule specifically states that the card is to be
removed.
Note: If all of a player's terrain cards have been destroyed, his
remaining cards remain in play even though it is unlikely that they could be
Engaged.

REMOVAL OF CARDS FROM PLAY:
Cards are removed from play by a variety of means. Some cards are
instant and after applying their effects are immediately discarded. Some
cards last a specific amount of turns and are discarded after that many
turns have elapsed. Cards which are removed when their duration expires are
removed during the owner's Engagement Phase.
Terrain, ship, and base cards are not discarded until they have
been destroyed by the appropriate amount of damage points. Monster cards
are discarded after they have sustained the appropriate amount of damage or
research points. Crew and equipment cards are discarded when the ship on
which they are played is destroyed. There are several means by which these
cards can be saved (transporters, etc.). They could be removed from play
earlier by several other means.
Cards may be discarded from a player's active fleet during the
Discard Cards Phase without restriction.

PLAYING ON YOURSELF/OPPONENT:
Unless a card specifically prohibits it, a card may be played onto
your fleet or your opponent's fleet at your discretion. However, a card may
only be played INTO your own fleet, i.e. all ships, bases, equipment, crew,
etc. may not be played into an opponent's fleet unless that card says that
it may. For instance, it is not possible to play a ship into your
opponent's fleet, but you may play a time warp on either your opponent or
yourself. Generally, it is best to play useful cards on yourself and
negative cards on your opponent. Occasionally a situation might present
itself where you will wish to do otherwise.
Cards may not be played on a Sector HQ unless the card specifically
permits it.

CARDS HAVE RULES:
Most of the cards have rules defined on them. The rules on the
cards may contradict the rules contained herein. In that event, the rules
on the cards take precedence.

RUNNING OUT OF CARDS:
When the deck is exhausted, the discards are shuffled and put back
into play as a new deck. This may be repeated as often as necessary until
the game concludes. Reshuffling only occurs in Basic Game.

ALLOCATING WEAPONS DAMAGE TO TARGETS:
Players allocate their weapons fire to targets one target at a
time. An individual ship from a player's fleet may fire all of its weapons
at one target or may split its fire among several targets. A unit is
eliminated from play and placed in the discard pile along with all its
equipment and crew cards as soon as it receives enough damage points to
destroy it.
The firing player designates a target, and further designates how
many damage points are being applied to the target, which units from his
fleet are firing, and which weapons they are firing. The player who owns
the target may play cards in reaction after this fire is allocated. The
firing player may then play a card which modifies the target player's
reaction card (if any) but only if he has not already played three cards
during this player turn.
Note that players may use weapons fire to help an opponent if they
so desire, for example, firing on a monster played against an opponent.

DAMAGE FROM WEAPONS FIRE:
All weapons do one point of damage each unless otherwise noted.
Only heavy weapons may damage terrain. Any weapons (except the Mechad
distortion cannon) may damage the Sector HQ.

DAMAGING THE SECTOR HQ:
The Sector HQ may take damage only if no friendly ships are in
play; bases will not protect the Sector HQ. Any weapon (from a ship or
equipment on a ship) may score damage on the Sector HQ. Bases cannot fire
weapons at, or score damage to, the Sector HQ. A Sector HQ is destroyed by
the 25th damage point applied against it. Some cards can damage the Sector
HQ.

HOW TO WIN / The Sector Headquarters:
The objective of the game is to destroy each opponent's Sector HQ.
This is accomplished by causing 25 points of damage. Sector HQ damage
cannot be repaired (except by use of special cards). There is no card
representing the Sector HQ.
A player must first destroy all of an opponent's ships in play
(including those which are Disengaged) before firing at and damaging the
Sector HQ. Only ship cards (not bases, terrain, or monsters) can prevent
weapons fire at the Sector HQ. Only ship cards (not bases, terrain, or
monsters, but including shuttles, fighters, and other equipment associated
with a ship) can fire at the Sector HQ. All weapon types (except the Mechad
distortion cannon) can score damage on the Sector HQ.
Once an opponent has sustained 25 points of damage to his Sector HQ
he removes himself from play. The remaining players continue until only one
remains. The last remaining player is the winner.

VICTORY CELEBRATION:
If a player destroys another player's Sector HQ, that player may
immediately draw one or two cards from the deck to add to his hand. (It's
amazing what your civilians will do for you when you are winning the war.)
He is not required to draw any cards. These cards may be drawn even if the
player has 12 or more cards in his hand.

UNRESOLVED INTERACTIONS:
Occasionally, an interaction between two or more cards might become
difficult to resolve. This is extremely rare and even if it occurs players
should be able to come to an agreement about how to resolve the interaction.
If there are more than two players the question is resolved by vote and
play continues as usual (resolve ties with a die roll). If there are only
two players in the game and an agreement cannot be reached, resolve the
disagreement with a die roll.
Unresolved interactions will be formally resolved in the Galactic
Empires bimonthly newsletter, GALACTIC INTERCOM. Call Companion Games at
1-800-49-GAMES to receive your free first issue. All subscribers will
receive a card which is exclusively for newsletter subscribers.

FRACTIONS:
Whenever a fraction is generated by the mechanics of the game it is
dropped (not rounded). The rules require that full points are required to
do things. Thus 1/2 a repair point does nothing, 3/4 of a damage point does
not destroy a ship with only one point left, etc. Some cards might make
exceptions to this rule.

KEEPING TRACK OF DAMAGE:
Use small dice (we recommend Koplow's "Little Guys"). If a ship
takes four points of damage place a die on that card with the four showing.
As damage is inflicted and repaired, simply change the number on the die to
reflect the current amount of damage on the ship.
Damage to shields and damage to the ship itself should be tracked
separately by using two different color dice. Dice should also be used to
keep track of research points applied to monsters, current strength of
Mechad electromagnetic fields, etc. Try to be consistent; always use red
dice for damage to ships, bases and monsters, green for shields, white for
research points applied, black for permanent damage, etc.
Dice may also be used to keep track of duration on cards which only
last a specific number of turns.

EXPLANATION OF TERRAIN POINTS:
There are six different types of points generated by terrain. The
representative symbol is given with each. All generated terrain points must
be used on the turn they are produced or they are lost.

m ECONOMY: Economy points are the most useful type of points. They can be
declared and used as supply points, energy points, ammunition points,
research points or repair points. At the beginning of each turn the player
declares what his economy points will be used for. Each economy point may
be used for a different function each turn.
l SUPPLY: Supply points are required by most ships and some bases. If a
ship does not get the required amount of supply points it cannot fire
weapons or operate equipment that turn; it is considered Disengaged. The
only thing it can do is conduct repairs by use of repair points.
X ENERGY: Energy points are also required by most ships and bases before
they can operate equipment or fire weapons. Some equipment cards require
additional energy for their use over and above that required for the ship
itself. The only thing a ship can do without the required energy points is
conduct repairs by use of repair points. An unpowered ship is considered
Disengaged.
n AMMUNITION: Ammunition points are usually required to fire heavy
weapons. The number of heavy weapons is listed at the bottom of each ship
card with ammunition symbols. For example, two symbols indicates two heavy
weapons. If a ship has met its point requirements and will be Engaged, it
can fire its heavy weapons only if it also is supplied with ammunition
points. Each point of ammunition enables one heavy weapon to fire. Heavy
weapons can only be fired once per turn.
q RESEARCH: Research points are used to defeat monster cards, occurrence
cards, and certain types of terrain cards. Each such card defines if and
how to defeat it with research points.
u REPAIR: This type of point is not usually produced by terrain directly,
but can be created with an economy point. Repair points are used to repair
damaged ships and equipment. One repair point repairs one point of damage.
Destroyed ships and equipment cannot be repaired and restored from the
discard pile. The Sector HQ cannot be repaired by repair points. Terrain,
base, ship and equipment cards are the only cards that can be repaired by
repair points. Shield points and structural damage points may be repaired
with repair points. Heavy weapon damage to terrain can be repaired, but
monster, terrain, occurrence and all other damage to terrain cannot be
repaired with repair points.
Some repair points are designated as healing points by a card rule.
Monsters and dragons can be repaired with these special repair points but
these points cannot be used to repair ships, bases, and equipment cards.

OTHER KINDS OF POINTS:
Some cards require, have, or produce other kinds of points.

J COMMAND: Command points allow extra ships or bases to be in play. The
standard rules allow each player 1 ship or base in play per player in the
game (3 players - 3 ships, etc.). Each additional command point allows an
extra ship or base to be in play. EXAMPLE: A captain card has one command
point. In a three player game a player with a captain in play is allowed
four ships in play at one time (instead of the three ships the other players
are allowed). If the captain were removed from play by any means that
player could keep the fourth ship until one was lost, then he too would
again be limited to three ships (those remaining). Please note that a
command point generated by a ship, base, crew, or other card will generate
that point only during the Allocation Phase.
5 DAMAGE: Damage points simply cause one point of damage. They are
usually found at the top of terrain, monster, and occurrence cards that
cause damage. This symbol is used to indicate D dragon physical damage,
although that damage is treated as phaser damage for all other purposes.
G SHIELD: Shield points are found at the top of most ship cards. Shields
always function (even if the ship is not Engaged). Each shield point is
eliminated by one point of damage. After the shields are gone, the ship can
sustain structural damage up to its strength before being destroyed. One
shield point is automatically repaired during the Engagement Phase of a
player's turn; any number may be repaired with Repair Points. EXAMPLE: An
Argonian heavy cruiser has a strength of six and three shield points. If it
takes nine points of damage it is considered destroyed and removed from play
(discarded).
F NODE: Node points are used only on Mechad ships. Energy allocated to
the Mechad ship's electromagnetic field is multiplied by the number of nodes
on that ship to determine the strength of the EMF. The EMF is treated
exactly the same as shields for purposes of defending the ship except it
does not block transports.
; PHASER: Phaser points are found at the bottom of ship cards. The number
of phaser points shown indicates how many phasers or whips the ship has. If
the ship has enough supplies and energy to function it can fire all its
phasers. This costs no extra points of any type. Each phaser can fire once
per turn (on the owning player's turn only, not on other player's turns) and
causes one point of damage. Dragon physical damage is treated the same as
phaser damage.
n HEAVY WEAPON: Heavy weapons are different for each empire. For instance,
the Krebiz use sabots, the Argonians use energy fluxes, and the dragons use
breath weapons. Each heavy weapon requires one Ammunition Point to fire.
Each firing heavy weapon scores one point of damage (exception - variplaz
and distortion cannon). Note: Most heavy weapons can damage terrain while
phasers cannot.

TYPES OF CARDS:

TERRAIN CARDS: Without terrain cards, bases and ships cannot (usually)
operate. All terrain cards have a "T" in the top left corner with a number
representing their strength. A terrain card is destroyed by a number of
points of damage equal to its strength. Thus a 'T5' planet can be destroyed
by 5 points of damage. The only cards which can cause damage to terrain
cards are those cards that specifically state they can cause damage to
terrain. Phasers cannot cause damage to terrain cards; heavy weapons CAN
cause damage to terrain cards. Terrain cards do not block damage to the
Sector HQ.
The function of terrain cards is to provide any of the following:
Economy points, supply points, energy points, ammunition points or research
points. The symbols at the top of the card represent the amount of points
(of each type) the card provides each turn. These points are used to
operate ships and equipment throughout that turn. A player can only operate
a number of ships and systems that he has points to pay for.
Terrain Modifiers: A number of cards modify the point output of
terrain (freighters, tugs, bases etc.). Additive modifiers are not
cumulative; only the greatest modifier is used (i.e. a terrain with two
freighters, +2 economy each, only gets a single +2 modifier).
Multiplicative modifiers are not cumulative; only the greatest modifier is
used (i.e. a terrain with a base station, 2x supply, and a starbase, 3x
supply, only gets the 3x modifier not a 6x). The sole exception is the
Growing Economy card.

SHIP CARDS: There are two basic types of ship cards: Empire cards, and
generic cards. Empire cards have a specific empire written on them such as
Argonian, Krebiz, etc. Generic cards (freighter, tug, etc.) can be used by
any empire. Generic cards do not have an empire stated on them. Both types
of ship cards work as follows:
Ship cards have an 'S' in the upper left corner next to the
strength of the ship. They also have a title at the top and a number of
shield points at the top. The ship is destroyed by a number of points of
damage equaling the shield points plus the strength. EXAMPLE: An Argonian
frigate has a strength of 3 and two shield points. If it takes 5 points of
damage it is considered destroyed and removed from play (discarded). When
damage is applied the shields are always damaged first, then the strength
points.
Ship cards also have several supply and energy (and sometimes
other) symbols at the top. This is the amount of supply and energy required
to operate the ship, its weapons, and equipment for one turn. If these
points are not available from terrain or other sources the ship can only
operate its shields and conduct repairs by use of repair points. Crew cards
played on that ship card can only perform duties which do not require
equipment cards or weapons fire.
Heavy weapons are listed with a number of ammunition points. A
ship must have been allocated all required energy and supply points (and/or
other required points) in order to use its heavy weapons. In addition, each
heavy weapon requires one ammunition point in order to fire. A heavy weapon
will score one point of damage when it fires (exception - variplaz and
distortion cannon). The number of ammunition symbols represents the total
number of heavy weapons on the ship.
If a ship is Engaged it can fire all of its phasers, otherwise it
cannot. Phasers do not require ammunition (or other) points. They cause 1
point of damage each.

LOCATION OF SHIP CARDS: Some ship cards, such as the S2 Fleet Tug and the
S1 Fleet Freighter, modify terrain values when stacked on terrain. Such a
ship does not block damage to the terrain on which it is played nor is the
ship destroyed if the terrain is destroyed. The ship may move to a
different terrain card during the Engagement Phase of a player's turn.
However, equipment cards such as the shuttle or fighter move during a card
play phase as their movement action for that player's turn.

DRAGON CARDS: Dragon cards are designated with a 'D'. Please note that
these are completely different than M dragon cards. D dragon cards are
exactly the same as ship cards except no equipment cards, crew cards, or
occurrence cards may be played on them or to them, nor do effects produced
by such cards affect them. They may protect and damage Sector HQs.

BASE CARDS: Base cards are designated with a 'B'. They are similar to
ship cards except they must be played on top of a terrain card; they cannot
exist independent of terrain. Just as do ship cards, they almost always
require some points in order to fully function. A base card counts against
a player's command limits, just as do ships.
The terrain card on which a base is placed may not be damaged by
weapons fire until the base is destroyed. Cards which score damage directly
on terrain may be used to score damage on a base instead, at the attacking
player's option; and note that a base will not protect a terrain card from
such damage unless the attacking player chooses to attack the base instead
(one exception is the B1 Planetary Shield, which prevents all damage to the
terrain card on which it is played until the base is destroyed). Damage
from a single attack in excess of that needed to destroy the base will score
damage on the terrain if and only if that damage is eligible to score damage
on terrain in addition to damaging the base.

EQUIPMENT CARDS: Equipment cards represent various types of equipment
including transporters, shuttles, tractor beams, etc. They are designated
with an 'E'. Some equipment cards require extra energy or other points to
operate. These are indicated with symbols at the top of the card. Most
equipment cards do not require extra points to operate other than the ship
itself being Engaged. Most equipment cards can only be played on ship or
base cards; an equipment card may not be played on any other type of card
unless a card rule permits it. Once played, equipment cards cannot be moved
to other locations except by means of special cards.
An equipment card cannot operate on a Disengaged ship unless its
function is completely passive, such as a shield refit card. An equipment
card played on an Engaged ship may function immediately.

EMPIRE EQUIPMENT: Some equipment cards can only be used by one empire.
This is defined on the card itself. Generally it is a good idea to remove
these cards if they cannot be used by the empire with which you have stocked
your deck.
Foreign Technology is defined as equipment cards which can only be
used by one or several empires; other empires must have a special card, such
as an engineer, which specifically permits the use of foreign technology
(exception - Bolaar and Vektrean). Exclusive Technology is defined as
equipment cards which can only be used by one or several empires; other
empires may never use these equipment cards (exception - Bolaar and Vektrean
with a card that states it permits the use of foreign technology).

CREW CARDS: Crew cards are designated with a 'C'. They can be played on
base, ship or terrain cards. They usually require no points to operate, but
may need specific equipment cards to perform some functions. Crew cards may
be moved from location to location by means of cards like shuttles or
transporters. Crew cards are generic; any crew card can be used on the ship
of any empire unless the card specifically says otherwise.
Crew cards on a Disengaged ship or base card can only perform
duties which do not require equipment cards and do not require any points.

ABILITY CARDS: Ability cards are designated with an 'A'. Ability cards
modify the characteristics or abilities of dragon cards, equipment cards,
crew cards, and monster cards. Usually, a particular ability card may only
be played on one of the four permitted card types; the ability card will
specify this when necessary.

MONSTER CARDS: Monster cards are designated with an 'M'. Space monsters
are creatures or beings which live in space and often cause damage to
terrain or starships. Monster cards can be played on yourself or an
opponent. Each card defines how the monster works, what damage (if any) it
causes and how it is killed or negated.

HAZARD CARDS: Hazard cards are designated with an 'H'. They are
navigational hazards, usually terrain, that have varying effects on ships
and bases.

OCCURRENCE CARDS: Occurrence cards are designated with an 'O'. An
occurrence is simply an event which may be good or bad and may cause damage
or not. Occurrence cards can be played on yourself or an opponent. Each
card defines how the occurrence works, what damage (if any) it causes and
how it is negated (if that is possible).

LUCK CARDS: Luck cards are somewhat similar to occurrence cards, but deal
more with lucky and unlucky situations. They are designated with an 'L'.

REACTION CARDS: Reaction cards have an 'R' in the top left corner of the
card with the strength and type designations. Thus an R/E2 is a strength
two reaction equipment card. A reaction card is considered to be a card of
the type designated by the other letter on the card for all purposes,
including deck stocking. Reaction cards can be played during another
player's turn at any moment, but only in valid reaction to that other
player's action. Any player can play a reaction card to your reaction card
and you can play another reaction card to his, etc. Precedence is
determined by order of play, the card that was played last having the
greatest precedence. Only cards with an 'R' can be played in reaction mode.
EXAMPLE: A transporter card or a fighter card may be played in reaction
mode to transport crew cards off a ship which is about to be destroyed (the
amount of damage has been determined but the ship has not yet been removed
from play).

NARRATIVE EXAMPLE:
We strongly recommend that novice game players place cards on the
table by following the narrative below. Mimicking Bob and Sue's actions
will give you the feel for game mechanics more quickly. If you do not have
a card that is mentioned below, substitute another card of the same type as
necessary. See also the card play diagram in the centerfold of this booklet.
Bob and Sue are playing a standard game. Each has a deck of cards
and has shuffled, cut and drawn an ante. Sue's ante is higher in strength
and she goes first.
Sue plays a T3 Asteroid Belt. She has no other terrain cards to
play. She has 8 cards in her hand so she draws two cards from her deck.
Bob plays a T4 Small Planet. He also has no other terrain in his
hand. He has 8 cards left in his hand and so he draws two cards, ending the
first complete turn.
Sue plays a T1 Small Moon and a Disengaged S1 Fleet Freighter on
her T4 Small Planet. She draws two cards, ending her turn.
Bob plays a Disengaged B4 Base Station on his T4 Small Planet and
an M1 Small Phaser Eel on Sue's S1 freighter. Sue plays an R/C3 Science
Officer onto her freighter (played vertical on the currently horizontal
freighter card) in reaction to Bob's phaser eel. Bob's turn ends and he
draws two cards.
Sue now allocates her terrain points. The freighter requires one
supply and one energy point. Her two terrain cards provide this easily and
she Engages the freighter by turning the freighter upright. Sue then plays
an E2 Phaser Refit on her freighter. Bob's Sector HQ is vulnerable because
he has no ships in play; his base cannot defend his Sector HQ. She
declares weapons fire on Bob's Sector HQ. The freighter has 2 phasers plus
1 from the refit, for a total of 3. These are not blocked by the phaser eel
because the science officer suspends the hostile effects of monsters. Bob
places a die in front of himself with the 3 showing to represent the damage
to his Sector HQ. Sue now plays her last card, an H2 Ion Storm on Bob's
base. He places a die at the upper right side of the card, near the shield
symbols, with a 2 showing to represent the damage to the base's shields.
Sue draws two cards.
First Bob repairs his one free shield point changing the 2 to a 1.
Bob then allocates his terrain points. His base needs one energy point to
be Engaged and his T4 planet provides one energy point. The planet also
provides one economy point which Bob declares as a repair point, removing
the die from his base. His planet also produces 2 supply points, but Bob
has no use for these points and they are lost. Bob now plays a Disengaged
S4 Indirigan Frigate. He declares weapons fire on Sue's freighter causing 2
points of phaser damage from his B4 Base Station. Bob then plays an E2
Nuclear Mine on Sue's freighter causing 2 more damage points. Sue places a
die near the freighter's shield points with a 4 showing. Bob then ends his
turn by drawing 2 cards.
Sue changes the 4 to a 3 for her one point of shield repair that
turn. She has two economy points left over after maintaining her
freighter's engaged status. She allocates these as repair on her
freighter's shields turning the die to a 1. Sue plays a disengaged S5 Light
Cruiser. She also plays an M3 Shield Fiend on Bob's S4 Indirigan Frigate.
The shield fiend damages all of the frigate's shields and is discarded. Sue
then plays an M4 Space Dragon to the frigate, causing two more points of
damage. Sue then declares weapons fire from her freighter for 2 more damage
points and the frigate is destroyed. The frigate and the space dragon are
discarded. Sue then declares her last point of weapons fire on Bob's Sector
HQ, bringing him to 4 points total.
Play continues in this manner.

GAME STRUCTURES

STANDARD RULES-
The standard rules are those defined previously for the Basic Game
with the following changes:

DECK CONSTRUCTION: Each player will play with his own deck, and must stock
that deck with cards based on the rules given below. During the game, each
player draws only from his own deck and maintains his own discard pile.

Announce Empire: Players may stock their decks with ship cards for only
one major empire. (Note that a minor empire may be used as the major empire
of a deck if desired.) The empire you represent is announced to all the
other players before decks are stocked for the game.

Stocking The Deck: Each player selects which cards he wishes to use after
learning the empire(s) of his opponent(s). Any number of generic ship and
base cards may be used to stock the deck.

Number of Cards: Any number of cards and types of those cards may be used
within the following guidelines:
1- The total deck must consist of between 50 and 150 cards.
2- There are 11 different card types: T, S, D, B, E, C, A, M, H, O, L.
There must be at least five cards of each of 8 different card types. More
than 8 different card types may be used, and the 9th, 10th, and 11th card
types are not restricted by the minimum 5 cards per type rule (therefore, as
few as one card (or even zero cards) of each of the last three card types
may be used).
3- For each card type in the deck there must be a card of each strength up
to the highest strength card of that type in the deck. Example: If a player
wishes to place one or two S6 heavy cruisers in his deck he must also have
at least five other ship cards, one each of strength 1-5. One each of
strength 1-5 is sufficient even if two S6 ships were to be used.
4- Players are allowed three exceptions to rule #3. Example: A player has
an M9 he wishes to use but does not have an M8 or an M7. He can use the M9
as one of the three exceptions to rule #3.
5- Only one exactly identical card of strength 10 or higher may be used,
and no more than 4 cards total of strength 10 or higher may be used. No
more than two exactly identical cards of strength 9, 8, 7, or 6 may be used.
No more than four exactly identical cards of strength 4 or 5 may be used.

Exactly Identical: For purposes of stocking a deck, two cards are defined
as being exactly identical if they have the same card name, card strength,
points needed, and points generated. The pictured image and precise text is
not necessarily the same for exactly identical cards due to possible changes
between print runs and editions of the game.

Using Minor Empire Ships: Players may use a number of minor empire ships
(Bolaar Pirate, Vektrean Mercenary, Indirigan Nomad, Dragon Empire and other
future possibilities) determined by one of the following two formulas. The
player must use the formula which generates the SMALLER number of permitted
minor empire ship cards.
a- A maximum of two minor empire ship cards per player who begins the game
may be stocked in each player's deck. For this purpose, Indirigan ships
count as only 1/2 a ship.
b- A maximum of one minor empire ship card per 4 major empire ship cards
(rounded down) in the deck may be stacked in the player's deck. For this
purpose, Indirigan ships count as only 1/2 a ship.

THE RESERVE FLEET: The reserve fleet is a number of cards which can be
brought into play more or less at will, without having to rely on the luck
of the draw from the deck.

Create the Reserve Fleet: Remove a number of cards from your deck equal to
the number of players in the game. These may be any cards of your choice,
of any type. These cards should be set aside, face down. These cards are
not exposed to the other players until after the ante has been drawn (see
below). This reserve fleet may be brought into play later (see below). The
reserve fleet is not limited to just ship cards. Although these cards are
designated the reserve fleet, they may be of any card type - - - terrain
cards, monster cards, etc.
As a recommended optional rule, reserve fleets may be used even if
all players will be drawing from the same deck in a Basic Game or similar
variation.

Using the Reserve Fleet: Instead of a standard play cards action during
his turn, a player may play a card into his reserve fleet. When a card is
played into the reserve fleet, the player must remove any card of equal or
lower strength from the reserve fleet and place it into his hand. This
action counts as one of the three cards that may be played during a player's
turn. To play this card from the player's hand to his active fleet requires
a second card play.
Note that the reserve fleet will always contain a number of cards
equal to the number of players at the start of the game, since a card must
be played into the reserve fleet in order to remove a card from it for use
in the player's hand.

GETTING STARTED / ANTE: After you have stocked your deck and created your
reserve fleet, shuffle the remaining cards in your deck. Then set it down
in front of you. The player to your left then cuts your deck. After all
decks have been cut each player draws the top card from his deck and exposes
it to all. This card is the ante. The ante from all players is set aside
and not used during the game. The winner of the game gets to keep all of
the ante cards after he has won the game.
Players may wish to 'not play for keeps', returning the ante cards
to their owners after the game is over. This should be made clear before
the ante is exposed to prevent hard feelings. If this is not discussed and
agreed upon before the game begins, the game is not played for keeps. If
the game is not to be played for keeps, the ante card becomes the first card
in each player's discard pile.
After the ante has been drawn, all players expose their reserve
fleets to the other players by placing them face up on the table in an area
designated for the reserve fleet. Care should be used not to confuse the
reserve fleet with the active fleet which will be formed by playing cards.

BEGINNING PLAY: All players draw nine cards from their decks. The player
with the highest strength ante goes first (strength is the number at the top
left corner of the card). The second highest strength ante goes second,
third highest third, etc. Ties are resolved by die roll. It is best for
players to seat themselves in a clockwise rotation around the table in the
order of play.

RUNNING OUT OF CARDS: In the rare case where a player's deck is exhausted
(i.e. all cards are either in play or discarded and none remain in the
player's deck), the player must rely on those cards remaining in his hand
and those already in play. The player does not reshuffle his discard pile.

TOURNAMENT RULES-
The Standard Game rules are used with the following added
conditions:
1- The total deck must consist of between 80 and 120 cards, and no card of
strength 10 or greater is permitted.
2- Ante will not be kept by the winner.
3- In the first round, each game will consist of four players. The last
two surviving players will go on to the next round.
4- In the second round, games consist of four players but only the winner
goes on to the third or final round. A third round would be the same as the
second round if necessary.
5- The finals consist of from three to six finalists.
6- The judge will make calls on any unresolved card interactions.
7a- Players are allowed a maximum of 10 minutes before the game starts to
stock their decks.
7b- A player who is more than five minutes late for the start of a game
will lose one card (drawn at random) from his deck per minute after five
minutes. After fifteen minutes and ten lost cards, the player is eliminated.
8- Judges may modify these rules as they see fit, so long as all
modifications are posted in writing in advance of the event.
9- A judge may look through any player's hand or deck before, during (care
should be used not to disturb the order of the cards), or at the end of any
game.
10- Time Limits-
Game Time Limit: All games have a two hour time limit. When the
time limit is called, finish that complete turn and play one more complete
turn. If no one has won by that time then the player with the least amount
of damage to his Sector HQ wins. If that results in a tie, tally the total
strength points of the ship cards (only) in the fleet of each player
involved in the first place tie - - - the highest total wins.
Player Turn Time Limit: To complete his turn, each player has a
maximum of one minute times the number of players currently in the game.
When this time limit expires, the player ceases his turn but is allowed to
draw cards from his deck. This only needs to be enforced in cases of
obvious stalling.

The 200 POINT CHALLENGE-
The Standard Game rules are used, but each player stocks his deck
with 200 strength points of cards. This may mean the player will have a
select few strong cards or many weak cards. There are no restrictions as to
strengths or quantities of cards chosen, but at least 8 different card types
must be represented with at least 1 card each. This is often a better way
for beginning players to stock their decks.

FREE-FOR-ALL-
Each player may use as many cards of any type or strength to stock
his deck. Any number of ships and other card types may be in play, and the
players are not required to stock their deck with only one empire's ships.
Ships from more than one empire may be in play at the same time. All other
Standard Game rules apply.

THE EGO GAME-
Players may pick and choose any rules or variations they wish, or
even make up their own. The player with the biggest ego, and biggest mouth
(tape measure optional), will control which rules will be used.

THE GAMBLERS-
Players play for keeps. Every five points of damage a player
causes to another player's Sector HQ allows him to draw one card from that
player's deck, keep it, and place it in his hand. At this point the damaged
player also draws one card from his own deck and places it in his own hand.
Any rules can be used. Players are not eliminated by 25 points of Sector HQ
damage, but may play until they just don't want to lose any more cards.
Quitting is only allowed on your own turn before any actions are taken.

EVERYONE PLAYS TO THE END-
In this variation, the winner is the first player to score a total
of 50 points of damage on opponent Sector HQs. This damage may be scored on
one or several Sector HQs. A player is not eliminated from play by the 25th
damage point on his Sector HQ; all players continue to play until one player
accumulates the 50 points needed to win. However, a player who scores the
25th damage point (and each multiple of the 25th damage point) on a player's
Sector HQ gets a two-card victory celebration as per the standard rules.
This variation is best when playing with friends, since no one has
to sit around and watch TV while everyone else continues to have fun with
Galactic Empires just because of a knockout early in the game.

HERE ARE A FEW MORE VARIATIONS TO TRY-
Defenders Shoot Back: Defending units shoot back at one attacking unit when
fired upon. The defending unit may fire back only if it is Disengaged, but
it may fire with all its weapons. This defensive fire may not be made in
reaction to card plays.
Bases Defend Ships: Ships may be stacked with a base. The ship and base
may be fired at and have cards played on them normally. If an opponent
fires at the ship, the base will fire all its weapons (whether Engaged or
not) at one attacking unit. This defensive fire is not made in reaction to
card plays. If the base is attacked, neither it nor the ship gets to fire.
The ship is not destroyed if the base is destroyed.
Restricted Bases: Bases cannot fire at terrain cards or other base cards.
One Target Only: Each ship and base and other cards with weapons may fire
at only one target each turn; all of that unit's weapons damage is applied
to that one target. Several firing units may combine their fire onto a
single target into a single weapons volley as normal, or each firing unit
may fire at a different target.
Disengaged Ships are Out of Play: If a ship is disengaged, it does not
protect the Sector HQ. Games will end much faster this way, and terrain
cards will be even more important than they are under the standar rules.
Border Defense: Weapons fire may only be at players sitting adjacent to
each other. Card plays may be made on any player.
Stack Your Deck: Instead of shuffling your deck before play, put the cards
in the order in which you wish them to be drawn. Do not cut the deck before
play, either. This will eliminate ALL luck from the game - - - even the
ante card can be selected since it will be the first card at the top of the
deck, placed there by the owning player when he determines the stacking of
his deck.

DEFINITION OF TERMS:
Ante - The card offered by each player as a prize for the winning player.
Ante cards can never be used during the game and are set aside. The player
with the highest strength ante goes first, second highest second, etc.
Active Fleet - The cards in play. These cards include cards played on
another player but do not include cards in a player's hand, deck, or reserve
fleet.
Disengaged - Cards which are in play, but are not available for use. These
cards are positioned horizontally.
Captured - A card which is "captured" (usually a crew or equipment card) is
discarded unless a card rule states otherwise.
Destroyed - A card which is "destroyed" is discarded unless a card rule
states otherwise.
EMF - Electromagnetic field, the Mechad defense system similar to shields.
The EMF does not block transporters.
Empire - One galactic empire. Examples include: Krebiz, Argonian, Mechad,
Corporate Aggressors, Indirigan Nomads, Vektrean Mercenaries, Bolaar Pirates
and Space Dragons.
Engaged - Cards which are in play and which can be used. They are
positioned vertically.
Exclusive Technology - Empire technology which cannot be used by other
empires even by engineers or other special cards (exception - Bolaar and
Vektrean ships with engineers or other special cards).
Fleet, Active or Operating - All of the cards belonging to one player that
are in play. Does not include the deck, discard pile, reserve fleet or
those cards in the player's hand.
Foreign Technology - Equipment cards which can be used by only one or
several empires. Special crew cards can permit the use of foreign
technology by the ships of other empires and on bases and generic ships
(Bolaar and Vektrean may use foreign technology on their ships without
restriction).
Generated Points - Points such as supply and energy that terrain and some
other cards produce for the point requirements of other cards or for special
functions. All generated points must be used on the turn they are produced
or they are lost.
Hand - Those cards in the player's hand. There are 9 at the start of a
game. There is no limit as to how many or how few cards a player can have
in his hand.
Health-Affecting Cards - These include such cards as illness, injury,
insanity and plague. As new cards are added to the game, please use your
common sense to define other health-affecting cards.
Illustration - On a card, the art associated with the card.
Illustrator - On a card, the artist who created the art associated with the
card.
Killed - A card which is "killed" (usually a crew card) is discarded unless
a card rule states otherwise.
Major Empire - The major empires at the time this was written are the
Krebiz Capitalist Alliance, Argonian Republic, Corporate Aggressors, and
Mechad Holdfast.
Mercenaries - A one-word term for the Vektrean Mercenaries. Can also refer
to independent mercenaries or some other (as yet unpublished) minor empire
of mercenaries.
Minor Empire - The minor empires at the time this was written are the
Bolaar Pirates, Vektrean Mercenaries, Indirigan Nomads, and Space Dragons.
Name - On a card, the title and alphanumeric designation of that card,
which, along with the type and strength and points, define a card as a
unique card.
Nomads - A one-word term for the Indirigan Nomads.
Notes - On a card, text which does not describe card function in terms of
game mechanics.
Operating Fleet - A synonym for 'Active Fleet' (see above).
Opponent Volley - All the damage points from weapons fire (not card plays)
allocated to a single target at a single time from any number of firing
units or other sources.
Pirates - A one-word term for the Bolaar Pirates. Can also refer to
independent pirate cards or some other (as yet unpublished) minor empire of
pirates.
Point Requirements - The number and type of points that a card needs to be
Engaged or to function.
Reserve Fleet - A number of cards equal to the number of players at the
start of the game set to the side. These cards are selected by each player
before shuffling.
Rules - On a card, the text which describes how a card operates in terms of
game mechanics.
Sector HQ - Each player has a Sector Headquarters. It can sustain 25
points of damage before being destroyed.
Shields - The defensive system on most ships; the Mechad use a slightly
different form of shields called the electromagnetic field, and dragons do
not have any shields.
Strength - On a card, the number in the upper left corner which defines the
relative durability of that card. Strength may also relate to other card
functions.
Strength Damage - Damage applied against the strength points of a card.
Structural Damage - Damage applied against the strength points of a card,
usually a ship or base card, as opposed to damage applied to a unit's
shields.
Terrain Modifier - Additions or subtractions (or other arithmetical
changes) which a card makes to the generated points of a terrain card.
Turn 1 Restrictions - Only terrain cards may be played.
Turn 2 Restrictions - Only one ship or base may be played.
Unit - A base or ship or D dragon. A unit counts against a player's
command limits.
Type - On a card, the letter designation in the upper left corner which
defines the card type.
Weapons - Includes such things as phasers and subspace whips, and heavy
weapons such as sabots and energy fluxes.

GALACTIC INTERCOM:
This bimonthly newsletter discusses tactics, defines card
interactions, presents fiction, gives you prototype cards to playtest and
contains a production schedule. There are examples to help clarify play and
many other articles. Plus get details and win prizes with our card design
contest. Subscribing is the only way to get the B5 Growing Economy card.
It's not available elsewhere and comes free with your subscription. Call
1-800-49-GAMES to subscribe.

[Please note that sinc this is plain ASCII, some of the symbols are in their
ASCII equivalents. To see the proper symbols, convert those characters to
zapf dingbats font.]

KP2 KP2

unread,
Nov 13, 2023, 9:00:56 PM11/13/23
to
cool game it looks like
0 new messages