GALACTIC EMPIRES
The Science Fiction Trading Card
Game
Universe Edition Rulebook Version 2.0
Galactic
Empires is a trademark of Companion Games, Inc.
All cards & rules are
copyright (c) 1994, 1995, 1996 Companion Games, Inc.
Illustrations added for clarity by John@bullington.com
Beginner's Notes: A number of the rules sections have beginner's notes
associated with them. It is recommended that new players follow the suggestions
contained in these beginners notes.
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. Galactic Empires is your chance
to represent the empire of your choice in a battle of wills and wits with
representatives of other empires. Each empire's history is explained later in
this rulebook.
INTRODUCTION TO GAME MECHANICS:
Galactic Empires is a science fiction
collectible trading card game designed for 2 to 12 players. Each player uses his
own deck of cards which he has stocked with the 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 are added within each new expansion.
Each player is vying for control over the same sector of space and has established a Sector Headquarters (Sector HQ) in that sector. Players deploy starships (play cards) in order to protect their Sector HQ and destroy the Sector HQs of their opponents. Terrain is required to produce the supply and energy needed to operate the ships (allocation and engagement). If a player's Sector HQ is destroyed he is no longer capable of controlling his fleet (all his cards are removed from play). Play continues until only one player remains.
CRUCIAL RULES:
The following four rules are the cause of the majority of
rules questions received by Companion Games, Inc. Players who concentrate on
learning these four rules will have a very clear understanding of Galactic
Empires.
CARDS HAVE RULES: This is the most important rule in the game! Most of the
cards have rules defined on them. The rules on the cards may
contradict the
rules contained in this rulebook. In that event, the rules on the cards take
precedence. Most often, reading the cards when an obscure
situation occurs will
resolve the situation.
- Rules on the cards are indicated with a '-'.
- Flavor text does not
have a dash and is not considered rules.
LAST REACTION CARD PLAYED HAS PRECEDENCE: This is the second most important
rule. In a reaction sequence, the most recently
played reaction card will take
its action(s) before previously played reaction cards.
PLAYER TURN SEQUENCE: Players who follow the 7 phases of the player turn
sequence closely during the first few games will learn quickly
and develop a
good insight into tactics. Each turn of Galactic Empires is played in a linear
fashion, one phase at a time. Once a phase is completed
and a player has moved
on to the next phase he cannot return to a previous phase.
LIMIT ON CARD ACTIONS: Cards in play may only perform each of their functions
once per complete turn (from the point of view of the
controlling player).
Additionally, functions of a card used as a reaction may only by used once per
complete turn.
STARTER DECK: Universe Edition Starter Decks include 100 cards and this rulebook. Each starter deck contains a random set of cards, but is ready to play. It contains the specific cards needed to represent one galactic empire.
CARD NOMENCLATURE: Return to the Table of Contents



STANDARD RULES:
PREGAME SETUP:
Each player needs a Universe Edition starter deck to begin play.
Alternatively, tournament legal player designed decks may be used. Beginning
players should use a Universe Edition starter deck each and skip over Deck
Construction. Companion Games, Inc. has already constructed your deck for you.
THE SECTOR HQ CARD:
This card is separated from the deck and set aside. It is only used as a
location for keeping track of damage scored to the Sector HQ. This card is not
required to play, it is just a place to keep score. It does not count as a card
in the deck.
- The Sector HQ cannot be repaired. DECK CONSTRUCTION:
Return
to the Table of Contents - Beginner's Note: skip this section for now and proceed to the Reserve Fleet .
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 DECK EMPIRE: Players may stock their decks with cards from only one
main empire. (Note that a major or minor empire may be used as the main empire
of a deck if desired.) The empire you will stock your deck with 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 from his
collection after learning the empire(s) of his opponent(s). Most players have a
deck ready and merely need to insert several empire specific defensive cards or
simply use their deck as is.
NUMBER OF CARDS AND TYPE: Any number of cards and types of those cards may be
used within the following guidelines:
1- The total deck must consist of at least 40 cards.
2- There are different card types: A, B, C, D, E, F, G, H, I, L, M, N, O, P,
Q, S, T and possibly others (but not R: A reaction card is always considered to
be a card of the type designated by the other letter on the card). There must be
at least 8 different card types in a deck and 5 cards of each of those 8 types.
More than 8 different card types may be used and the 9th and subsequent card
types are not restricted by the minimum 5 cards per type rule (therefore, as few
as one card of each of these card types may be used).
3- For each card type in the deck there must be at least 1 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 more S6 ship cards 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 no matter how many S6 ships were to be used.
4- Players are allowed 3
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. An M8 or another M9 would count as a
second exception, i.e. each card past a gap is an exception. The gap itself is
not considered an exception.
5- STRENGTH LEVELS: USING MAJOR EMPIRE CARDS: As stated in the "announce deck empire" section
above, players may stock their decks with cards from only one main empire.
Empire cards are defined as cards with an empire's name in the card's title as
well as ships, bases, dragons, psys and installations with an empire's color
texture (the art pattern behind the text). Note that other card types with an
empire background must have the empire's name in their title to be considered a
card of that empire.
USING MINOR EMPIRE CARDS: A player may use a maximum of one minor empire card
in their deck for each every 4 cards of the same type that are not a minor
empire card.
- Generic ships stocked in a deck do not count for the purposes of this rule.
THE RESERVE FLEET: Return
to the Table of Contents 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.
CREATING THE RESERVE FLEET: Remove a number of cards of any type from your
deck equal to or less than the number of players at the start of the game. These
may be any cards of any type of your choice selected from the deck. They are set
aside, face down and are not exposed to the other players until after the ante
has been drawn.
- BEGINNER'S RECOMMENDATION Beginner's Note: A T4, S3, T5, S4, R/C4 ... (or
cards which are close in strength to these).
USING THE RESERVE FLEET: As a Card Play, a player may swap a card from his
hand with a card in his reserve fleet. The card placed into the reserve fleet
must be of equal or higher strength then the card removed. The removed card is
placed into the hand. This swap counts as 1 of the Card Plays that a player may
make on his turn. To play this card from the player's hand to his active fleet
requires another second Card Play.
Note that the reserve fleet will always contain a number of cards equal to
the number it contained at the beginning of the game, since a card must be
played into the reserve fleet in order to remove a card from it.
RESERVE FLEET RESTRICTIONS: Cards with the word 'reserve' in the title and
cards which are restricted to one copy per deck (by whatever game rules are
being used) cannot be placed into the reserve fleet at the start of a game.
Cards which are restricted to one copy per deck (by whatever game rules are
being used) cannot be placed into the reserve fleet.
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. Any player may
shuffle your deck. 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. This
card is the ante.
- The player with the highest strength ante goes first. The second highest
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. OPTIONAL RULE: The winner of the game gets to keep all of the ante cards
after he has won the game. In this case, the ante cards are set aside, not
placed into the Discard Piles. All players must agree to use this rule before
play begins.
HOW TO WIN:
The object of the game is to have fun. To win you must be the last remaining
player. Once an opponent has sustained 25 points of damage to his Sector HQ he
is removed from play the game.
When an opponent is removed from play the game, all his cards are removed
from play. Any card played to or against that player is placed on the owner's
Discard Pile unless that card says it can affect multiple fleets or is able to
move to new targets in different fleets.
VICTORY CELEBRATION: Any time a player scores 6 or more points of damage on
another player's Sector HQ with weapons fire, that player may immediately draw 1
card from the deck to add to his hand. (It's amazing what your civilians will do
for you when you are winning the war.).
Players may wish alter the victory conditions so that the first player to
cause 50 points of Sector HQ damage to any Sector HQs wins. This way all players
can play to the end of the game.
BEGINNING PLAY:
- 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 taken not to confuse the reserve fleet with
the active fleet which will be formed by playing cards. TURN DEFINITIONS Complete Turn: A complete turn is from the beginning of a player's turn to
the beginning of their next turn. Players keep track of the duration of their
own cards during their Allocation Phase. A complete turn is one player turn for
each player, i.e. once around the table. For cards with durations a complete
turn starts when the card is played and lasts until the Engagement Phase of the
next turn of the player who played it. When a card uses the word 'turn' it
refers to a complete turn.
Player Turn: The turn of one player only. Each player turn is described below
in the Player Turn Sequence:
PLAYER TURN SEQUENCE:
Return
to the Table of Contents
1 - POINT ALLOCATION PHASE Record Keeping Step: Allocation: Cards which received all point requirements are considered engaged and are
placed in a vertical position in this phase. Cards without point requirements
remain engaged. Cards which did not receive their point requirements are
considered disengaged and are placed in a horizontal position (they cannot
operate).
For the sake of player convenience, the Engagement Phase may be merged with
the Allocation Phase since it is easier to allocate to one card, engage it and
then go on to the next card.
For the sake of player convenience, card may be engaged as points are
allocated to them since it is easier to allocate to one card, engage it and then
go on to the next card.
- A player may play a maximum of 3 cards during his turn. STANDARD TARGETS: The following card types are considered standard targets
and may be fired at with weapons: terrain, ships, dragons, psys, bases,
installations, free flying shuttles and any cards which say they are destroyed
by damage.
a - Declare weapons fire to a single target (card or stack of cards) from any
number of engaged cards in the firing player's fleet with one or more unfired
weapons. This is a weapons volley. A player may only play 3 cards during his player turn. Cards played during an
earlier phase 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.
Engaged cards which did not take their card actions or card damage in Card Play
Phase A may take them now.
- Remaining unused Card Plays may be used to discard cards from the hand.
If the player has 9 or fewer cards in his hand, he may draw 2 cards from the
deck. If he has 10 or 11 cards in his hand, he may draw 1 card from the deck. If
the player has 12 or more cards in his hand, he draws 0 cards from the deck.
- If there are no more cards in the deck the player cannot draw cards, i.e.
the Discard Pile is not reshuffled. Beginner's Note: Galactic Empires is a step-by-step game. Once you do
something, it is too late to go back to an earlier phase in the sequence of play
and do something there. Mistakes happen and you will make mistakes. When
learning it is OK to go back and redo things, but when playing on a competitive
level you will be expected to go on when you make a mistake, sacrificing the
portions of your turn you forgot to use.
CARDS HAVE RULES:
Return
to the Table of Contents This is the most important rule in the game! 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.
DIFFERENT VERSIONS OF THE SAME CARD:
When different versions of the same exactily identical card exist, all
versions play as the most reciently printed version. Cards are considered
exactly identical if they have the same type, strength, and card name (both
above and below the illustration). Vektrean asteroid bases printed as 'T' cards
are considered identical to their 'T/B' version.
RESTRICTIONS ON CARD PLAY, TURNS 1 AND 2: Turn 1 Restrictions: Only terrain cards may be played during the first turn.
Reserve fleet swaps may also be made on turn 1.
Turn 2 Restrictions: Any card types may be played on turn 2 except that a
maximum of 1 ship, base, dragon, installation or psy card may be played to the
active fleet.
Card Locations and
Engaging/Disengaging :Return
to the Table of Contents POSITION OF CARDS PLAYED:
All cards with point requirements (on the card; regardless of modifiers
elsewhere in play) are played in the disengaged position. Cards without point
requirements are played engaged. Cards are not considered to be in play until
after they have been played.
Beginner's Note: Since point allocation is the first phase of the player
turn, those cards with point requirements which were not in play during the
Allocation Phase could not receive any points and therefore could not be engaged
during the Engagement Phase.
EFFECTS OF BEING DISENGAGED: CARD LOCATIONS:
Once a card is played it cannot change location unless a rule on that or
another card causes its location to be changed. Only ships and dragons can
voluntarily change location once each turn during the Record Keeping Step.
TWO OF THE SAME CARD AT THE SAME LOCATION:
If two of the same card (or possibly cards that do the same thing) are played
to the same location, they can both function. Generally, if two or more cards
are affecting a location, all of them will apply. Exception: Terrain modifiers.
THERE-AND-BACK MISSION RULES:
A there-and-back mission is a means for crew cards to assault an opponent
location by transporting to that location with a shuttle, fighter or
transporter, making an attack and transporting back. There-and-back missions are
a 3 step process:
1- TRAVEL THERE: The transport to the target location. - Any of these 3 steps can be reacted to. HOW LONG CARDS REMAIN IN PLAY:
Once played, cards remain in play until the actions of another player cause
them to be removed from play and discarded (firing weapons, effects of
occurrence cards, etc.). Some cards are instant and after applying their effects
are immediately discarded (discarded after use). Some cards last a specific
amount of turns and are discarded after that many turns have elapsed.
- Any card which reaches a strength of ZERO is discarded. DISCARD PILE:
Cards placed in the Discard Pile must remain in the order in which they are
discarded. Some cards require a search through or removal from the Discard Pile
and so the cards should not be disordered. When cards are discarded as a group
they may be placed on the Discard Pile in any order, but once in the Discard
Pile they may not be reorganized. Discard piles may be looked through by any
player at any time.
LIMIT ON CARD ACTIONS:
- Cards may not be played on the
Sector HQ.
- For every 25 cards in the deck, 1 may be a strength
10 card (ex.: 25-49=1; 50-74=2; etc.). Each strength 10 card in the deck must be
a different card.
- No more than 2 exactly identical cards of strength 9 or
8 may be used.
- No more than 3 exactly identical cards of strength 7 or 6
may be used.
- No more than 4 exactly identical cards of strength 5 or 4 may
be used.
- No more than 8 exactly identical cards of strength 3, 2 or 1 may
be used.
- For purposes of stocking a deck, two cards are defined as being
"exactly identical" if they have the same card type, card strength and card name
(both above and below the illustration). Additionally, Vektrean asteroid bases
are considered exactly identical whether they have a T or T/B. Different
language versions of the same card are considered exactly identical to each
other. 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.
- For this purpose only, Indirigan
tribe cards (Indirigan Nomads, Nagiridni Pirate ships, Indirigan Females,
etc.) count as only 1/2 a card (do not drop fractions here).
- 'D' dragon
cards are considered to be the same type as 'S' ship cards for the purpose of
using minor empire ships/dragons.
-Each player's ante becomes the first card in his Discard
Pile.
- All players draw 9
cards from their decks. The first player begins his turn by following the Player
Turn Sequence. When finished, the second player goes and so on.
2 -ENGAGEMENT PHASE
3 - PLAY CARDS PHASE A
4 - WEAPONS FIRE PHASE
5 - PLAY CARDS PHASE B
6 - DISCARD CARDS PHASE
7 - DRAW CARDS PHASE
- Previously played cards whose durations have
expired are discarded at this time as the first action of this phase. Psy
functions whose durations have expired deactivate. Cards which produce or modify
point output generate their effect before being discarded (ex.: a periodic comet
will produce its research on its last turn).
- Ships can change locations at
this time (see ship
movement rules).
- All shields regenerate 1 point during this phase at
no cost, i.e. one damage point is removed from the shields of each card with
damaged shields in the player's fleet.
Terrain and some other cards generate points. Generated
points are allocated to other cards as desired by the owning player. Points must
be allocated to cards each turn. All such point allocation occurs only in the
Allocation Phase. See EX-1 pageX.
- Only a card which will receive all of its
point requirements may receive additional points for the operation of heavy
weapons, ship systems or equipment. However, crew cards on disengaged cards can
receive points.
- Points which are not used during the Allocation Phase are
lost.
- Cards which have point requirements and generate points will
generate points if they will be engaged. Cards which modify point output will
modify point output if they will be engaged. Cards which will not be engaged
cannot generate or modify points.
- All engaged
cards in play may take their action(s) once each turn. Card Actions (of cards in
play or just played) may occur only once each turn during this phase or in Play
Cards Phase B.
- Cards that cause Card Damage (damage symbols on the top
right, only) may cause their damage during this phase or in Play Cards Phase B.
b - Players may play reaction cards in
reaction mode. The firing player cannot react unless another player has reacted.
c - Resolve the effect of reaction cards. See EX-2 page X.
d - Resolve
the effects of the weapons volley, i.e. target destroyed or damaged, etc. See
EX-3 page X.
e - Repeat the above sequence, declaring weapon volleys to new
targets until there are no more targets or there are no more weapons to fire. A
player may declare only one weapons volley against each target during a Weapons
Fire Phase.
- A player may discard any number of cards from his active fleet.
- Cards
which are yours but under the control of another player or cards which you
cannot control because of the effect of a card played against that card may not
be voluntarily discarded (not even by that other player) until you regain
control. Note, this card could indirectly be discarded by discarding the basis
of the stack to which it is played (Example: A C9 Admiral with an O9 Insanity
played against it may not be discarded, however the B4 Base Station on which the
C9 Admiral is played may be discarded, thereby discarding the insane admiral).
Discarding a base which has an insane admiral on it).
- The player who just completed his turn
advises the next player that he is finished.
- A disengaged card may not take any action. Cards may be played to disengaged
cards, opponents may score weapons damage on them, etc.
- A disengaged ship or base can only operate its shields, conduct repairs by
use of repair points and operate passive equipment.
- Engaged cards on disengaged cards function. The only exception are that
crew must be engaged to use an ability card and non-passive equipment on a
disengaged unit must be disengaged.
- Rules on a disengaged card may still affect the disengaged card. Rules such
as how the card is destroyed, specific immunities, etc. are not affected by
being disengaged.
2- THE MISSION:
The crew's card action (Beginner's note: many crew perform functions at their
location, these crew use equipment to do there-and-back missions to affect
opponent locations).
3- TRAVEL BACK: The transport back.
- When played in reaction mode,
shuttles, fighters and transporters may be played simultaneously with any
reaction crew card.
- Shuttles and fighters travel with the crew, while
transporters remain at their location.
- When a card
is discarded all cards played on or against it are discarded also (except ships
and dragons in play on destroyed terrain cards and cards played to or against
several locations).
- Voided Card Plays: Cards which state they are
discarded after use and which are voided by a reaction card are discarded even
though they did not get used.
- Returned to the Hand: When a stack of cards
is returned to the hand, each card in the stack is returned to its respective
owner's hand.
Cards in play may only perform each of their functions
once per complete turn (from the point of view of the controlling player).
Additionally, functions of a card used as a reaction may only be used once per
complete turn. Note: Cards were always limited to active once per turn. The fact
that "each turn" was listed on most cards led some people to believe that cards
without this clause could function multiple times.
PLAYING REACTION CARDS:
Return
to the Table of Contents Only cards designated with an 'R/' may be played in reaction to an opponent
player's actions on an opponent's turn. They cannot be played in reaction on
your own turn unless reacting to an opponent's reaction card play. Reaction card
actions occur just before the action they are reacting to.
- Cards played in reaction do not count against the Card Play limit when
played during another player's turn. They DO count as a Card Play when played
during your own turn and may not be played if all Card Plays have already been
used.
A reaction card may only be played in reaction mode if one of its functions
is used at the time it is played. Any of the reaction card's functions may be
used when it is played (regardless of the play phase), except reaction cards can
only fire their weapons if played in an opponent's Weapons Fire Phase and only
if those weapons do not need resource points to function.
- Cards played in reaction can generate points and apply them to another
card. They cannot cause that card to engage unless they specifically say so.
Reaction cards which are not played in reaction mode will not generate points
outside of the Allocation Phase. LAST REACTION CARD PLAYED HAS PRECEDENCE: In a reaction sequence, the most
recently played REACTION card will take its action(s) before previously played
reaction cards.
REACTION MODE ACTIONS OF CARDS ALREADY IN PLAY: Some cards can perform
actions in reaction mode even if they are already in play as long as they are
engaged. These cards must state "As a reaction, can ...."
EXAMPLES: Minesweepers (which can prevent an opponent's mine from doing
damage) and escorts (which can intercept some incoming damage directed at
certain other ships) may take these actions as if they were played in reaction
mode.
- Reaction cards already in play CANNOT react unless they actually state "As
a reaction, ..."
COMMAND LIMITS, COMMAND SLOTS AND COMMAND POINTS:
Return
to the Table of Contents A player's fleet has a command limit. The command limit is the maximum number
of cards which require a command slot that a player may normally have in play.
- Cards which consume 1 command slot each include ship, dragon and base cards
of strength 3 or higher. During the Allocation Phase, each player automatically generates a number of
command points equal to the number of players that started the game (this does
not change as players are eliminated). This number, plus any other generated
command points, is the number of command slots that player has available for
that complete turn.
EXAMPLE: If there are four players then each player may have up to four cards
which consume command slots in play at any given time. If a player has a ship in
his hand, but all of his command slots are in use, he may not play it until a
command slot is available.
- Cards which generate command points only do so in the Allocation Phase.
Therefore, a card just played that generates command points cannot use that
command point to create a command slot until the Allocation Phase of the next
turn. MINOR EMPIRE COMMAND RATING BONUS: One minor empire ship (but not a generic
ship) in play in the fleet does not consume a command slot and may be played
even if all command slots are full. However, if that minor empire is being used
as the main empire of the player's deck, then ships of that main minor empire do
not get this benefit.
CONTROL: Return
to the Table of Contents The owning player controls the actions of his cards unless an opponent has
assumed control by the means of some card. In order to assume control of an
opponent's card which requires a command slot, the player assuming control must
have a command slot available for that card. Once controlled by an opponent that
card does not occupy a command slot in its original fleet.
- On the turn that control of an engaged opponent card is established, that
card can be used normally if it was engaged when control was established. If a
controlled card has point requirements the controlling player must allocate
these points during his Allocation Phase in order to use that card on subsequent
turns. Phasers on the controlled card can be used normally, but heavy weapons
can only be used if they were armed (and not used) by the previous controlling
player. PLAYING ON YOURSELF/OPPONENT:
The card type rules specifically state where that card type is played.
When a card is played against an opponent, it is usually best to keep the
bottom end of the card facing toward the person who owns the card (upside down
to the affected player) and place a color marker bead on the card. This will
help to prevent confusion when cards are discarded or otherwise returned to
their owners if each player is using different color beads.
CARD PLAY TERMS:
ON: Many cards are played on other cards. This generally means they become
part of a stack of cards originating with the card they are played
on. 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.
APPLYING WEAPONS DAMAGE TO TARGETS:
During the Weapons Fire Phase, 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. This is a
weapons volley.
DAMAGING THE SECTOR HQ:
A Sector HQ or Psy Network is destroyed by the 25th damage point applied
against it.
- A Sector HQ or Psy Network may only be fired at if there are no cards
protecting it (ships, dragons or psys).
- Only ship, dragon, or psy cards may fire at a Sector HQ or Psy Network.
Equipment cards in play on these cards may also fire at the Sector HQ or Psy
Network.
SPLASH DAMAGE:
Splash damage may only occur when a player plays a card in reaction to
weapons fire at a target that the reaction card would protect. If there is
sufficient damage to destroy the reaction card then it is destroyed and then the
remaining damage is applied to the original target.
VOIDED DAMAGE:
Weapons fire which becomes illegal due to reaction card play is lost and
cannot be reapplied.
KEEPING TRACK OF DAMAGE:
Use dice (6 sided and always the least number of dice possible). 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 EMFs,
etc. Try to be consistent; always use red dice for damage to ships and bases and
monsters, green for shields, white for applied research points, black for
permanent damage, etc. 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. These interactions
are resolved by vote and play continues as usual (resolve ties with a die roll).
Unresolved interactions will be formally resolved in the Galactic Empires
bimonthly magazine, Galactic Fire. After resolution in Galactic Fire, votes are
no longer used. Call Companion Games, Inc. at 1-607-652-9038 to receive your
free first issue. Subscribers receive an exclusive card with each issue!
Companion Games, Inc. answers rules questions by several means (on-line,
phone, mail, at conventions, etc.). All answers given by Companion Games'
personnel are tentative until published in Galactic Fire.
EXPLANATION OF KINDS OF POINTS:
There are many different types of points generated by terrain and other
cards. The representative symbol is given with each.
RESOURCE POINTS: Return
to the Table of Contents
- Economy points are not modified by point modifiers which modify other types
of points even when the economy points are used as that point type.
Repair Point: A repair point may only be used to fix damage to a shield point
or a strength point on a ship card (but not a dragon card), or a base card. It
may also be used to repair damage on a terrain card, but not card damage applied
to the structure of a terrain card.
Healing Point: A healing point is always designated by card rules. A healing
point will 'cure' a point of damage (or applied research points) on a being
(dragon, psy, monster ...). The being type will always be specified on the card
generating the healing point(s). An economy point used as a healing point may
NOT be used to heal monsters, but may be used on all other types of beings.
OTHER KINDS OF POINTS:
General Damage Points: They are only found at the top right of cards that
cause damage. This damage is considered card damage not weapons fire.
Additionally, this symbol is used to represent several different weapon types
at the bottom of the card (see the weapon rules for details on these weapons).
- Armor systems may only be used once every time damage would be applied to
the unit's structure. They may not be used, however, to prevent damage from
cards or weapons which specifically cause structural damage [boarding parties,
shield penetration device, Tarrac projectors (structural portion only), etc.].
TYPES OF CARDS: Return
to the Table of Contents TERRAIN CARDS: Terrain cards are designated with a 'T'
- The main function of terrain cards is to provide resource points. Terrain Output Modifiers:
- A number of cards (freighters, tugs, bases etc.) modify the point output of
terrain cards. Positive 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). Positive 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). SHIP CARDS: Ship cards are designated with an 'S'.
There are two basic types of ship cards: Empire ships and generic ships.
Empire ships have a specific empire written on them such as Argonian, Bolaar,
etc. Generic ships (freighters, tugs, etc.) can be used by any empire. Generic
ships do not have an empire stated on them and have a blue lined background.
Both types of ship cards work as follows:
Ship cards can be played independently or to a terrain card. A ship does not
block damage to the terrain on which it is played nor is the ship destroyed if
the terrain is destroyed.
Some ships may be played to other ships. When this happens, both ship cards
are considered one ship combining their strength, shields, and weapons.
DRAGON CARDS: Dragon cards are designated with a 'D'. Dragon cards are a
subset of ship cards.
Dragon cards are exactly the same as ship cards except no equipment cards,
crew cards or occurrence cards may be played to them or against them. Note that
it is possible for a card action from one of these card types to affect a dragon
(EXAMPLE: A mine card is an equipment card. It is played on a friendly ship. Its
card action is to cause damage to an enemy ship. Therefore, it can cause damage
to a dragon).
Effects which apply to ship cards, including weapons fire, monsters, etc.
also apply to dragon cards.
Dragon cards can be played independently or on a terrain card. A dragon does
not block damage to the terrain on which it is played nor is the dragon
destroyed if the terrain is destroyed.
Some dragons may be played to other dragons. When this happens, both dragon
cards are considered one dragon combining their strength.
ABILITY CARDS: Ability cards are designated with an 'A'. Ability cards modify
the characteristics or abilities of other cards.
- Ability cards are played to crew in your fleet unless they specify they can
be played elsewhere. AGENDA CARDS: Agenda cards are designated with a 'G'.
Each agenda card has a hidden agenda rule and/or an exposed agenda rule.
- Hidden agendas must be accomplished entirely before the agenda card is
played. When the hidden agenda is accomplished, the agenda card is immediately
exposed from the hand (not a Card Play) and the benefit is immediately gained.
A player who accomplishes 25 strength points of agendas immediately has his
Sector HQ or Psy Network restored to 25 points. At this time, all agenda cards
on the Sector HQ are discarded. Any player may only do this once per game.
Subsequent agenda cards are discarded when accomplished.
BASE CARDS: Base cards are designated with a 'B'.
A base card must be played on a terrain card. A base cannot be in play
independent of terrain. The terrain card on which a base is played may not be
targeted by weapons fire until the base is destroyed. A base will not protect a
terrain card from card damage. Excess damage applied to a base does not splash
to the terrain card unless the base is played in reaction mode.
CREW CARDS: Crew cards are designated with a 'C'.
A crew card is played on a ship, base or terrain card. Most crew cards have
an illustration of a specific empire being, this illustration is only an example
and does not necessarily mean that the crew card may only be used in a deck of
that empire. Only crew cards with an empire's name in their title are empire
crew. See the deck stocking rules on page X.
Crew cards with point requirements may have points allocated to them even if
their location is disengaged.
EQUIPMENT CARDS: Equipment cards are designated with an 'E'.
An equipment card may only be played to a ship or base.
Equipment cards have a small 'P' or 'NP' beneath the bottom left corner of
the art window. This indicates whether the card is passive or non-passive.
Passive equipment is always played in the engaged position. A non-passive
equipment card without point requirements is played in the same position
(engaged or disengaged) as the unit to which it is played. A non-passive
equipment card cannot be engaged on a disengaged unit.
EMPIRE SPECIFIC EQUIPMENT: Some equipment cards are indicated as being the
exclusive or foreign technology of a specific empire. These cards may only be
engaged when in play on a unit of that empire.
Exclusive Technology: Exclusive technology cannot be used by other empires.
Foreign Technology: Foreign Technology cannot be used by other empires except
by means of a special card which specifically permits the use of foreign
technology, such as an engineer, some science officers, etc.
Adapted Technology: Empires defined as being able to 'adapt technology' can
use foreign technology of other empires normally and may use exclusive
technology by means of a special card which specifically permits the use of
foreign technology, such as an engineer, some science officers, etc. (See
Vektrean and Bolaar rules.)
HAZARD CARDS: Hazard cards are designated with an 'H'. Hazards represent the
dangers of space travel.
Each hazard card indicates where it is played and what its effects are.
Hazard cards which do not say where they are played, are played to or against
the card or cards which they affect. Hazards cards which affect things other
than cards (weapons fire, opponent volleys, etc.) are considered played to the
owning player's fleet.
INSTALLATION CARDS (found in Advanced Technologies TM and other expansion
sets only): Installation cards are designated with an 'I'. The lost empire known
only as the 'ancients' left gigantic stellar installations throughout the Far
Side. These abandoned installations were occasionally used by the empires when
attempting to conquer a given sector.
- Installations are played independently. Crew Complement: The player who plays an installation card is assumed to have
a 'crew complement' on board the installation equal to the strength of the
installation card plus the strengths of all of his engaged crew cards in play on
the installation. All other players have a crew complement equal only to the
summed strengths of their engaged crew cards in play on that installation.
Control: The player with the highest crew complement (ties go to the
installation player) controls the installation.
Transport: Crew cannot be played directly to installations, they must be
moved (via transportation) to the installation. Ancients ('N' cards) are an
exception and may be played directly to installations.
LUCK CARDS: Luck cards are designated with an 'L'. Luck cards deal with lucky
and unlucky situations.
Each card defines how the luck card is played and how it works. Luck cards
are played to or against the card or cards which they affect. Luck cards which
affect things other than cards are considered played to the owning player's
fleet.
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.
Each monster card defines where it is played, how it works, what damage (if
any) it causes and how it is killed or negated.
Monsters may only be repaired by cards which generate monster healing points.
When a monster's location (the card or cards it is affecting) is discarded
the monster is also discarded.
- A monster with multiple locations or which can change locations is not
discarded until the last of these locations is discarded. OCCURRENCE CARDS: Occurrence cards are designated with an 'O'. An occurrence
card is simply a significant event.
Each card defines how the occurrence is played, how it works, what damage (if
any) it causes and how it is negated (if that is possible). Occurrence cards are
played to or against the card or cards which they affect. Occurrence cards which
affect things other than cards are considered played to the owning player's
fleet.
PSY CARDS: (found in Powers of the Mind TM and other expansion sets only):
Psy cards are designated with a 'P'.
Psy cards are a subset of crew cards. Psy cards are treated as crew cards for
all non-psy-specific purposes. Cards which can be played on crew can be played
on psys, and anything which can affect crew cards can affect psy cards.
- IMPORTANT: Psys are a subset of crew cards, but crew cards are never
treated as psy cards. FIELD CARDS (found in Powers of the Mind TM and other expansion sets only):
Field cards are designated with an 'F'.
Field cards are played on terrain cards in the fleet.
- A maximum of one field card may be played to a terrain card. ANCIENT CARDS (found in Realms of the Ancients TM and other expansion sets
only): Ancient cards (no, not millennia old GE cards gated in from the future)
are designated with an 'N'.
Ancient cards are a subset of crew cards. Ancient cards are treated as crew
cards for all purposes. Cards which can be played on crew can be played on
ancients, and anything which can affect crew cards can affect ancient cards.
- Ancients may be played directly to installations. HEADQUARTER CARDS (found in Persona TM and other expansion sets only):
Headquarter cards are designated with a 'Q'.
- Headquarter cards are played to the Sector HQ. SPECIAL SHIP SYSTEMS:
Return
to the Table of Contents MINE DEPLOYMENT SYSTEM: The Tufor are masters of mine warfare and most of
their ships use a device known as the mine deployment system (MDS). Each MDS
requires one mine card and one supply point to function. An MDS permits one mine
card to be used each turn but the mine card is not discarded after use, it
remains on Tufor ship indefinitely. An MDS can have a supply point allocated to
it prior to having a mine card played to the ship. Any mine cards played to that
ship (over the number of activated MDSs) and activated are discarded after use.
PHASER MAGNIFIER: A phaser magnifier allows a Scorpead ship unit to multiply
the amount of damage done by each of its phasers. If 1 energy point is allocated
to the phaser magnifier, each phaser will do 2 points of damage; if 2 energy
points are allocated to the phaser magnifier, each phaser will do 3 points of
damage. The maximum amount of energy that may be allocated to a phaser magnifier
is noted on the card. A unit's hyperspace detonator may not armed on a turn when
the phaser magnifier is armed.
MANEUVERING SYSTEM: Each maneuvering system on a ship costs one energy point
to activate. When a maneuver card ('maneuver' in the title) is played to a ship
with an activated maneuver system, it is not discarded after use. During the
Record Keeping Step of the next turn, the maneuver card is placed back into the
hand. The first maneuver card (and second for ships with 2 maneuvering systems)
played always consumes an activated maneuvering system and cannot be discarded
after use.
ELECTRONIC WARFARE SYSTEM: Each electronic warfare systems on a ship costs
one energy point to activate. When an electronic warfare card ('electronic
warfare' in the title) is played to a ship with an activated electronic warfare
system, it is not discarded after use. During the Record Keeping Step of the
next turn, the electronic warfare card is placed back into the hand. The first
electronic warfare card (and second for ships with 2 electronic warfare systems)
played always consumes an electronic warfare system and cannot be discarded
after use.
TRANSGATE: Each transgate may be used once each complete turn as a card
action or in reaction mode. A transgate may be used in one of two modes:
- A transgate allows a J'xar unit to bring a J'xar ship into play fully
engaged. The ship being 'gated in' must be a J'xar ship whose strength does not
exceed the energy allocated to the transgate. WEAPONS RULES: Return
to the Table of Contents GENERAL WEAPON RULES:
CARD DAMAGE IS NOT WEAPONS FIRE: Card damage is only indicated on the top
right of a card with damage point symbols. Card damage is not weapons fire and
only occurs in either of the Card Play phases as a card action.
STANDARD TARGETS: The following card types are considered standard targets
and may be fired at with weapons: terrain, ships, dragons, psys, bases,
installations, free flying shuttles and any cards which say they are destroyed
by damage.
NON-HEAVY WEAPONS:
All non-heavy weapons can be fired if the card is engaged. They cost no
points to be fired. Non-heavy weapons cannot damage the structure of terrain
cards. All of these weapon types are distinct and different. All non-heavy
weapons causes a single point of damage unless specified otherwise. The
following is a list of standard non-heavy weapons: Phasers, Subspace Whips,
Seltzer Cannons, Physical Damage, Psy Damage, Time Damage, Time Damage
Generators and Cyber Damage.
PSY DAMAGE: Each psy damage point causes 1 point of damage. Some field cards
include functions which produce psy damage. Since psy damage points are
considered to be weapons fire for all purposes, functions which generate psy
damage points must be activated during Play Cards Phase A so that those damage
points may be used during the Weapons Fire Phase.
TIME DAMAGE: Each time damage point causes 1 point of damage. Some cards have
two printed values for time damage. The first value is the amount of time damage
that can be generated outside the time origin, and the second value is the
amount of time damage that can be generated inside the time origin.
TIME PHASER: Time phasers are a non-standard weapon. Time phasers may be
fired once each turn, damaging all available targets in one fleet. This fire is
fired prior to all other weapon volleys (with distortion cannons, etc.) and is
not considered a weapons volley. A time phaser's damage is both phaser damage
and time damage. A time phaser is a phaser and can be affected by those things
which can affect phasers.
HEAVY WEAPONS:
- Heavy weapons are the only weapons which can damage the structure of a
terrain card.
- Standard heavy weapon require 1 ammunition point to cause one point of
damage. The following is a list of standard heavy weapons: Antimatter Pellet,
Bi-Tritium Boomerang, Breath Weapon, Ectoplasmic Trails, Energy Flux, Hypertrail
Seekers, Neutronium Torpedo, Plasma Stream, Plasma Degenerators, Sabot,
Thunderbolt Devastator, Tram, etc. NON-STANDARD HEAVY WEAPONS:
DISTORTION CANNON: Distortion cannons are an area affect weapon affecting a
huge area of space.
- Each distortion cannon will do 1 point of damage to every ship, base,
dragon, monster (susceptible to heavy weapons damage) and free-flying shuttle in
1 opponent fleet. DETONIUM BOLTS: Each detonium bolt requires 1 ammunition point to cause 1
point of damage. Each armed detonium bolt (whether it was fired or not) may be
fired 1 time on 1 opponent turn, as a reaction to weapons fired at the ship
equipped with the detonium bolt. This fire must be at one of the cards which
fired at the ship equipped with the detonium bolt.
HYPERSPACE DETONATOR: The hyperspace detonator is the Scorpead's heavy
weapon. When loaded, each phaser on the card is treated as a heavy weapon
causing 1 point of damage for each armed hyperspace detonator.
- A ship's phaser magnifier may not be armed on a turn when the hyperspace
detonator is armed. SHIELD PENETRATION DEVICE: The shield penetration device is a heavy weapon
that ignores shields, armor systems and EMFs. Each shield penetration device
requires 1 ammunition point to cause 1 point of structural damage.
SPECIALIZED WEAPONS MOUNT: Each specialized weapon mount requires 1
ammunition point to cause 1 point of damage. Special Modification: When a
specific heavy weapon modifying equipment card is applied to a ship with
specialized weapons mounts, the specialized weapon mounts on the ship may be
considered to be the heavy weapon type modified by that equipment card (and will
then function by the rules for that heavy weapon type). Each specialized weapon
mount may only function as one heavy weapon type at a time.
TARRAC PROJECTOR: Each tarrac projector requires 1 ammunition point to causes
1 point of damage. When the Aqaaran unit is functioning as a base, the weapon
also causes 1 point of structural damage, ignoring shields, armor systems and
EMFs.
TIME BREATH: Some dragons have time breath. Any number of ammunition points
may be allocated to a single time breath weapon. Time breath may be fired once
for every ammunition point allocated to the weapon. Each firing of a single
weapon must occur during a different weapons volley. Time breath damage is both
heavy weapon damage and time damage.
VARIABLE PLASMA: Corporate ships use variable plasma as their heavy weapon.
Each variable plasma requires 1 ammo point to function. Each will do a number of
damage points equal to the number of energy points allocated to that ship for
use by its variable plasma weapons. EXAMPLE: If a ship has 2 variable plasma
weapons which can do a maximum of 3 points of damage each, the ship will need 2
ammo points and 3 energy points in order to do the maximum of 6 damage - 3
damage points each - with its variable plasmas. All the damage points from a
single variable plasma must be scored on the same target. The range of energy
points that may be allocated to a ship's variable plasma weapons and the number
of such weapons is noted on each ship card.
THE MAJOR EMPIRES: Return
to the Table of Contents The major empires are the most powerful forces on the Far Side of the galaxy.
Cards of a major empires may only be used in a deck if that empire is the main
empire of the deck. See "Using major empire cards" in the deck stocking rules on
page X.
AQAARAN: Aqaaran society is highly religious in nature.
They are invading the Far Side in a religious crusade to convert the savage
empires to a more righteous path. Their huge framework crafts are designed to
travel through space as well as establishing a planetary base of operations.
Aqaaran units may be played as either a ship or a base. Each card has a strength
and engagement cost for both a ship and a base.
- Aqaaran units must be stocked as the card type ('S' or 'B') with the
greater strength. ARGONIAN FIRST REPUBLIC: The Argonians are a race of gaseous beings who can
assume semi-solid form. They originated from within the Homecloud Nebula.
Argonian ships use circular hulls. Their engines rotate about the hull allowing
Argonian ships superior maneuverability.
CLYDON EMPIRE: Clydon Citizens are of several distinct subspecies, known as
broods. Each brood serves a distinct function in Clydon society. For instance,
Blood Clydon are the common warrior caste. Several broods are of very low caste
and do not have Citizen status; some are only marginally intelligent. The Clydon
Empire is the most aggressive major empire on the Far Side.
The Clydon use warcraft. A Clydon warcraft functions as follows:
- Only certain Clydon ships can carry warcraft. Each card indicates if it may
do so. COMEDY CLUB NETWORK: The Ancients left behind massive installations, some of
which were comedy clubs. Mimes and space penguins use these comedy clubs to
defend their CCN (Comedy Club Network) Sector HQ from hostile and often less
humorous empires.
- Comedy club installations protect the Comedy Club Network Sector HQ while
controlled by a Comedy Club Network (CCN) player. They will not protect a
controlling player's Sector HQ unless that player is playing CCN. 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.
FILARIAN INFESTERS (found in Powers of the Mind TM): The Filarians are
intelligent parasitic beings. When an outbreak of infestation occurs, the Far
Side goes into a panic. Filarian Infesters board ships and take control of the
entire ship (and all accompanying cards).
- Infested ships are moved to the fleet of the Infester player at the moment
control is established. They are totally controlled by the Infester player and
are considered to be in his fleet. They protect the Infester player's Sector HQ,
not the ship owner's Sector HQ. Neither the ship owner nor the Infester can
voluntarily discard the ship. The ship owner cannot move cards off of it, etc.
because the ship and all the cards are treated as if they were in the Infester's
fleet (except of course when they are discarded they go into the Discard Pile of
their rightful owner). The ship is moved back to the fleet of the owning player
at the moment the infestation is eliminated. IMPORTANT: Mark controlled cards
with a color bead or marker to keep track of which cards belong to which
players. GEKONAUAK: The Gekonauak are massive organic creatures who use ships designed
to support a single organism. The Gekonauak social structure is determined by
valor in combat and often dictates the size of a given creature and his vessel.
When a Gekonauak advances within their society, they are granted a larger vessel
which they grow to fit.
- Crew may not be played or moved against a Gekonauak ship. Only one crew in
the fleet may be in play on a Gekonauak ship. While a crew is on the ship, other
crew may not be played or moved to the ship. This does not affect any player's
ability to perform there and back missions to or against the ship.
J'XAR: The origin of the J'xar is unknown. They have technology allowing them
to cross vast distances of space at near instantaneous speed. J'x ships were
first spotted on the Far Side by a small system which claimed the entire J'xar
fleet appeared through a transdimentional gate. J'xar use transgates to gate in
small ships directly to combat sites. This tactic proved effective against most
of the Far Side empires.
KREBIZ CAPITALIST ALLIANCE: The Krebiz appear similar to man-size hermit
crabs. Krebiz ships consist of two pieces: The cruiser (aft hull) and the
capsule (forward hull).
- Krebiz ship cards come in three types: Cruisers, capsules and combinations.
A combination card counts as 1 card for deck stocking rules (#1-3), but counts
as 1 cruiser and 1 capsule (of that specific type) for purposes of duplicate
card rules.
Beginner's Note: Universe Edition contains only combination ship cards for
the Krebiz and these ships need not be separated, etc. Simply use them as
complete ships and skip the Krebiz rules section.
If a capsule or cruiser is played by itself then it counts as 1 ship all by
itself. A Krebiz cruiser with a capsule played on it counts as one ship of a
strength equal to the sum of both cards. Only 1 cruiser and 1 capsule can
combine at one time. A combination card has information for both the cruiser and
capsule on it. It may be played as a cruiser, as a capsule or as the combination
itself, it may even be played with other capsules or cruisers representing the
opposite component. If played from the hand as one component, the other
component is considered lost and unavailable for use. 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
the first 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.
Proxy card elements can be used as temporary substitutes for separated
components of combination cards (Example: Use a capsule or cruiser card from
Primary Edition to represent separated components).
LEOPAN CONQUISTADORS: The Leopans are a feline race originated from a dark
matter nebula just beyond the galactic rim. They were first encountered by the
Argonians and the P. O. T. and have established territory on the Argonian edge
of the Free Trade Zone. The Leopans invaded the Far Side in an effort to gain a
strategic edge in their war with the Zedan for control of the dark matter
nebula. The Leopans are the most violet empire ever seen on the Far Side.
MECHAD HOLDFAST: The Mechad originate from a planet orbiting a double star
near the edge of the galaxy. Their homeworld is an extremely mechanized society
where machines control every process.
EMF: 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 EMF is twice the
strength of the ship; any energy applied in excess of this amount is wasted. The
EMF strength represents the number of defensive points the Mechad ship has for
that turn.
A Mechad ship which is not engaged during the Engagement Phase, or a ship
which is played from the hand is given a free EMF strength equal to the strength
of the ship. If a Mechad ship is disengaged by any means other than during the
owning player's Engagement Phase, the EMF strength does not change. (Example: An
M3 Alien Parasite card is played against an engaged S5 Mechad Heavy Cruiser with
a current EMF strength of 10. Although the ship is immediately disengaged by the
parasites, the EMF strength remains 10.) The EMF may not be repaired; it must be
re-energized from scratch during each Allocation Phase.
- Shield refits may not be applied to Mechad ships. When tracking EMF strength, it is best to "count down" by using a die to
indicate the current strength of the EMF rather than the damage that it has
sustained.
- The EMF may only be increased in strength by an amount equal to the
strength of the ship. EXAMPLE: A strength 7 ship has an EMF at strength 7, it
sustains 4 damage, during the next Allocation Phase it can be repowered to a
maximum strength of 10 (not 14 the ship's ultimate maximum).
NOBLES: The Nobles are a small band of banished nobility from the Plasma
Occupied Territory. They are amassing a small fleet of civilian ships in an
effort to reunite the various P.O.T. elements into a single hierarchy (under
their tight-fisted control of course).
- The Nobles are crew, represented by 'C' cards. Empire ships may not be
stocked in a Noble deck. Only generic ships may be used to defend their Sector
HQ.
PLASMA OCCUPIED TERRITORY: The Territory is a loose confederation of several
minor empires which act in concert for mutual defense but maintain politically
distinct identities. Each sub empire of the P.O.T. which contributes to the
common defense is known as an element. Elements include the Tequan, Peladine,
Centaurians and a number of others. Some elements are larger than others and so
have more ships in the combined P.O.T. starfleet. Players may elect to represent
the overall P.O.T. or one distinct element. When playing one distinct element
only ship cards of that element and generic P.O.T. ships may be used. Ships from
multiple elements may not be used together. All P.O.T. ships in Universe Edition
are generic.
PSY EMPIRES (found in Powers of the Mind TM): The Visonic and Psycanti
Empires are not spacefarers who use fleets of starships to protect their
territory. Instead they are races of beings with advanced mental powers such as
telepathy, teleportation, matter control, mind assault, and mind control. They
have no territory that they claim as their own, but travel throughout space
within the areas controlled by other empires. Their sole concern is to protect
their Psy Network', a mystical mind-linking network formed by mentally accessing
a parallel universe. Only 1 psy empire can be used in a deck at one time.
Visonic History: The Visonics are an ancient power existing for millions of
years. They originated from a desolate desert-like planet. The recent appearance
of the Psycanti has forced them to become more active and competitive in the
politics and conflicts of the other empires.
Psycanti History: The recent appearance of these young upstarts has created a
stir on the Far Side. While not actually waging war on the Visonics, the
Psycanti don't hesitate to capitalize on the Visonics' misfortune (whether or
not they caused the misfortune is irrelevant).
SCORPEAD DOMINION: Scorpeads have the shape of bipedal humanoids with large
mandibles and fearsome jaws as well as a long tail with a stinger which is
poisonous to most species, including themselves. The Scorpead Dominion is ruled
by an elected Dominator whose family has absolute power until his death, when a
new election is held and a new Dominator and Ruling Family is elevated.
TUFOR PROTECTORATE: The Tufor Protectorate is located in a region of calm
within the Tuforeous Dead Zone, a place near the galactic rim that is a site of
many strange phenomena, most especially warp funnels. The Tuforeous Dead Zone
appears to be a sort of "energy release valve" for the galaxy.
The Tufor do not control very much territory, are economically fragile, do
not have a large or powerful star fleet and in most ways would qualify as a
minor empire. However, their ships are never made available for hire by other
empires and so for game purposes they are treated as a major empire.
ZEDAN DEFENSIVE INITIATIVE: The Zedan, also known as the ZDI, are a race of
assassins originating from the same dark matter nebula as the Leopans. The ZDI
are infiltrating the Far Side to prevent a Leopan conquest which would
theoretically shift the balance of power in their dark matter nebula.
THE MINOR EMPIRES: Return
to the Table of Contents Most of these politically less powerful empires may be used as the main
empire of a deck but are most often used as minor empires of a deck to
supplement the main empire ship cards. Cards of the following empires, when not
used as the main empire of a deck, must be supported by four non-minor empire
cards of the same type (See 'Using Minor Empire Cards', page X).
BOLAAR PIRATES: The Bolaar Pirate Clan is a lesser empire which turned to
piracy to survive. They often hire out their ships for use by the other empires
but have a reputation for treachery and self-interest. Like the Vektreans, they
are known for adapting all kinds of equipment and technology for their own use.
- Bolaar ships can use adapted technology: Bolaar ships may use foreign
technology cards without any restrictions. In addition, an exclusive technology
card may be used on a Bolaar ship if that ship possesses a card that would
normally provide the ability to use a foreign technology card.
CORPORATE PIRATES: The second branch of the Corporate Aggressors was the
'Enforcement Division', commonly called the Corporate Pirates. This pirate group
was essentially a paramilitary agency run by the Corporation. They are a minor
empire, leasing their units to those who are willing to pay for the service.
They have access to all corporate technology, abilities, etc.
CYBER.NOUGHTS: Cybermages have just begun to detect the existence of a
growing movement within the realm of the Galacticnet. Some cybermages have begun
to warn the empires of the Far Side, others have formed an alliance with this
power and have retreated within cyberspace.
- Cyber.nought ships are played directly into cyberspace. INDIRIGAN NOMADS: The Indirigan Nomads are
wandering tribes of spacefarers. They live exclusively on their starships. These
tribes often temporarily align themselves with one empire or another. 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.
The following are all Indirigan tribes: The Grand Chieftain's Touring Fleet
(all Primary & Universe Edition Indirigans), Nagiridni Pirates, The Vacaters
of Bolaar V, Invincible Loner, Vicious Six, Lone Wolf's Tribe (in Persona),
Andromeda Bound, The Propagationists, The Scientists, etc.
- Indirigan Tribe Rule: All Indirigan ships from other Indirigan tribes (even
within the same fleet) must be destroyed before an Indirigan ship may fire on
bases or non-Indirigan ships. Indirigan ships must obey any rules printed on the
card, in addition to this rule. ORGONS: The Orgons have migrated to the Far Side from a distant galaxy. They
are an organic species somewhat similar to space dragons. They are designated by
a 'D'.
- Orgons can cause damage to a location using card damage located in the
upper right corner of their card. This is not weapons fire and is done as a card
action during either Play Cards Phase. This damage may not be applied to the
structure of terrain.
SPACE DRAGONS: Space dragons come in two varieties. The first is M monster
cards that just happen to have the word "dragon" in their titles 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. The female dragons determine the breeding status of the lesser
male in an effort to advance the dragon race. Eggs are deposited on the surface
of suns and other celestial bodies hatching millennia later. Each female seems
to be of a different species, yet all females select their mating partners from
a single pool of dragon males.
- Some dragons can separate from or attach to other dragons. When this is
done (only in a Card Play Phase) it consumes a Card Play. TIME KNIGHTS:
Time knights are a race of nonaligned entities who are in continuous battles
with each other throughout time. Their exact social structure is unknown. Time
knights appear at different instants in time temporarily aiding one empire or
another.
- Time knights have a normal strength and a time strength. TRANOAN EMPIRE (found in Time Gates TM): The Tranoan Empire travels through
time attempting to destroy the time knights. They have built special ships which
allow them to move to the time origin (when destroyed). Often, Tranoan ships
will appear through time and aid a given empire.
- These ships are moved to the time origin when they are destroyed in the
fleet.
VEKTREAN MERCENARIES: The Vektrean Mercenaries are a bunch of arms-dealing,
weapons-smuggling, tactical strategist warmongers who hire out their ships to
the highest bidder. Once they make a contract, they honor it to the letter. The
Vektreans are known for adapting all kinds of equipment and technology for their
own use.
- Vektrean ships can use adapted technology: Vektrean ships may use foreign
technology cards without any restrictions. In addition, an exclusive technology
card may be used on a Vektrean ship if that ship possesses a card that would
normally provide the ability to use a foreign technology card.
SPECIAL PLAYING STRUCTURES:
If cards from these add-on sets are being used, then the following rules are
used in addition to the standard rules. Beginner's Note: Beginning players
should skip these rules until they have come to understand the standard rules.
SHIP MOVEMENT RULES:
Return
to the Table of Contents - Ships in the fleet may be moved once each Allocation Phase. They may move
to a terrain card or be moved into space (independently).
Some cards allow one player's ship to be moved into position against another
player's terrain. A ship in play against an opponent's fleet does not protect
its Sector HQ.
- A ship in play on a terrain (defending) prevents an opponent ship of equal
or lesser strength from being moved into position against that terrain
(attacking). A ship in play against a terrain (attacking) prevents an opponent
ship of lesser strength from being moved into position on that terrain
(defending).
- When a ship is moved to a terrain with a ship of equal or lower strength
played against it, the ship played against the terrain is moved off of the
terrain. The ship moved off the terrain does not protect its Sector HQ until it
is moved back to a location where it can do so.
- When a ship is moved against a terrain with a ship of lower strength played
to it, the ship played to the terrain is moved off of the terrain. The ship
moved off the terrain still protects its Sector HQ.
PSY RULES (found in Powers of the Mind TM):
Return
to the Table of Contents PSY NETWORK:
The Psy Network is functionally similar to the Sector HQ in most respects but
note the following:
- 25 points of damage to the Psy Network knocks that player out of the game.
TARGETING PSY CARDS:
Weapons fire can damage psy cards and the Psy Network:
- Shields of a ship, base, terrain or other location protect the psy cards at
that location as though the shields were on the psy.
DISCIPLINES:
Most psys are capable of using one or more psy disciplines. Field cards are
categorized by one or more of the following discipline groups:
Psycanti Discipline: The discipline used primarily by the
Psycanti. PSY FUNCTIONS:
A psy card can use functions from engaged field cards as indicated on the psy
card.
- This will usually cost a number of resource points allocated in a manner
similar to the way ammunition points are allocated. The psy can only use
functions from field cards which are categorized as being in the discipline at
the bottom of the psy card. (Example: If a psy card has (XXX: Cyber Discipline),
that card can use up to 3 functions (at a cost of 1 energy each) from field
cards categorized as being in the cyber discipline). FIELD CARD OPERATION:
A number of psy functions is listed at the bottom of a field card. Each
function has a number before it. This number indicates the minimum strength that
a psy must be in order to use that function.
- For psys to use functions from the field card, the field card must be
engaged. PERSONA RULES (Found in Persona TM):
Return
to the Table of Contents Persona are one-of-a-kind personalities.
- Persona are indicated by the word 'Persona' under the illustration on the
card.
- Only one of a given persona class card may be in play in any of the fleets
at any one time. If a persona class card is in play no player may play a second
such persona class card until the first is discarded. TIME GATES RULES (Found in Time Gates TM):
Return
to the Table of Contents TIME ORIGIN:
The time origin is a shared location at the center of the table. The time
origin is not a card or stack of cards, and cannot have cards played on it or
against it.
- Time knights, Tranoan ships and some other cards have two strengths. The
first value is their strength when they are in the fleet (normal strength), the
second value is their strength when they are at the time origin (time strength).
CYBERSPACE RULES:
Cyberspace is an artificial parallel dimension created by the cybermages
inside the Galacticnet.
- A cyber card is any card with cyber in the title as well as any card
considered to be a cybermage (ex.: A C5 Psybermage, any crew with an A2
Cybermage Implant, etc.). Pseudo-locations in cyberspace:
- All locations in the active fleet have a pseudo-location in cyberspace. A
pseudo-location is not a real location, but mearly a link from real space to
cyberspace. A psuedo-location is not capable of supporting cards that require a
location, it is merely a point where a cybership can link to the active fleet.
NARRATIVE EXAMPLE:
We strongly recommend that novice game players place cards on the table while
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 and strength 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. Then she plays a disengaged S1 Fleet Freighter on
her T3 Asteroid Belt. 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/C4 Science Officer onto her
freighter 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
and an E1 Shield 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 so
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 his base and uses it against
Sue's freighter causing 2 more damage points. Sue places a die near the
freighter's shield points with a 4 showing. Bob discards the mine card and then
ends his turn by drawing 2 cards.
Sue changes the 4 to a 3 for her one point of automatic 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 then 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.
DEFINITIONS: Return
to the Table of Contents Ability - 1) An 'A' ability card. 2) A card function. DESIGNER'S NOTES
RULES CHANGES:
This rulebook takes precedence over the Introductory Edition (alpha and
beta), Primary Edition, New Empires, Powers of the Mind, Time Gates, and
Universe Edition Version 1.0 rules.
UNIVERSE EDITION REVISION 1.0 DESIGN CREDITS:
Concept, Mechanics, Rules, Layout & Design: C. Henry Schulte
Editor: George T. Henne Jr.
Rules Team: Anthony Medici, Ted Peer, Vincent Bieksha, Andrew Smith, George
T. Henne Jr., Alan Gopin, Tim Moyer, Richard Peterson, John Fitzpatrick, John
Rigley Sr.
Universe Edition Playtesting & Suggestions: John M. Hammer, Richard Van
Alstyne, Alan Gopin, Anthony Medici, Bill Neumann, Jack Nelson, Vincent Bieksha,
Patricia Bieksha, Nick Sauer, James Saliers, George Brown, Richard Peterson,
Dave Van Cleef, Donald Clarke, John Barbiero, Ted Peer, Bill Rakowski, Jeremy
York, Stephen Gopin, Russell Sheehan, Don Price, Bob Bradach, Dan Hyman, Mark
Hyman, Tim Moyer, Andrew Smith, George T. Henne Jr., John Fitzpatrick, Jeffrey
A. Yarter, Aaron Funke, John Rigley Jr., Eric Johnson
UNIVERSE EDITION Revision 1.0 ART CREDITS:
Art Director: Andrew Smith
Cover Artists: Tim Adams, Randy 'Tarkas' Hoar, Ted Beargeon
Card Artists: Tim Adams, Gary A. Kalin, Edward P. Beard Jr, Mark Poole,
Melissa Benson, John Holland, Mark Maxwell, Debbie Hughes, Michael Carroll,
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 Muchala, Shawn Parrack, Dan Gilman, Randy Asplund-Faith, N. Taylor
Blanchard, Bryon Wackwitz, Catherine Buck, Darryl Elliott, Josepha Haveman (from
the CD Space, Time & Art), Ryan C. Gable, Leslie Rigley, Beth Fay, Cynthia A
Mannino, Elvis McMadd, Sigmund Frye, Alan Gutierrez, Bob Wesson, Mutt Studios,
Jim Pavelec, Heather Bruton, Kim Garvin, Alan Rabinowitz, Victor Yarter, Scott
Werner, Todd Lockwood, Susan Dawe, Matthew Mastrogiovanni, Richard J. Rausch, C.
Henry Schulte, George T. Henne Jr., Kris Macintyre, Andrew Smith.
The art of Josepha Haveman is copyright Wayzata Technologies and is found on
the CD Space, Time & Art.
INSPIRATION: Shivaun, Taylor and Madison
- Reaction cards cannot be played in phases
where the playing player takes no actions.
- The following things can be
reacted to: Point allocation, a card being played, a card action, weapons fire,
and the discarding of cards during the Discard Phase.
- If a card is removed
from play as a reaction before being resolved, the card will be resolved upon
returning to play.
- Cards which consume 1/2 of a command slot each
include all psy cards, strength 2 ships, strength 2 dragons and strength 2
bases.
- No other cards consume command slots.
- Combined cards require
the command slots of their combined strength.
- If a player has full command slots and loses some command points he
does not have to discard cards which consume command slots, but he may not play
another card requiring command slots until a free slot becomes available.
-
Cards which require command points as a point requirement cannot receive command
points during the Allocation Phase until all other cards occupying a command
slot have had command points allocated to those slots.
- Unused command
points always create empty command slots for that player.
- When calculating
the number of command slots used, never drop fractions.
- A controlled ship protects the Sector HQ of the player controlling
it. A controlled psy protects the Psy Network of the player controlling it.
- Control may revert back to the owning player even if there is no command
slot available.
AGAINST: Cards played on an opponent card are played against that
opponent's card.
PLAYED TO: Many cards say where they must be 'played to'.
This refers to the actual location the card must be placed when it is first
played. The card may change location afterwards.
BASIS OF A STACK: Any card
with other cards played to or against it, but not the card(s) played to or
against it.
THE FLEET: All cards played by a player are in that player's
fleet. This includes cards played against an opponent fleet.
- Dice may also be used to keep track of duration on
cards which only last a specific number of turns.
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, repair points or healing points.
During the Allocation Phase of each turn the player declares what his economy
points will be used for. Each economy point may be used as a different point
type each turn.
SUPPLY: Supply points are consumables
needed by many cards in order to function.
ENERGY: Energy is the power needed for
operation.
AMMUNITION: Ammunition points are
required to fire heavy weapons. The number of heavy weapons are listed at the
bottom of some cards by the use of heavy weapon symbols (identical to the
ammunition symbol). A maximum of 1 ammunition point may be allocated to each of
these heavy weapons.
RESEARCH: Research points represent
scientific study.
REPAIR: Repair points represents the
ability to fix damage. Each repair point may fix one point of damage. Only a
card in your active fleet may be fixed with repair points. There are two types
of repair points, the general repair point and the healing point.
COMMAND: Command points allow extra
ships, bases, dragons or psys to be in play. Command points are generated during
the Allocation Phase. Each command point creates a command slot at that time
(see command limits).
LOBSTER: Lobster points are found in
the Comedy Club on the Far Side of the Galaxy expansion. Lobster points
allocated to a monster equal to the monster's strength disengages the monster
for one complete turn.
DAMAGE: Damage points cause one
point of damage each.
SHIELD: Shield points are found at the
top right of most ship and base cards. Shields always function (even if the card
is not engaged). Each shield point is eliminated by one point of damage. After
the shields are gone, the unit may sustain structural damage. One shield point
is automatically repaired during the Allocation Phase of a player's turn; any
number may be repaired with repair points.
ARMOR SYSTEMS: Armor indicators are
located at the top right of cards equipped with armor. Only one such symbol will
be present and it will contain a number indicating how many uses of that armor
system are allowed before the armor system no longer works.
- When an armor system is used against an opponent volley (or other source
of damage), the damage applied as structural damage is decreased by the current
strength of the armor system. After each use, the armor system decreases 1 point
in strength. Use a die to indicate the current strength of the armor system.
- Ships possessing an armor system are not required to activate it. Armor
systems are passive and can be activated on engaged or disengaged ships.
-
Shields are always damaged before armor systems can decrease damage. Armor
systems only affect structural damage.
- All other reductions to opponent
volleys are applied before armor systems may be activated.
- Armor systems
cannot be repaired.
NODE: Node points are used only on
Mechad ships. Energy allocated to the electromagnetic field (EMF) is multiplied
by the number of nodes to determine the strength of the EMF (see the Mechad
rules on page X).
PHASER: Phaser points are found at the
bottom of many cards. The number of phaser points shown indicates how many
phasers the card has. Phasers cannot cause structural damage to terrain (see the
weapon rules for phasers on page X). Any weapon represented with a phaser point
is considered a phaser regardless of the name used.
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. Heavy weapons can damage terrain (see the heavy
weapon rules on page X).
- The
only cards which can cause card damage to the structure of terrain cards are
those cards that specifically state they can damage terrain.
- Heavy weapons
are the only weapons which CAN cause damage to the structure of terrain cards.
- Terrain cards are played independently and can become the basis of a
stack.
-
Always apply additive modifiers first, then apply multiplicative modifiers.
- Some terrain may be played to other terrain. Terrain that combine are
considered one terrain combining their strength and output. Rules on a specific
element of a terrain stack do not necessarily apply to the entire stack. Ex.: A
T5 Ring System played to a T3 Crystal Planet (immune to weapons fire) may have
up to 5 points of heavy weapons damage applied to it It will not be discarded
until the remaining 3 points are applied to the crystal planet portion as card
damage.
- An ability card may not be engaged on a disengaged
crew.
- Exposed agendas are played prior to accomplishing the agenda. Their
benefit cannot be gained until 1 complete turn after the agenda card has been
played. After that turn, the benefit is immediately gained when the agenda is
accomplished.
- A player may not accomplish the same agenda twice (two
exactly identical cards) during a single complete turn.
- When an agenda has
been accomplished, place it on the Sector HQ (or Psy Network).
- They are not considered
bases.
- An 'M' space
dragon is not a 'D' dragon card.
- Only P cards are considered psy cards.
- Field
cards are only destroyed by the destruction of the terrain card on which they
are played.
- Ancients in play on
an installation may move to another location without transportation once each
turn (not on a there-and-back mission). If in play on an installation being
discarded, they may be moved to another location.
- A player with an engaged
ancient in play on an installation (under his control) may target opponent
Sector Hqs, Psy Networks or the Time Origin with the weapons of that
installation.
- IMPORTANT: Ancients are a subset of crew cards, but crew
cards are never treated as ancient cards.
- Only N cards are considered
ancient cards.
- Headquarter cards are
destroyed by weapons damage equal to their strength. They may only be targeted
by weapons eligible to target the Sector HQ (if the Sector HQ is not exposed, Q
cards are not exposed).
- Only 'Q' cards may be played to or against 'Q'
cards.
- Headquarter cards do not protect the Sector HQ.
- A transgate allows a J'xar
unit to be recalled from play (returning the ship stack to the hand). The ship
being 'recalled' must be a J'xar ship whose strength does not exceed the energy
allocated to the transgate.
- Any heavy weapon not defined below as a
non-standard heavy weapon is to be considered a standard heavy weapon.
- The distortion cannon cannot affect terrain cards or the
Sector HQ.
- The distortion cannon may be used against all monsters in play
against the Mechad player's own fleet (instead of against 1 opponent fleet); in
this case, 1 point of damage is scored against each hostile monster (susceptible
to heavy weapons damage) in play against the fleet.
- Distortion cannon fire
occurs at the beginning of a player's Weapons Fire Phase before all other weapon
volleys are fired (with time phasers, etc.). Damage from a distortion cannon is
not a weapons volley.
- Scorpead units may not have heavy weapon refits (refits
adding heavy weapons) applied to them.
- When in play on terrain, an Aqaaran unit is considered a
base for all purposes, except that it may be moved off the terrain via ship
movement during the Allocation Phase. An Aqaaran unit in play on terrain will be
discarded by the destruction of the terrain.
- When played independently, an
Aqaaran unit is a ship for all purposes.
- Playing a warcraft to a ship always requires a card play, a
warcraft and ship may not be played as a single card play.
- Most Clydon
warcraft are designated as cards that may be played in reaction mode. However,
they may only be played in reaction mode if:
a- they are played
independently (i.e. not played onto a cruiser) and
b- they are played during
another player's Weapons Fire Phase in order to block weapons fire that
otherwise would have damaged the Sector HQ.
- Clydon warcraft in play can
separate from or attach to a ship. When this is done (only in a Card Play Phase)
it consumes as a Card Play.
- When
controled by a CCN player, the weapons on a comedy club may target any player's
exposed Sector HQ, Psy Network or the Time Origin.
- A Filarian deck is a standard deck, but the only ship cards
permitted are generic ship cards. No major or minor empire ships, no dragons,
and no psys are allowed.
- Filarian infesters can only infest ships; they
cannot infest dragons, bases, or any other card type.
- A Filarian player
may not play cards on an opponent ship which he controls.
- A player may play a
cruiser and a 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 may 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 not sufficient command slots.
- Two components may be combined by using a Card Play, but not on a turn
when either component has been separated.
- The EMF will not
block the function of transporters.
- The EMF is not treated as shields for
the purposes of cards which affect shields.
- When engaged,
their ships project a holographic reality on the fabric of real space allowing
them to exist in both realities.
- Cyber.nought ships may not be engaged
while a cyber card in play on the ship also exists at a location in the fleet
(The ship would be projecting itself on top of this fleet location). Such a ship
must move during the Allocation Phase before engaging.
- Indirigans as a main empire: Any Indirigan
tribe may be used as the main empire of a deck. Main empire Indirigan ships are
exempt from any weapons fire restrictions regarding other Indirigan ships.
However, the ships of other tribes and ships of the same tribe in other fleets
must still obey the rules, even with regard to the main empire Indirigan ships.
- Orgons are not
considered space dragons.
- Time knights
are not affected by any kind of damage points, including time damage, when they
are outside the time origin (the same as other crew cards). When at the time
origin, they can only be damaged by cards that cause time damage. Time knights
are crew and, as such, can be attacked as crew while in the fleet or at the time
origin.
- Only P' psy cards protect the Psy Network; ships, bases, dragons etc. do
not.
- The Sector HQ is not protected by cards which protect the Psy Network
and the Psy Network is not protected by cards which protect the Sector HQ.
-
Visonic and Psycanti psys can protect their respective Psy Networks only.
Visonic Discipline: The discipline used primarily by the Visonics.
Elder Discipline: The discipline used primarily by the Elders.
Cyber
Discipline: A technical discipline merging technology with mind powers.
Kinetic Discipline: A discipline revolving around heat and other forms of
energy.
Fleet Discipline: Any and all field cards in play in the fleet.
Any Discipline: Any and all field cards in playin all of the players'
fleets.
Non-Fleet Discipline: Any and all field cards in play outside the
player's fleet.
- Psys may only use
functions from engaged fields in play in their own fleet unless noted by a card
rule.
- Reaction-mode field cards are played engaged when played in
reaction mode and allows one psy capable of using the field to use one of its
functions as a reaction at no cost.
- Each function of each field in play
may only be used once per complete turn. A color bead should be placed on the
function and on the psy that activated that function. This will help players
keep track of functions which last through a complete turn. This applies even
when an opponent has used one of your psy functions (you can't use it since it's
in use until the Record Keeping Step of the opponent's next turn).
- A
function deactivates in the next Record Keeping Step of the player who activated
it. They are activated (or possibly reactivated) during either Card Play Phase.
- If a psy is discarded functions it activated cease immediately, but these
functions may not be used again until the end of the complete turn.
- Any
functions which have a stated duration of more than one turn may not be reused
until their duration expires.
- If 2 cards
designated as being the same persona are found to be in play at the same time,
the most recently played persona card remains in play, the other is discarded.
Note this can only occur if the first persona is under the affect of a time
warp, time skip or similar card when the second persona is played.
- All cards with a split strength are stocked in the deck using the first
value (their fleet strength).
- No card may be played to the time origin
from the hand unless that card says it can do so.
- Cards at the time origin
can only affect cards at the time origin, and cards outside the time origin can
only affect cards outside the time origin.
- Cards at the time origin do
occupy command slots just as they would if they were in the fleet. Cards at the
time origin never protect the Sector HQ or Psy Network.
- Cards at the time
origin are considered in play and can be allocated to, engaged, and take their
actions (within the time origin only, of course).
- Cards with a time
strength (time knights, temporal snakes, Tranoan ships etc.) can only be
completely destroyed (discarded) when at the time origin. If in the fleet at the
time an action would normally force them to be discarded, they are moved to the
time origin instead. When a card is moved to the time origin (along with any
other cards in play on that card) all damage applied to it and all opponent
cards played against it while outside the time origin are removed and discarded.
- Cards at the time origin may only move back into the fleet by use of
special cards. When a card moves to the fleet from the time origin, all damage
applied to it and opponent cards played against it while inside the time origin
are removed and discarded.
- The time origin can be (temporarily) destroyed
by 25 points of damage applied by anything which can score damage on a Sector HQ
or Psy Network. These points must be scored from outside the time origin. These
points are cumulative. Any player may score points against the time origin. No
card can protect the time origin. All cards of all players at the time origin
when it is destroyed are discarded. When the time origin is destroyed in this
way, it immediately reforms (empty, of course, until cards are moved into it).
- Cards in cyberspace do not affect the active
fleet and cards in the active fleet do not affect cyber space. Cards in
cyberspace cannot protect, damage or affect the Sector HQ or Psy Network. Cards
that exists in both the active fleet and cyberspace may affect and may be
affected by both.
- Cyber cards (or cards which state they may by played to
cyberspace) may be played to or against cyberspace or the active fleet. Only
cyber cards may be played to or against cyberspace (non-cyber cards may not be
played to or against cards in cyberspace).
- Any cards in play on a card in
cyberspace also exist in cyberspace (ex.: An A5 Greater Automaton on a C4
Cybermage).
- Energy from the active fleet may be allocated into cyberspace.
The maximum amount of energy that may be allocated in cyberspace is equal to the
sum strength of all engaged cybermages in the active fleet.
- Cyber cards in the active fleet always exist at both the fleet location
and the pseudo-location in cyberspace.
- Only cyberships may be played or
moved to a pseudo-location. Cyber crew, equipment, etc. must be played to a
location (not a pseudo-location) in cyberspace, such as a cybership.
-
Cyberships (ships existing only in cyberspace) may be moved during the
Allocation Phase from one pseudo-location to another. Players may only have
cyberships in play at pseudo-locations in their own fleet. A player may only
have one cybership at a given pseudo-location.
- When a cybership is moved
to a pseudo-location, cyber cards on the location in the active fleet are
considered to be in play on the cybership also. Additionlly, any cards on the
cybership may be considered to be in play on the location in the fleet.
- If
either of a cyber card's two locations (cybership or location in the fleet) is
destroyed the cyber card is considered to be in play on only the remaining
location.
- If a cybership moves while a cyber card on the cybership
coexists at a location in the active fleet, the cyber card may only remain at
one of the two locations (either the cybership or the location in the fleet).
Active Fleet - Each
player's active fleet includes all of one player's cards in play, including
cards played against an opponent, but not cards in the deck, Discard Pile or
reserve fleet.
Adapted Technology - Foreign technology equipments cards
which may be freely used by empires capable of using adapted technology.
Exclusive technology equipment cards which may be used via engineer, science
officer, etc. by empires capable of using adapted technology.
Ante - The
card offered by each player as a prize for the winning player.
Basis of a
Stack - Any card with other cards played on or against it, but not the card(s)
played on or against it.
Captured - 1) Captured crew is discarded. 2)
Captured ships or bases: see control.
Card Action - The operation of a card
in play. This is not a Card Play.
Card Damage - Only cards with one or more
damage symbols on the top right of the card can cause card damage. The use of
card damage is a card action.
Card Play - The act of actually playing a card
on the play area. Generally, 3 Card Plays are allowed during your turn.
Class
- An 'x' class card is a card with 'x' in small text below the lower left corner
of the art window. Ex.: Persona class cards use the word Persona in small text.
Combined Cards - Combined cards add their strength (damage equal to the sum
of their strengths is required to destroy combined cards) and output. They are
considered 1 item of their type. Ex..: A T6 Vorn with a T2 Captured Satellite
played to it are 1 terrain, but are two cards for stacking rules (i.e. Vorn is
the basis of a stack.).
Destroyed - A card which is "destroyed" is
discarded. A card is destroyed when it reaches zero points.
Discarded -
Cards which reach a current strength of 0 or less, or are discarded after use,
or are discarded due to being voided are discarded to the top of the Discard
Pile. Cards played to the Discard Pile, or placed on the bottom of the Discard
Pile, etc. are not considered as being discarded.
Discarded after use -
Cards which are discarded after use are not discarded until they are done
performing any functions which they perform.
Disengaged - Cards which are in
play but are not available for use. These cards are positioned horizontally.
Discipline - A study category of a psy being. Field cards are defined as
being used by the practitioners of one or more types of disciplines.
Empire
cards - Cards with an empire's name in the card's title as well as ships, bases,
dragons, psys and installations with an empire's color texture (the art pattern
behind the text). Note that other card types with an empire background must have
the empire's name in their title to be considered a card of that empire.
EMF
- Electromagnetic field, the Mechad defense system.
Engaged - Cards which
are in play and which can be used. They are positioned vertically.
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 and title.
Additionally, Vektrean asteroid bases are considered exactly identical whether
they have a T or T/B. Different language versions of the same card are
considered exactly identical to each other. 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.
Exclusive Technology - Empire
technology which cannot be used by other empires.
Field - 1) F' Field cards.
2) A small selection of psy functions.
Function - 1) A rule on a card. 2)
That card's abilities.
Foreign Technology - Equipment cards which can beused
by only one empire. Some cards allow an empire to use foreign technology
belonging to another empire.
Generated Points - Points on the top right of
some cards. These points are produced each turn during the Allocation Phase.
Generic Ships - Ships which can be used by any empire.
Healing Points -
Special repair points used to repair damage to dragons, psys and monsters.
Immune - A card which is immune to something cannot be affected by cards
which do that something.
Health-Affecting Cards - These include such cards
as illness, injury, insanity and plague.
Immediate - Actions which happen
immediatly happen during the same phase, and do not have to wait for the
appropriate phase to function.
Killed - A card which is "killed" is
discarded.
Location: A location is the card on which other cards are played.
Main Empire - The empire which the player represents with his deck.
Major Empire - The major empires are the most powerful empires on the Far
Side of the galaxy. They cannot be used as a minor empire in a deck.
Minor
Empire - The minor empires are less powerful forces which can be used as the
main empire of a deck or as supplements to another empire.
Non-Passive
Equipment - Equipment cards which do not function when the unit on which they
are played is disengaged. Universe Edition cards have a 'NP' under the
illustration indicating it as non-passive.
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.
Passive Equipment - Equipment
cards which function whether the unit on which they are played is engaged or
disengaged. Universe Edition cards have a 'P' under the illustration indicating
it as passive.
Pirate Ship: A pirate ship is any ship with pirate in the
name, plus any ship of the following empires: Bolaar, Corporate Pirates,
Nagiridni and Vicious Six.
Plasma Weapons - Any weapon with 'plasma' in its
name.
Point Modifier - Arithmetical changes which a card makes to the
generated points of another card.
Point Requirements - The number and type
of points that a card needs to be engaged. Those points on the top left of the
card.
Psy - A 'P' card.
Psy Being - Any card which can use psy
functions.
Psy Damage - Weapon damage points caused by many psy cards and
some functions on field cards. Allocated during the Weapons Fire Phase like any
other weapons fire.
Psy Function - A function on a field card.
Psy
Network - Similar to the Sector HQ. This is what the psy empires are protecting.
Reserve Card - Cards with the word 'reserve' in the title. They cannot be
placed into the reserve fleet at the start of a game.
Reserve Fleet - A
number of cards equal to or less than the number of players at the start of the
game set to the side. These cards are selected by each player before shuffling.
Reaction Card - Reaction cards are cards played in reaction. Only cards
designated with an 'R/' can be played in reaction mode.
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.
Shuttle -
Any card with 'fighter' or 'shuttle' in the title.
Splash Damage - Damage
left over, after destroying a reaction card played to absorb damage, which is
applied to its original target.
Spy Card - Any card with 'spy' in the title.
Stack - A stack is any card in play including any card stacks in play on
those cards. A single card is a stack, however it is not a stack of cards (cards
being plural).
Star Card - Any card with 'star' in the title.
Strength -
The number in the upper left corner of a card which defines its relative
durability. When strength is referenced it always refers to the strength of the
card (as modified by other cards) but not the current strength (as modified by
damage).
Structural Damage - Damage applied against the strength of a card,
as opposed to damage applied to shields.
Terrain Modifier - Arithmetical
changes which a card makes to the generated points of a terrain card.
There
and Back Mission - The relocation of a crew card to an opponent location for the
crew card to perform it's action at that location and return.
Time Card -
Any card with the word 'time' in the title.
Time Strength - On cards with two
strengths (example: C2/8 Time Knight) the second is the time strength. Time
strength represents that card's strength when it is in the time origin.
Turn
1 Restrictions - Only terrain cards may be played. Swaps to the reserve fleet
may be made.
Turn 2 Restrictions - A maximum of one ship, base, psy or
dragon may be played.
Unit - A base or ship (a dragon but not a psy).
Type - The letter designation in the upper left corner of a card which
defines the card's type. Cards with an 'R' and a second letter are considered a
card type of the second letter.
Weapons - Includes such things as phasers
and subspace whips and heavy weapons such as sabots and energy fluxes.
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