Golden rule
Card abilities take precedence over rules. If both the card and rules can be followed, do so. If a card or faction ability uses the word “cannot”, it is absolute and cannot be overridden.
How to win
Score 10 Victory points. If playing Long War, score 14 points. Or if reaching the end of round 10 the one with most VP wins.
Public objectives
- When scoring public objectives, place 1 control token on it and advance your victory point track.
- Each game contains 5 Stage I & 5 Stage II public objectives. The Speaker reveals two of the Stage I cards during setup, all others remain facedown.
- Public objectives cannot be scored if a player doesn’t control all the planets in his HS.
Secret objectives
Each player begins the game by drawing 2 secret objectives and keeping 1.
- When scoring secret objectives, reveal it face-up. Place 1 control token on it and advance your victory point track.
- Each player can have up to three total scored and unscored secret objectives. If a player draws a secret objective beyond three, he must return an unscored secret objective to the deck and shuffle.
- A player can gain secret objectives by resolving either the primary or secondary ability of the Imperial SC.
Command sheet pool
Tactical pool
CT’s in Tactic are mostly used to activate systems during your Tactical Actions, including retreats.
Fleet pool
CT’s in Fleet equal the limit of non-fighter ships you can have in one system. Remove excess non-fighters immediately.
Strategy pool
CT’s in Strategy are mostly used to initiate the secondary ability of strategy cards, and some racial abilities.
1. Strategy phase
Starting from the Speaker and going clockwise, everyone selects a Strategy Card. Any SC not taken gains 1 Trade Good. Initiative order for the round is dictated by the lowest number. In 3 or 4 player games, select 2 SC’s per player, one SC at a time.
2. Action phase
Each player executes a single action in initiative order. You cannot pass until you have done all your strategic actions. Repeat until everyone has passed.
Strategic action
- Execute the Primary abilities of your SC (not Secondary), from top to bottom.
- Other players, in clockwise order, may now use it’s Secondary ability.
- Exhaust the Strategy Card, may now pass during a later turn.
Component action
Perform an action on an action card, technology or faction sheet with “ACTION:”
Tactical action
- Activation (move 1 CT from Tactic Pool to destination system).
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Movement
- Move ships.
- Space Cannon Offense.
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Space Combat (“Before space combat” abilities activate)
- Anti-Fighter Barrage.
- Announce Retreats.
- Make Combat Rolls.
- Assign Hits.
- Retreat.
- Repeat From 3.2
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Invasion (includes landing on friendly planets)
- Bombardment.
- Commit Ground Forces.
- Space Cannon Defense.
- Ground Combat.
- Establish Control.
- Production
Make a transaction or deal
The active player can resolve one transaction (exchange commodities, TG’s and PN’s) with each neighbor at any time during his turn. The transaction may or may not be part of a deal (see Transactions & Deals).
Transactions
A transaction is a way for a player to exchange commodities, TG’s and PN’s
- During the active player’s turn (at any time, even during combat), he may resolve up to one transaction with each of his neighbors.
- During each “Vote” step of the Agenda phase, a player may perform one transaction with each other player, even if those players are NOT his neighbors.
- To resolve a transaction, a player gives any number of TG’s and commodities and up to 1 PN to a neighbor in exchange for any number of TG’s and commodities and up to 1 PN. Players cannot exchange other types of cards or tokens, unless they are the Emirates of Hacan.
- A transaction does not have to be even, and after components are traded, it cannot be undone.
- Players can resolve a transaction as part of a deal.
- Players can trade a maximum of one PN from his hand to another player, even if that card originally belonged to another player.
Deals
A deal is an agreement between two players that may or may not include a transaction that involved physical components.
- Players can make deals with each other at any time, even if they are NOT neighbors. However, deals that include a transaction must follow the rules for transactions, including that the players be neighbors.
- When a deal is binding, a player must adhere to the terms and whatever transactions, if any, were agreed upon.
- BINDING: If the terms of a deal can be resolved immediately (i.e. after the deal is made), the next thing any player does is resolve the deal according to the agreement.
- NON-BINDING: If the terms of a deal cannot be resolved immediately (i.e. after the deal is made) it is not enforced by the game and only player agency honors the deal.
Pass
Only if your SC is exhausted (both SC’s if you have 2). After a player has passed, he is not allowed to make new actions this game round. However, he is allowed to execute the Secondary ability of any SC’s played by other players.
3. Status phase
- Score objectives in initiative order, with 1 public and/or 1 secret objective. Player cannot score public objectives if he does not control all his home planets.
- Flip and reveal next public objective.
- Draw 1 action card.
- Return all CT’s from the board back to each player’s reinforcements.
- Each player gains 2 CT’s from reinforcements. Optionally redistribute all the CT’s on his sheet, including the 2 he just gained among Strategy, Tactic and Fleet pools. If there are no more CT’s in players reinforcements, they gain no more. Any ships over the Fleet pool are immediately destroyed.
- Ready all cards.
- Repair units that have “Sustain Damage” ability.
- Return SC’s to common area.
- If custodian token has been removed from Mecatol Rex, start Agenda Phase. If not, begin a new game round at the Strategy Phase.
4. Agenda phase
This phase is skipped until the Custodians token is removed from Mecatol Rex.
- Reveal - Speaker draws and reads aloud the top Agenda card. Reveal and clarify all possible outcomes.
- Predict - If applicable, a player predicts the outcome by declaring aloud the outcome he feels will receive the most votes. It must be a possible outcome on the agenda.
- Vote - Starting with the player left of the Speaker and moving clockwise, each player can cast votes for a single outcome of the agenda by exhausting planets for their full influence value. Abstaining is not the same as casting 0 votes.
- Resolve - Players tally each vote that was cast and immediately resolve the outcome receiving the most votes. Speaker decides if there is a tie. After resolving the outcome, resolve any abilities dependent on predicting the outcome.
- Repeat - Players repeat the process for a second Agenda, with players remaining influence.
- Ready - Each player readies all his exhausted planets. Start a new game round.