GALACTIC EMPIRES
Card Nomenclature
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:
INTRODUCTION TO GAME MECHANICS:
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:
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 '-'.
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:
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All cards have information on them in specific places:
CARD TYPE: A card's type is the letter in the top left corner of the card. T=Terrain, S=Ship,
etc. Occasionally, a card will have 2 card types (such as T/H, T/B, but not R/_). In this case the
card is considered only one of those card types (player's choice) for purposes of stocking a deck.
R/: Cards with an R/ in front of their card type are reaction cards and are the only cards which
can be played on opponent turns in reaction to opponent's actions. Rs are not considered a card
type.
CARD STRENGTH: The strength of a card is the number in the top left corner of the card next
to its card type. Strength ranges from 1 to 10. Some cards have two strengths, see the rules for
the Time Origin and Aqaarans
for details.
POINT REQUIREMENTS: The symbols listed immediatly after the type and strength. These
are the points required to operate that card.
CARD TITLE: The card title is the name of the card shown above the illustration and often
repeated below. When the title below the illustration differs from the title above, both are
considered part of the card's title (ex.: Twin Planets - Verkirsh I & II).
GENERATED POINTS: Point symbols on the top right of the card are points generated by that
card each turn.
SHIELDS: Also on the top right, shields protect the card from damage. These are not generated
points.
FLEET MODIFIER POINTS: The symbols above the illustration on the right, preceded by a
mathematical symbol (such as -
CARD MODIFIER POINTS: The symbols below the illustration on the right are modifications
to another card. These are almost always explained in the card's rules. If not explained in the
card's rules, these modifiers are applied to the card's location.
CARD RULES: The rules of that card listed below the illustration and preceded by a
"-".
WEAPONS: Some cards have weapon symbols on the bottom of the card.
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:
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- Beginner's Note: skip this section for now and procede 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 three exception cards 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:
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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.
NECESSARY TERMS:
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:
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1 - POINT ALLOCATION PHASE
Record Keeping Step:
Allocation:
2 -ENGAGEMENT PHASE
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.
3 - PLAY CARDS PHASE A
- A player may play a maximum of 3 cards during his turn.
4 - WEAPONS FIRE PHASE
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.
5 - PLAY CARDS PHASE B
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.
6 - DISCARD CARDS PHASE
- Remaining unused Card Plays may be used to discard cards from the hand.
7 - DRAW CARDS PHASE
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:
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.
RESTRICTIONS ON CARD PLAY, TURNS 1 AND 2:
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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.
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.
POSITION (ENGAGED OR DISENGAGED) 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.
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.
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.
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.
EFFECTS OF BEING DISENGAGED:
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.
PLAYING REACTION CARDS:
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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,
..."
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 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.
COMMAND LIMITS, COMMAND SLOTS AND COMMAND
POINTS:
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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:
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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.
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.
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.
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.
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.
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:
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- 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:
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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.
WEAPONS RULES:
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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.
SPECIAL SHIP SYSTEMS:
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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.
THE MAJOR EMPIRES:
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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:
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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:
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- 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):
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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):
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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:
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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
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.
Card Types
Command Limits
Control
Deck Construction
Definitions
Major Empires
Minor Empires
Persona Rules
Psy Rules
Reaction Cards
Reserve Fleet
Resource Points
Ship Movement
Special Ship Systems
Time Gates
Turn Sequence
Turn 1/2 Restrictions
Weapons Rules
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.
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.
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.
- Flavor text does not have a dash and is not considered rules.
) are modifications to the
points produced by a fleet. This is
always explained in the card's rules. These symbols are found in the same place as generated
points.
- 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.
- 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.
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.
- 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.
- 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.
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.
- 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.
- 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.
- 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 respectivePsy 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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