Galactic Empires is a trademark of Companion Games, Inc.
All cards & rules are
copyright © 1994, 1995, 1996, 1997 Companion Games, Inc.
Illustrations added for clarity by
John@bullington.com.
Illustrations and Artwork added by Eric B. Smith.
Rulebook v2.1 revision by Eric B. Smith.
Last modified on 10/31/07.
Return to Main Page.
Download this rulebook as a single ZIP file.
Beginner's Note: 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.
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Why am I working on the revision v2.1? There
are quite a few rule additions that were never included in the Universe v2.0 rulebook,
including all information on the Allied Forces empires.
Additionally there were optional rules that were dropped from the rulebook along
the way that I've placed back, as well as adding in a few new optional rules. I've
also compiled a brief history of the various
expansion sets that were released (and a couple that weren't). I cleaned up the HTML coding from the previous online versions and added
a far more complete Table of Contents. It's important to note that the purpose
of this revision is to collect and organize the rules, not to
change them. I've tried very hard to stick to that goal.
Share and enjoy,
Eric B. Smith
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 trading card game.
While in command of Sector Headquarters you conquer terrain, deploy bases,
ships, crew and special equipment; and cautiously avoid space monsters, hazards
and other occurrences. The objective: Eliminate your opponents Sector HQs,
conquering the sector and eventually the galaxy.
Players choose which of over 50 empires they will represent: Aesthetic Empire,
Andromeda Bound, Aqaaran,
Argonian
First Republic, Clydon Empire, Bolaar
Pirates, Collector Empire, Comedy
Club Network, Corporate
Aggressors, Corporate
Pirates, Council of Six, Drone, Erodi, Filarian Infesters,
Garshain, Gekonauak,
Grand Chieftain's Touring Fleet, Gray Death,
Indirigan Nomad Tribes,
Infected, Intrepid Wanderer, Invincible Loner,
J'xar, Krebiz
Capitalist Alliance, Leopan
Conquistadors, Lone Wolf, Mechad
Holdfast, Meerkats, Nobles,
Nagiridni Pirates, Orgons, Pakta'don,
Paraloid, Plasma Occupied Territory
(P.O.T.), Propagationists, Psycanti,
Scorpead Dominion, Shon-ti, Space
Dragons, Tarra'ki, Time
Knights, Tranoan
Empire, Treglean, Trochilidae, Tufor Protectorate, Vacaters
of Bolaar V, Vektrean
Mercenaries, Vicious Six, Vinciennes,
Violator, Visonic, or the Zedan Defensive
Initiative (ZDI).
Game Mechanics: Each players uses his own deck of cards
(Basic Game allows two players to use one deck). There can be as many or as few
cards in the deck as you wish. Each turn consists of applying the output from
your terrain to your bases & ships, playing cards from your hand, firing
weapons and playing more cards
The Cards Themselves: Each card is in dazzling full color
from an assortment of different artists and illustrators. Each card has the
rules needed to operate that ships, system, crew person, etc.
This card game is deceptively simple to learn. Even non-gamers
pick it up quickly. But, more importantly, the game has all the rich flavor and
history of the Far Side of the Galaxy, the strategy of spaceship combat and the
fantastic science fiction flair.
This game will be the easiest, most fun way of introducing
new players to your unique hobby than anything you've ever tried before. And
best of all, you will be able to start play within minutes. Don't be surprised
if you find yourself playing Galactic Empires more than anything else!
Playing Time: 1/2 to 3+ Hours.– Ages 10+ – Number of Players: 2-10+ (3-6 recommended)
Galactic Empires is a science fiction
collectible trading card game designed for 2 to 12 players. Each player uses his
own deck of cards that he has stocked with the cards he wishes to use for that
game. Rules limit the number and types of cards that a player may use to stock
his deck for a game. New cards are added within each new expansion.
Each player is vying for control over the same sector of space and has
established a Sector Headquarters (Sector HQ) in that sector. Players deploy
starships (play cards) in order to protect their Sector HQ and destroy the
Sector HQs of their opponents. Terrain is required to produce the supply and
energy needed to operate the ships (allocation and engagement). If a player's
Sector HQ is destroyed he is no longer capable of controlling his fleet (all his
cards are removed from play). Play continues until only a single player remains.
The following four rules are the cause of the majority of rules questions received by Companion Games, Inc. Players who concentrate on learning these four rules will have a very clear understanding of Galactic Empires.
CARDS HAVE RULES: This is the most important rule in the game! Most of the
cards have rules defined on them. The rules on the cards may contradict the rules contained in this rulebook. In that event, the
rules on the cards take precedence. Most often, reading the cards when
an obscure situation occurs will resolve the situation.
- Rules on the cards are indicated with a '-'.
- Flavor text does not have a dash and is not considered rules.
LAST REACTION CARD PLAYED HAS PRECEDENCE: This is the second most important rule. In a reaction sequence, the most recently played reaction card will take its action(s) before previously played reaction cards.
PLAYER TURN SEQUENCE: Players who follow the 7 phases of the player turn sequence closely during the first few games will learn quickly and develop a good insight into tactics. Each turn of Galactic Empires is played in a linear fashion, one phase at a time. Once a phase is completed and a player has moved on to the next phase he cannot return to a previous phase.
LIMIT ON CARD ACTIONS: Cards in play may only perform each of their functions once per complete turn (from the point of view of the controlling player). Additionally, functions of a card used as a reaction may only by used once per complete turn.
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.
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.
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: (Engagement Cost) The symbols listed immediately
after the type and strength. These are the points required to engage 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 cards title (e.g. Twin Planets - Verkish I & II).
GENERATED POINTS: Point symbols
on the top right of the card are points generated by that card each turn (Beginner's
Note: A few cards from the Primary Edition have point symbols at the top right
that are not actually generated points (e.g. E3 Heavy
Weapons Refit). As usual, use these cards by the rules of the version that appears in later
printings).
SHIELDS/NODES/ARMOR SYSTEMS: Also on the top right,
Shields,
Nodes, and Armor Systems
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
-![]()
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)
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.
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 "-".
WEAPON SYMBOLS: Some cards have weapon symbols
on the bottom of the card.
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.
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.
- Cards may not be played on the
Sector HQ.
Beginner's Note: Skip this section for now and proceed to
the Reserve Fleet.
Each player will play with his own deck and must stock that deck with cards
based on the rules given below. During the game, each player draws only from his
own deck and maintains his own Discard Pile.
ANNOUNCE DECK EMPIRE: Players may stock their decks with cards from only one main empire. (Note that a major or minor empire may be used as the main empire of a deck if desired.) The empire you will stock your deck with is announced to all the other players before decks are stocked for the game.
STOCKING THE DECK: Each player selects which cards he wishes to use from his collection after learning the empire(s) of his opponent(s). Most players have a deck ready and merely need to insert several empire specific defensive cards or simply use their deck as is.
NUMBER OF CARDS AND TYPE: Any number of cards and types of those cards may be used within the following guidelines:
USING MAJOR EMPIRE CARDS: As stated in the Announce Deck Empire section above, players may stock their decks with cards from only one major 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
1 minor empire card
in their deck for each every 4 cards of the same type that are not a minor
empire card.
- If playing a minor empire as the main deck empire, cards belonging to that empire don't need to be supported and in fact can be
used to support minor
empire cards belonging to other minor empires.
- Generic ships stocked in a deck do not count for the purposes of this rule.
- 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).
- For this purpose only, when stocked in a deck of the empire they're allied
with, Allied cards
count as 1/2 a card and they support non-allied minor empire cards. EXAMPLE: If you have 8 Tufor
ships you may stock 4 Erodi ships. Those 4 Erodi
ships would allow you to stock 1 additional non-allied minor empire ship.
- 'D' dragon cards are considered to be tthe same type as 'S' ship cards for the purpose of
using minor empire ships/dragons (Beginner's Note: 'D' dragon cards are still
a separate card type from 'S' ship cards for the purposes of the Number
of Cards And Types rules above).
OPTIONAL RULE: 'I' installation cards (Comedy
Clubs) and 'P' psy cards
can be used to support 'S' ship and 'D' dragon minor empire cards.
OPTIONAL RULE: Rather than supporting minor empire cards with cards of the
same type, count all of the main empire cards in the deck
and allow them to support minor empire cards of any type. This will limit the
total number of minor empire cards a player can use, but will better balance the
number of main empire cards against the number of minor empire cards.
The reserve fleet is a number of cards that 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 Note: A T4, S3, T5, S4, R/C4 ... (or cards that 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 that 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 that are restricted to one copy per deck (by whatever game rules are being used) cannot be placed into the reserve fleet.
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.
- Each player's ante becomes the first card in his Discard
Pile.
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.
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 to 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.
- 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 that will be formed by playing cards.
- 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.
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 a duration 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:
1 - POINT ALLOCATION PHASE |
1 - POINT ALLOCATION PHASE
RECORD KEEPING STEP:
- Previously played cards whose duration's
have
expired are discarded at this time as the first action of this phase. Psy
functions whose duration's have expired deactivate. Cards that produce or modify
point output generate their effect before being discarded (EXAMPLE: a periodic comet
will produce its research on its last turn).
- 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.
ALLOCATION:
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.
- Only a card that 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 that are not used during the Allocation Phase are
lost.
- Cards that have point requirements and generate points will
generate points if they will be engaged. Cards that modify point output will
modify point output if they will be engaged. Cards that will not be engaged
cannot generate or modify points.
SHIP MOVEMENT:
- Ships may change locations at
this time (see the Ship Movement Rules for
details).
Beginner's Note: Ship Movement is an advanced rule
introduced in the Piracy TM expansion. Beginning players may safely skip it until
they have a better grasp on the game.
2 -ENGAGEMENT PHASE
Cards that received all point requirements are considered engaged and are
placed in a vertical position in this phase. Cards without point requirements
remain engaged. Cards that 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.
- 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.
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 that say they are destroyed
by damage.
FLEET TARGETED WEAPONS: Some weapons (Distortion
Cannons, Gravidic Distorters, Time
Phasers, etc.) must be fired at the beginning of the Weapons Fire Phase,
before any weapons volleys are declared. These weapons affect all of a given
type or types of targets in the targeted fleet (read the weapon descriptions for
details). They are not considered a weapons volley, but are resolved
similarly.
WEAPONS VOLLEY: Each weapons
volley consists of 5 steps:
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.
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.
d - Resolve
the effects of the weapons volley, i.e. target destroyed or damaged, etc.
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.
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 that 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.
- A player may discard any number of cards from his active fleet.
- Cards that are yours but under the conttroll of another player or cards that 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.
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.
- The player who just completed his turn
advises the next player that he is finished.
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.
You may want to refer to the Narrative
Example to get a better understanding of turn sequence.
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.
When different versions of the same exactly identical card exist, all versions play as the most recently 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.
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.
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.
- 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 exceptions 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.
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 (see the Ship Movement Rules).
If two of the same cards (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.
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.
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.
- Any of these 3 steps can be reacted to.
- 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.
- Any crew card can perform a there-and-back mission to
perform one of its card functions, even if the crew card doesn't explicitly say
it can. EXAMPLE: An R/C7 Doctor can go on a there-and-back mission to negate an
injury or illness at another location.
For a more detailed explanation of There-and-Back Missions see the article on Shuttles & Transporters in Galactic Fire #2, available at http://www.galacticempires.org
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 that reaches a strength of ZERO is discarded.
- 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 that state they are
discarded after use and which are voided by a reaction card are discarded even
though they did not get used.
- Returned to the Hand: When a stack of cards
is returned to the hand, each card in the stack is returned to its respective
owner's hand.
Cards 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. Any player may look through any discard pile at any time.
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.
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 that are not played in reaction mode will not generate points
outside of the Allocation Phase.
- 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.
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 ..."
EXAMPLE: 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, ..."
A player's fleet has a command limit. The command limit is the maximum number
of cards that require a command slot that a player may normally have in play.
- Cards that consume 1 command slot each include ship, dragon and base cards
of strength 3 or higher.
- Cards that 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.
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 that
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 that 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.
- If a player has full command slots and loses some command points he
does not have to discard cards that consume command slots, but he may not play
another card requiring command slots until a free slot becomes available.
- Cards that 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.
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.
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 that 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.
- 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.
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.
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.
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.
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: The 25th damage point applied against it destroys a Sector HQ or Psy Network.
- 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.
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.
- Dice may also be used to keep track of duration on
cards that only last a specific number of turns.
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-XXX-XXXX 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.
There are many different types of points generated by terrain and other cards. The representative symbol is given with each.
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.
- Economy points are not modified by point modifiers that modify other types
of points even when the economy points are used as that point type.
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 weapon points 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 represent 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.
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, etc.). 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.
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.
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.
Weapon Damage Points: 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).
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
SYSTEM INDICATOR: Leopan ships use Armor Sytems
rather than Shields. Armor System 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. See the Armor Sytems
rules for a full description of how these work.
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 EMF rules for a full description of how these work.
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). 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).
Beginner's Note: Beginners' should start out by reading the Ship and Terrain card descriptions first, then move on to the other card types. Card types listed with a * before them do not appear in Primary or Universe Editions, so can be safely skipped by beginning players.
|
A1 Infestation Inhibitor |
|
A6 Captain's Bluff |
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.
- An ability card may not be engaged on a disengaged
crew.
|
B6 Evil Temple |
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.
- Crew cards with point requirements may have points allocated to them even if
their location is disengaged.
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 that 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.
|
E5 Antimatter Mine |
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: Other empires cannot use exclusive technology.
- Foreign Technology: Foreign Technology cannot be used by other empires except
by means of a special card that 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 that specifically permits the use of
foreign technology, such as an engineer, some science officers, etc. (See
Vektrean, Bolaar, and Allied
rules.)
*FIELD CARDS: (found in Powers of the Mind TM and
later sets)
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.
- Field
cards are only destroyed by the destruction of the terrain card on which they
are played.
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.
- 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).
- 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.
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 that do not say where they are played, are played to or against
the card or cards that they affect. Hazards cards that affect things other
than cards (weapons fire, opponent volleys, etc.) are considered played to the
owning player's fleet.
*INSTALLATION CARDS:
Installation cards are designated with an 'I'. The lost empire known
only as the 'ancients' left gigantic stellar installations throughout the Far
Side. While attempting to conquer a given sector these
abandoned installations were occasionally used by the various empires.
- Installations are played independently.
- They are not considered
bases.
- 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 that they affect. Luck cards that
affect things other than cards are considered played to the owning player's
fleet.
|
M3 Cyber Beast |
|
M3 Invinco Guardian |
|
M4 Harvesters |
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 that 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.
- An 'M' space
dragon is not a 'D' dragon card.
*ANCIENT CARDS: (found in
Galactic Invaders TM) Ancient cards (no, not millennia old GE cards gated in from the future and
sold on eBay)
are designated with an 'N'.
- Ancient cards are a subset of crew cards. Ancient cards are treated as crew
cards for all purposes. Cards that can be played on crew can be played on
ancients, and anything that can affect crew cards can affect ancient cards.
- Ancients may be played directly to installations.
- 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.
NOTE: Only one Ancient card was ever printed, the N2 Traveller
from Galactic Invaders TM. More were planned in the Realms
of the Ancients TM expansion that was never released.
|
O9 Illness |
|
O5 Evasive Maneuvers |
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 that they affect. Occurrence cards that
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 expansions) 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 that can be played on crew can be played
on psys, and anything that 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.
- Only 'P' cards are considered psy cards.
|
Q5 Long Range Transporter |
*HEADQUARTER CARDS:
Headquarter cards are designated with a 'Q'.
- Headquarter cards are played to the Sector HQ.
- 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.
NOTE: Only one 'Q' card was ever printed, the Q5
Long Range Transporter; it was a Promo card.
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.
TERRAIN CARDS: Terrain cards are designated with a 'T'.
- The main function of terrain cards is to provide resource points.
- The
only cards that 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 that CAN cause damage to the structure of terrain cards.
- Terrain cards are played independently and can become the basis of a
stack.
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).
-
Always apply additive modifiers first, and 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.
EXAMPLE: 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.
ARMOR
SYSTEM: Leopan ships use Armor Systems
rather than Shields. Armor System 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.
- 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.].
- 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.
AUXILIARY
SHIELDS: Tarra'ki ships mount secondary Shield
banks. The stronger Shield bank applies (main bank on
ties). Both regenerate.
NOTE: The original rules card doesn't specify, but Shield refits should apply to
both
the primary and secondary Shield banks.
DRONE SPECIAL SHIP SYSTEMS: Drone
ships use a variety of special ship systems.
- Points in parenthesis represent a single system. Multiple
points not in a parenthesis indicate multiple systems that may be used
separately.
Deflector Grid: Whenever damage is applied to this ship, damage up to the
strength of the grid may be transferred to any unit.
Tractor Beams: Activated against a ship as a reaction, tractoring the
ship for 1 turn or until tractored by another tractor beam. The tractored ship
may only fire at this unit. Current fire from the unit is intercepted.
Command Encryption: Prevents miscommunications and command disjunction
from being played against the fleet by a player without a cryptologist in their
fleet.
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.
These are the cards that may be used with an
Electronic Warfare System: R/O3 Defensive Electronic Warfare (UE/PE),
R/O3 Offensive Electronic Warfare (UE/PE),
R/O3 Offensive/Defensive Electronic Warfare (UE/PE).
ELECTROMAGNETIC FIELD (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 that 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.
- The EMF will not
block the function of transporters.
- The EMF is not treated as Shields for
the purposes of cards that affect Shields.
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 re-powered to a
maximum strength of 10 (not 14, the ship's ultimate maximum).
ION & NOVA CANNONS: Erodi
ships can manipulate Ion storms and Nova explosions. 1 Ion or Nova hazard card
('ion' or 'nova' in the title) may
be played to an Ion or Nova cannon (respectively). The Ion or Nova may be
activated each turn. The hazard is discarded after use IF the energy allocated
to the system does not equal or exceed the strength of the hazard.
These are the cards that may be used with the printed Ion
& Nova Cannons: H1 Ion Storm (AF),
H2 Ion Storm (UE/PE/B/A),
H3 Pocket Supernova (AF), H4 Nova (PE/B/A),
H5 Ion Storm (UE/PE/B/A),
and H6 Type II Supernova (UE/PE/B/A).
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.
These are the cards that may be used with a
Maneuvering System: R/L6 Lucky Maneuver (UE/PE),
O3 Tight Maneuver (GI), R/O4 Formation Maneuver (Pir),
R/O5 Evasive Maneuvers (UE/PE), R/O5
Fleet Maneuver (GI), R/O6 Crash Maneuver (GI),
and R/O6 Surprise Maneuver (GI).
MANEUVERING THRUSTERS: Trochilidae ships are extremely agile; they avoid taking damage through the use of their Maneuvering Thrusters. Maneuvering Thrusters reduce card damage and opponent volleys (against the unit) by an amount equal to the energy applied if 1 (or more) card(s) causing the damage is of greater strength than the unit.
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: This is technically a non-heavy weapon. See the entry below.
TRANSGATE:
A J'xar ship may use each Transgate only 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.
- 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.
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 that say they are destroyed by damage.
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 cause a single point of damage unless specified otherwise. The following is a list of standard non-heavy weapons: Phasers (most empires), Subspace Whips (Drone/Mechad), Seltzer Cannons (Comedy Club Network), Physical Damage (Dragon/Orgons), Time Damage Generators (Tranoan) and Cyber Damage (Cyber.Noughts).
PHASER MAGNIFIER: A Phaser Magnifier
allows a
Scorpead ship 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 ship's Phaser Magnifier may not be armed on a turn when the
Hyperspace Detonator is armed.
PSY DAMAGE: Psy Empire cards can cause 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.
PULSE PHASER: Each Pulse Phaser may be fired by a Pakta'don ship a number of times (in separate volleys) equal to the energy allocated to the Pulse Phasers.
TIME DAMAGE: Each Time Damage point causes 1 point of damage. Some cards have two printed values for Time Damage (e.g. all Time Knights). 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 may be fired by a Tranoan ship once each turn, damaging all available targets in one fleet. This is a fleet targeted weapon (i.e. fired at the beginning of the Weapons Fire Phase with Distortion Cannons, Gravidic Distorters, 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 that can affect Phasers.
- 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 (Gekonauak),
Bi-tritium Boomerang (Indirigan), Breath Weapon (Dragon),
Ectoplasmic Trail (Orgons), Energy Flux (Argonian), Hypertrail
Seeker (J'xar), Neutronium Torpedo (Clydon/Paraloid), Plasma
Degenerator (Leopan/Trochilidae), Plasma
Stream (P.O.T./Pakta'don),
Sabot (Krebiz),
Thunderbolt Devastator (Erodi/Tufor),
Tram (Drone/Mechad), and
pretty much every Heavy Weapon used by the Comedy
Club Network.
- Any heavy weapon not defined below as a
non-standard heavy weapon is to be considered a standard heavy weapon.
AESTHETIC WEAPONS: Allows an Aesthetic ship to target individual terrain cards in a terrain stack, destroying them separately. Aesthetic damage to part of a terrain stack should be tracked separately but may not be used to destroy the basis of any part of the combined terrain stack.
DAMAGE ADJUSTER: Allows a player to pick up a marker die on the target, roll it and then return it.
DECK WRECKER: Allows a player to discard the top card on the opponent deck it's fired at.
DETONIUM BOLTS: Detonium Bolts are used by the Zedan to counter attack their enemies. 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 that fired at the ship equipped with the Detonium Bolt.
DISTORTION CANNON: Distortion Cannons are area affect weapons
used by the Mechad 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.
- 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 Cannons are fleet targeted weapons (i.e. fired at the beginning
of the Weapons Fire Phase with Gravidic
Distorters, Time Phasers, etc.). This damage is not considered a weapons volley.
GRAVIDIC DISTORTER: A fleet targeted weapon (i.e. fired at the beginning of the Weapons Fire Phase with Distortion Cannons, Time Phasers, etc.) used by the Drone which causes 1 point of damage to each terrain not protected by a base. This damage is not considered a weapons volley.
HAND WRECKER: Allows a player to discard 1 card from the opponent hand it's fired at.
HYPERSPACE DETONATOR: The Hyperspace
Detonator is the
Scorpeads 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.
- Scorpead units may not have heavy weapon refits (refits
adding heavy weapons) applied to them.
POSITRON EMITTER: A heavy weapon
used by the Tarra'ki ship causing damage equal to energy
allocated. The firing card takes damage equal to energy loaded after the slash.
EXAMPLE: If a ship has (![]()
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)
it can allocate up to 4 energy to do 4 damage; if it allocates 2 energy it can
do 2 damage and will take no damage; if it allocates 3 energy it can do 3 damage
but will take 1 damage itself, and if it allocates all 4 energy it can do 4
damage but it will take 2 damage.
SHIELD PENETRATION DEVICE: The Shield Penetration Device is a heavy weapon used by the P.O.T. that ignores Shields, Armor Systems and EMFs. Each Shield Penetration Device requires 1 ammunition point to cause 1 point of structural damage.
SPECIALIZED WEAPON 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. Many empires use Specialized Weapon Mounts, including the Bolaar, Corporate Pirate, Nagiridni Pirates, and Vektrean.
SWARM BOLTS: The Shon-ti use Swarm Bolts to attack multiple targets at a single location. Swarm Bolts cause 1 point of damage to the target and every eligible target not already targeted this player turn in the stack. May target terrain protected by a base, causing no damage to the terrain.
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 and Corporate Pirate 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. 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. 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
The major empires are the most powerful forces on the Far Side of the galaxy. Cards of a major empire 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.
|
O4 Amphibian Desire |
AQAARAN: (found in Galactic
Invaders TM) 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 use Tarrac
Projectors to cut through enemy Shields.
- Aqaaran units must be stocked as the card type ('S' or 'B') with the
greater strength.
- 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 as a base on terrain will be
discarded by the destruction of the terrain.
- When played independently, an
Aqaaran unit is a ship for all purposes.
|
C7 Doctor |
ARGONIAN FIRST REPUBLIC: (found in Alpha and later set) 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. They're armed with Energy Flux.
|
A7 Imperial Clydon |
CLYDON EMPIRE: (found in New
Empires TM and later sets) 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. Their ships use Neutronium
Torpedoes.
Clydon cruisers carry warcraft. A Clydon warcraft functions as follows:
- Only certain Clydon ships can carry warcraft. Each card indicates if it may
do so.
- Playing a warcraft to a ship alwa