Arretze 2 0 CC
g, d SD 2
Hercant 1 1
s 2 Nom R I T
Kamdorn 0 1 Lead Pds SD GF
1 2 2 D Cr Dr W Ca Fi
Lodor 3 1 G Pds GF
Nebulae
Arnor 2 1 Alpha New Albion 1 1 G
Lor 1 2 R Starpoint 3 1
Tren'lak 1 0 Alpha Dal Bootha 0 2 R Archon Ren 2 3
g 2 d, d, a SD 2
Quinarra 3 1 Xxehan 1 1 G Archon Tau 1 1
a, g 1 SD 3
Abyz 3 0
1 1 2 1 3
Vetful II 2 0 R Thibah 1 1 Fria 2 0 B
Qucen'n 1 2 Tequ'ran 2 0 R
Rarron 0 3 G Quann 2 1 G Torkan 0 3 B
Asteroid Field
Beta
Mecatol Rex 1 6
Lazar 1 0
Arinam 1 2 B
Wellonn 1 2 Sakulag 2 1
Meer 0 4
Bereg 3 1 R Beta Coorneeq 1 2 R
Litra IV 2 3 G Tar'mann 1 1 Resculon 2 0
Maaluuk 0 2
[0,0,0] 5 0 Druaa 3 1
s, d, e 1 SD 5 d, a, e 1 SD 4
Mellon 0 2 Centauri 1 3
1 1 3 1 1 1 4
Zohbat 3 1 B Gral 1 1 B
Asteroid Field
CC
Mehar Xull 1 3 B
Supernova
Nom R I T
Lead Pds SD GF
Jord 4 2
D Cr Dr W Ca Fi a, d, e SD 5
Pds GF
1 2
Round Hacan Xxcha Naalu Sol L1z1x Sardakk
1 5. Trade 7. Techno.
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
Turn 8
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Sitko Daniel Caillin Ophidian Mordred Dalinski
Hacan Xxcha Naalu Sol Lizix Sardakk N'orr BONUS
STRAT. 5. Trade 7. Techno. 1. Initiative
Total 3 2 Total 3 4 Total 3 3 Total 4 2 Total 5 0 Total 4 1 2. Diplomacy
Arretze 2 0 Archon Ren 2 3 Maaluuk 0 2 Jord 4 2 [0,0,0] 5 0 Tren'lak 1 0
Hercant 1 1 Archon Tau 1 1 Druaa 3 1 Quinarra 3 1 3. Political
Kamdorn 0 1
4. Logistics
PLANETES
PLANETES
5. Trade
6. Warfare
7. Techno.
8. Imperial
Sarween Tools +1
NOTES
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP
CC
CC
2 3 3 2 3 3 2 3 3 2 3 3 3 3 3 2 3 3
Trade Trade Trade Trade Trade Trade
Agreements Agreements Agreements Agreements Agreements Agreements
TOTAL =
3 3 2 2 2 1 2 2 1 1 1 1
TRADE
0 0 0 0 0 0
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
0
ACTIVE LAWS
Enviro Compensator Antimass Deflectors Antimass Deflectors Antimass Deflectors Hylar V Assault Laser Hylar V Assault Laser
Sarween Tools Enviro Compensator Enviro Compensator Cybernetics Stasis Capsules Deep Space Cannon
Cybernetics
TECHNOLOGIES
TECHNOLOGIES
Enviro Compensator
ACTION
ACTION
CARDS
CARDS
0 0 0 0 0 0
Sitko Daniel Caillin Ophidian Mordred Dalinski
Hacan Xxcha Naalu Sol Lizix Sardakk N'orr
VP
0 0 0 0 0 0 OBJECTIVES
All three of my Space Docks are on the board.
I control 5 planets outside my home system.
I have 5 Technology Advances.
STAGE 1
I have controlled Mecatol Rex the entire Strategy Phase
and Action Phase of this round.
I control the planets needed to have at least
one of each of the 3 technology specialties.
I now spend 10 resources.
I control planets with a combined total influence greater than
the combined total influence of my two neighbors.
I control 10 planets outside my home system.
STAGE 2
I now spend 20 influence.
ST
I control the Mecatol Rex system and all systems
adjacent to it.
S Secret Objective (2 VP)
De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC
Round 0 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
Hacan 1 2 2 4 1 3 2 0 0 2 3 3 0 15
Xxcha 2 1 3 2 1 1 2 2 0 0 2 3 3 0 ###
Naalu 1 1 1 4 4 1 1 2 2 0 0 2 3 3 0 16
Sol 1 2 5 1 1 2 0 0 3 3 3 0 ###
L1z1x 1 1 3 5 1 1 1 4 0 0 2 3 3 0 18
Sardakk 1 1 5 1 1 2 2 0 0 2 3 3 0 ###
Hacan Xxcha Naalu Sol L1z1x Sardakk
Round 1
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC
Round 1 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
Hacan 0
Xxcha 0
Naalu 0
Sol 0
L1z1x 0
Sardakk 0
Blue : growing / Red : decreasing
Hylar V Assault Laser
Cruisers &
Destroyers +1 on
Combat Gravitation Laser Sys
Stasis Capsules
Re-Roll PDS Cruisers &
Miss Dreadnoughts
Deep Space Cannon Carry 1 GF
PDS Units Fire to
Adjacent System +
Antimass Deflectors Cybernetics
War Sun
Move Through Fighters +1 For
May Produce War Asteroid Field Combat
Sun
+
+
Magen Defense Grid XRD Transporters Gen Synthesis
Integ
PDS Units at +1 GF +1 Combat,
Carriers +1
and Ground Units Destroyed Roll
Movement
With PDS +1 6+ Saved A
Assault Cannon
+ + Neural Motivator
Draw Extra
Dreadnoughts Get Action Card
A Free Shot During Status
Before Combat Light Wave Deflector
Type IV Drive
Move through Cruisers and
Enemy Space
X-89 Bacterial Weapon Dreadnoughts +1
Movement
Dreadnought/War
Sun May Destroy
All Ground Force
Transit Diodes
Advanced Fighters
Move Up to Four Fighters
Ground Forces
Gravitation Negator Independent, +1
Hit, Move 2
Dreadnoughts
Bombard PDS,
Fighters Invade
Dacxive Animators
Roll for Each GF
Fleet Logistics Lost, 6+
Reinforces
Take Two
Tactical Actions
Enviro Compensator
Space Docks
Produce +1
sis Capsules
Cruisers &
readnoughts
Carry 1 GF Sarween Tools
+1 Resource to
Build
Micro Technology
+1 Trade Good
+ for Active
Agreements
Integrated Economy
Place Units in
Adjacent System
ral Motivator
Draw Extra
Action Card
uring Status
Unit Cost Mov Hit Max Special
Carrier 3 1 9+ x4 Carry up to 6 units (Fighters, GF or PDS)
Fighter ½ - 9+ ∞
GF ½ - 8+ ∞
Destroyer 1 2 9+ x8 Anti-fighter beam (2D10)
Cruiser 2 2 7+ x8
Dreadnought 5 1 5+ x5 Sustain damage / Bombardment if invasion and no PDS
War Sun 12 2 3+ (x3) x2 Sustain damage / Bombardment (3D10) / Carry up to 6 units
PDS 2 - 6+ x6 Planetary shield / Space Cannon
Space Dock 4 x3 Production (Resource + 2) / 3 Fighters capacity
The Emirates of Hacan
The Xxcha Kingdom
The Naalu Collective
The Federation of Sol
The L1Z1X Mindnet
Sardakk N’orr
Home World(s) – Arretze(2r/0i), Hercant(1r/1i), and Kamdorn(0r/1i)
Starting Units – 4 ground forces, 2 carriers, 1 cruiser, 2 fighters, 1 space dock
Starting Tech – Enviro Compensator, Sarween Tools
Leaders: 1 General, 1 Diplomat, 1 Scientist
Trade Agreements: 3, 3
Special Abilities :
- Your trades do not require approval during Trade Negotiations.
- You do not need to spend a Command Counter to execute the secondary action of the Trade
Strategy.
- When you receive Trade Goods from a Trade Contract you receive one additional Trade Good.
- No player may ever (except for war) break a Trade Contract with you.
- During the Status Phase you may trade Action Cards with other players.
Home World(s) – Archon Ren(2r/3i), and Archon Tau(1r/1i)
Starting Units – 1 space dock, 3 fighters, 1PDS, 1 carrier, 2 ground forces, 2 cruisers
Starting Tech – Antimass Deflectors, Enviro Compensator
Leaders: 1 Admiral, 2 Diplomats
Special Abilities :
Trade Agreements: 2, 2
- When executing the secondary action of the Diplomacy Strategy you may execute the primary
action instead.
- Immediately after a political card has been drawn and read you may spend one Command
Counter from your Strategic Allocation pool to cancel the card and force another political card to be
drawn.
- Your opponent receives –1 on all combat rolls against you during the first combat round of all
Space Battles and Invasion Combats.
Home World(s) – Druaa(3r/1i), and Maaluuk(0r/2i)
Starting Units – 1 space dock, 4 ground forces, 1 PDS, 1 carrier, 1 cruiser, 1 destroyer, 4 fighters
Starting Tech – Antimass Deflectors, Enviro Compensator
Leaders: 1 Diplomat, 1 Admiral, 1 Agent
Trade Agreements: 2, 1
Special Abilities :
- The initiative number on your chosen Strategy card is always considered to be zero (this means
you’re always first in the order of play).
- If attacked a Naalu fleet may retreat before the beginning of the Space Battle.
- Your Fighters receive +1 on all combat rolls in Space Battles.
Home World(s) – Jord(4r/2i)
Starting Units – 5 ground forces, 2 carriers, 1 destroyer, 1 space dock
Starting Tech – Antimass Deflectors, Cybernetics
Leaders: 1 Admiral, 1 Diplomat, 1 Agent
Trade Agreements: 2, 2
Special Abilities :
- As an action, you may spend one Command Counter from your Strategic Allocation pool to place
two free ground forces on any one planet that you control.
- During the Status Phase you receive one extra command counter.
Home World(s) – [0,0,0](5r/0i) “Null”
Starting Units – 1 space dock, 1 carrier, 5 ground forces, 1 dreadnought, 3 fighters, 1 PDS
Starting Tech –Enviro Compensator, Stasis Capsules, Cybernetics, Hylar V Assault Laser
Leaders: 1 Diplomat, 1 Scientist, 1 Agent
Trade Agreements: 1, 1
Special Abilities :
- The base cost of your Dreadnoughts is 4.
- Your Dreadnoughts receive +1 during Space Battles and your ground forces receive +1 when
attacking during Invasion Combat.
- You start with one extra Command Counter in your Strategic Allocation pool.
Home World(s) – Quinarra(3r/1i), and Tren’Lak(1r/0i)
Starting Units – 5 ground forces, 1 carrier, 1 cruiser, 1 PDS, 1 space dock
Starting Tech – Hylar V Assault Laser, Deep Space Cannon
Leaders: 2 Generals, 1 Admiral
Trade Agreements: 2, 1
Special Abilities :
- You receive +1 to all combat rolls during Space Battles and Invasion Combat.
- You receive one bonus GF whenever building units in a system. This bonus unit doesn't count
towards production capacity.
PRIMARY SECONDARY
- Claim Speaker Token.
1.
- Execute secondary abilities of Strategy Cards without paying CC.
INITIATIVE - You may not select the Initiative Strategy during the next Strategy Phase.
2. - Name opponent. Neither you nor that opponent may activate a system containing - Refresh up to two exhausted non-Home System Planet Cards.
DIPLOMACY units of the other player. Cost = 1 CC.
- Draw 3 Action Cards.
3. - Receive 1 CC. - Draw 1 Action Card.
POLITICAL - Draw and resolve top card of Political Deck. Then draw 3 cards from Political Deck, Cost = 1 CC.
place one on its top and two on its bottom.
4. - Receive 1 CC for every 3 influence spent.
- Receive 4 CC.
LOGISTICS Cost = Tap planets.
A) Receive 3 Trade Goods, plus Trade Goods for active trade agreements. Open
5. - Receive Trade Goods for active trade agreements.
trade negotiations. You must approve all new trade agreements.
TRADE Cost = 1 CC.
B) Cancel all trade agreements.
- Choose any 1 or 2 of your Destroyers or Cruisers on board, each unit may move to
6. an adjacent empty non-Home system (place 1 CC from reinforcements in each
- Retrieve 1 CC from the board and place it back in your Command Pool.
WARFARE destination system).
Cost = 1 CC.
7. - Receive 1 Technology advance.
- Receive 1 Technology advance.
TECHNOLOGY Cost = 1 CC and 8 resources.
A) If you control Mecatol Rex, gain 1 victory point. You may qualify for any number of - Build units in one of your system containing one or more friendly Space Docks,
8. Public Objective Cards. even if you have already activated this system (building units here doesn't activate
IMPERIAL B) Execute secondary ability at no cost. Other players may not execute secondary the system).
ability. Cost = 1 CC.