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Xia Game Turn Phases and Actions

The document outlines the game mechanics for a space-themed board game, detailing phases of play, actions, and combat rules. Players can earn fame points through various actions and must manage resources, missions, and potential NPC interactions. Additionally, it includes rules for damage, bounty, and player interactions such as rescuing stranded ships.

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Ignacio Herrero
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0% found this document useful (0 votes)
34 views2 pages

Xia Game Turn Phases and Actions

The document outlines the game mechanics for a space-themed board game, detailing phases of play, actions, and combat rules. Players can earn fame points through various actions and must manage resources, missions, and potential NPC interactions. Additionally, it includes rules for damage, bounty, and player interactions such as rescuing stranded ships.

Uploaded by

Ignacio Herrero
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

S TAT U S AT TA C K S

This is a clean-up phase. Range: Missiles from 2-6 spaces,


• Claim any title cards and earned fame blasters when adjacent. Ram when
points. adjacent with engine as attack.
• Draw new titles (when the first player Line of Sight: See below.
reaches a corresponding fame level) Declare Attack: Declare target and
QUICK REFERENCE • Refresh impulse engines and any arm 1 or more weapons / engine.
used cards Declare Defence: Arm one of more
• Move any used arm markers to shields.
TURN PHASES disarmed, then spend energy to re- Roll & Resolve: Roll all attacks and
All turns have 3 phases which must be arm them total. Roll all defence and total. Apply
taken in order. net attack to defender.
• Action Phase Apply entire result of a ramming attack
• Business Phase MINOR ACTIONS against the attacker. Cannot mitigate.
• Status Phase Only minor actions can be taken
Re-Arm: Defenders may use energy to
without stopping movement. These
re-arm markers used for shields in this
include:
ACTIONS • Draw mission cards
attack.
Take as many of the following actions • Collect exploration marker
per turn as you wish, in any order you • Collect jettisoned cargo LINE OF SIGHT
wish... • Blind jump into a new sectorDiscard Most attacks require clear line of sight.
an active mission Line of sight does not pass through
Move: Engines, Impulse asteroids or debris field borders, stars,
Attack: Missiles, Blasters, Ram planetary shields, planetary
Missions: Draw cards, start mission, FA M E entrances or unexplored
complete mission, discard active You earn fame points:
space.
Cargo: Buy cubes, collect cubes in • Exploration token (1 fP)
space, mine / salvage / harvest cubes, • First to use a jump gate (1fP)
Line of sight does pass through
sell cubes • Complete a mission (1 fP)
open space, nebula cells and
Explore: Scan sector, blind jump, • Destroy a ship (equal to tier of ship)
boundaries. Line of sight also
collect exploration tokens. • Sell all cubes in your hold (1 fP)
connects the functioning warp gates.
For blind jump, you must declare the • Purchase a new ship (1 fP)
space on the new tile you are • Rescue a stranded player (1 fP)
jumping to before revealing the • Titles (points based on card) M I S S I O N S
new tile. • Roll a natural 20 on any roll (1 fP) If you have no active mission you may
Other: Use special Only 1 fp per turn can be achieved take a minor action at to draw 3
abilities, rescue stranded through a roll of a natural 20 cards and keep none or one of them.
player, jettison cargo • Purchase with 5,000 credits (1 fP) You can start a mission at . If the
You cannot purchase the the fame mission requires a roll, you may spend
point to win the game any completed mission of the same
B U S I N E S S type (i.e. ‘Thief’) to re-roll. You can
Can be taken if your action phase
completes with your ship inside a B O R D E R S complete a mission at . As a minor
18-20: Enter, no penalty action with no penalty, you can discard
Planets

planetary shield.
11-17: Enter, +1,000 bounty an active mission at any time, but
Recharge: Activate all armed markers 1-10: Bounce, -1 move pt always before drawing new mission
and recharge energy to full Take damage equal to roll cards.
Repair: Clear all damage for 1,000
Nebulae Asteroids

credits (2,000 on tier 3 ships) 11-20: Enter, no penalty ADJACENCY


Sell Undamaged Outfits: For ½ cost 1-10: Lose energy Some missions require ships to be
rounded up Mitigate with shields adjacent. Ships are adjacent when they
Buy Outfits: For full price so long as are on adjacent hexes on the
they fit in your hold 11-20: Enter, no penalty board and there is no
Rearrange Hold: Move items in your 1-10: Take damage. planetary shield or
hold. Damaged outfits and damage Mitigate with shields. planetary entrance
markers may not be moved. between them.
4-20: Enter, no penalty
Fields
Debris

Buy a New Ship: Buy a higher tier ship


for its indicated cost. Gain 1 fame. 1-3: Ship is destroyed.
Buy Fame: Buy 1 fame point for 5,000. Cannot mitigate.
You may not win the game by buying a
fame point.
G A M E S E T U P N P C ’ S D E S T R O Y E D
• Place resources, outfits, cargo cubes, NPCs are associated with a specific If your ship is destroyed, you lose any
credits and tier 1 ships on the table. sector tile. They first appear in the bounty and must discard any active
• Shuffle mission and title decks. game when that sector tile appears. mission cards. Any cargo is jettisoned
• Deal NPC cards and matching ships They initially appear on the into space. The player loses 1 turn
to 3 players (if used). spawn point for that tile. (except for tier 1 ships) and re-spawns
• Determine the # of fame points to win. at full energy with no damage on the
• Each player chooses a colour and NPCs that target a spawn point that is closest to a d20 roll.
gets 3,000 credits particular ship, can
• Each player draws one sector tile target other NPCs. S T R A N D E D
(must have a spawn point) and places
A player is stranded if they have no
in on the table connected to the most When an NPC destroys another
energy and no armed markers.
recently drawn tile. ship (including another NPC) any
While stranded only
• Choose a starting credits on the NPC card are transferred
movement by impulse
player. to the NPC card.
engines is possible,
• They choose a
although certain
ship mat, ability When killed. NPCs re-spawn after the
minor actions are still
card and matching next turn of their controlling player.
possible.
miniature.
• Repeat for B O U N T Y
remaining players in
Any ship with bounty is considered
R E S C U E
counter-clockwise order. A stranded ship can be rescued by
outlaw and cannot enter a lawful planet
• Once every player has chosen a ship, another player who is adjacent and has
through its shield gate entrance. A
starting with the first player at least 3 energy. Rescuing consists of
bounty of 1,000 credits is placed on a
• Purchase any desired outfits for transferring two energy to the stranded
ship for:
your ship. ship. That ship can immediately re-arm
• Rolling 11-17 on a planetary shield
• Place your ship on the lowest markers. Rescue cannot be refused
• Some illegal missions
available spawn point (house rule) and earns one fP for the rescuer.
• Destroying an innocent ship
• Repeat for remaining players in
• A ship with no bounty that enters any
counter-clockwise order.
• The player who picked their ship last
outlaw planet through its shield HOUSE RULES
entrance. 1) When spawning before game start,
takes the first turn.
Bounty is removed by upgrading the players spawn on the lowest
• Turns proceed in clockwise order.
ship to the next tier, or when the ship is uncovered available spawn point.
destroyed. Destroying a ship that 2) If Cold Phoenix uses its warp
PLACING TILES has bounty on it allows the to arrive inside a planetary
When placing new tiles onto the board, attacker to claim the bounty. If shield, the resulting
they must be placed so that the both ships are destroyed disturbance to
symbol on the new tile matches the then the bounty is lost. navigation causes
symbol on the tile that the exploring the ship to
ship is currently on. take a
In cases where a ship may be scanning
D A M A G E bounty.
When your ship takes damage, place
in more than one direction, the direction
an equal number of damage markers
of scan must be declared before the tile
into your hold. If you have no empty
is revealed.
spaces, you must either jettison cargo,
In cases where a player is blind
or place damage markers on your
jumping, the destination space on the
outfits. Each marker on an outfit
new tile must be
subtracts 1 from any roll
declared before the tile
using that outfit. If
is revealed.
damage markers are
placed on arming
points of an outfit you
will not be able to use
that arming point.

If your total damage markers


is equal to or greater than the
number of spots in you hold,
your ship is destroyed.

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