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Arretze 2 0 CC

d SD 4
Hercant 1 1
s SD Nom R I T
Kamdorn 0 1 Lead Pds SD GF

1 1 D Cr Dr W Ca Fi
Lodor 3 1 G Pds GF
Nebulae
2
Arnor 2 1 Alpha New Albion 1 1 G
1:g 1 1 1
Lor 1 2 R Starpoint 3 1
1
Tren'lak 1 0 Alpha Dal Bootha 0 2 R Archon Ren 2 3
1 1 a SD
Quinarra 3 1 Xxehan 1 1 G Doom's Gate Archon Tau 1 1
SD 4 1
Abyz 3 0
1 1 d 1
Vetful II 2 0 R Thibah 1 1 Fria 2 0 B
d
Qucen'n 1 2 Tequ'ran 2 0 R
1
Rarron 0 3 G Quann 2 1 G Torkan 0 3 B
Asteroid Field
1
Beta
1 1 1 3
Cradle of Prophecy Mecatol Rex 1 6 Dream Nexus

Arinam 1 2 B Lazar 1 0
g, g 1 4 1
Meer 0 4 Wellonn 1 2 Sakulag 2 1
2 1
Bereg 3 1 R Beta Coorneeq 1 2 R
5 1:a 1 s, d, e SD 2 1 1
Litra IV 2 3 G Tar'mann 1 1 Resculon 2 0
3 1
Maaluuk 0 2
1 1 1 1 1 1 1 1 4
[0,0,0] 5 0 Destiny's Grave Subcon Focus Druaa 3 1
1 SD 5 d, a, e 1 SD 2
Mellon 0 2 Centauri 1 3
2 1 3 1 1
Zohbat 3 1 B Gral 1 1 B
Asteroid Field
1

CC 1
Mehar Xull 1 3 B
Supernova
2
Nom R I T
Lead Pds SD GF 1
Jord 4 2
D Cr Dr W Ca Fi a, d, e SD 2
Pds GF
1
Round Naalu Xxcha Sardakk L1z1x Sol Hacan

2 8. Imperial 1. Initiative 3. Political 5. Trade 6. Warfare 7. Techno.

Turn 1 S Imperial B T Tequ'ran/Torkan T Arinam/Meer S Trade T Tarmann T Dal Bootha/Xxehan

Turn 2 T Centauri/Gral TNew Albion/StarpointT HS X HS <> Bereg S Warfare

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

STRAT. 7. Techno. 1. Initiative 8. Imperial 6. Warfare 5. Trade 3. Political


BONUS
Total 10 9 Total 14 9 Total 14 10 Total 9 13 Total 10 8 Total 6 8
Arretze 2 0 Archon Ren 2 3 Maaluuk 0 2 Jord 4 2 [0,0,0] 5 0 x Tren'lak 1 0 x 1. Initiative
Hercant 1 1 Archon Tau 1 1 Druaa 3 1 x Mellon 0 2 Meer 0 4 Quinarra 3 1 x
Kamdorn 0 1 Abyz 3 0 Coorneeq 1 2 R x Zohbat 3 1 B x Bereg 3 1 R x Qucen'n 1 2 x 2. Diplomacy x x
Lodor 3 1 G Fria 2 0 B Resculon 2 0 x Mehar Xull 1 3 B x Litra IV 2 3 G x Rarron 0 3 G
Arnor 2 1 Tequ'ran 2 0 R x Lazar 1 0 x Tar'mann 1 1 x Arinam 1 2 B x 3. Political
Lor 1 2 R Torkan 0 3 B x Sakulag 2 1 x

PLANETES
PLANETES

Dal Bootha 0 2 R x New Albion 1 1 G x Centauri 1 3 x 4. Logistics x


Xxehan 1 1 G x Starpoint 3 1 x Gral 1 1 B x
5. Trade

6. Warfare

7. Techno.

Governor 3 x Politician 4 8. Imperial


Sarween Tools +1 Sarween Tools +1

NOTES
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP

CC
CC

1 2 2 2 3 1 1 3 2 3 3 3 1 4 2 1 7 1
CC
CC
1 2 2 2 3 1 1 3 2 3 3 3 1 4 2 1 7 1

Trade Trade Trade Trade Trade Trade


Agreements Agreements Agreements Agreements Agreements Agreements

TOTAL =
2+1 2+1 2 1 3 1 2 1 2 1 3 2
TRADE

0 0 0 3 0 0

Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods

3
ACTIVE LAWS
Enviro Compensator Antimass Deflectors Antimass Deflectors Antimass Deflectors Hylar V Assault Laser Hylar V Assault Laser TECHNOLOGY BUY-BACK
Sarween Tools Enviro Compensator Enviro Compensator Cybernetics Stasis Capsules Deep Space Cannon Sell 1 Techno for 6 TG at Status phase
Sarween Tools Cybernetics

TECHNOLOGIES
TECHNOLOGIES

Enviro Compensator
ACTION

ACTION
CARDS

CARDS
2 2 2 1 2 2

Sitko Daniel Caillin Ophidian Mordred Dalinski


Hacan Xxcha Naalu Sol Lizix Sardakk N'orr
VP

0 0 0 0 1 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


1 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.
TAGE 2
I control 10 planets outside my home system.

STAGE 2 I now spend 20 influence.

I control the Mecatol Rex system and all systems


adjacent to it.

Secret Objective (2 VP)


S
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 ###

Naalu Sol Sardakk Hacan Xxcha L1z1x


Round 1
6. Warfare 3. Political 4. Logistics 5. Trade 7. Techno. 8. Imperial

Turn 1 T Corneeq/Resculon T Mellon/Zohbat S Logistics S Trade S Techno. T Arinam/Meer

Turn 2 T HS T Mehar Xull T Qucenn/Rarron T Lodor T Abyz/Fria S Imperial B

Turn 3 S Warfare S Political T HS T Arnor/Lor T HS T Bereg/Lirta IV

Turn 4 T Lazar/Sakulag T HS Pass T HS Pass Pass

Turn 5 Pass Pass x Pass x x

Turn 6 x x x x x x

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 2 2 2 8 2 6 2 0 2 1 2 3 0 23

Xxcha 2 2 3 4 1 1 4 3 0 2 2 2 3 0 ###

Naalu 1 1 2 4 4 1 1 6 2 0 2 1 3 3 0 19

Sol 1 3 7 1 4 2 0 4 3 3 3 0 ###

L1z1x 1 1 1 1 5 7 1 1 5 4 0 2 1 4 3 1 23

Sardakk 5 1 1 5 1 1 4 2 0 2 1 7 3 0 ###

Blue : growing / Red : decreasing

Naalu Xxcha Sardakk L1z1x Sol Hacan


Round 2
8. Imperial 1. Initiative 3. Political 5. Trade 6. Warfare 7. Techno.

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 2 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
Hacan 2 2 2 8 2 23

Xxcha 2 2 3 4 1 1 ###

Naalu 1 1 1 3 4 8 1 1 29

Sol 1 3 7 1 ###

L1z1x 3 1 2 0 3 9 2 1 31

Sardakk 5 1 2 8 1 1 23

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 &
Dreadnoughts
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
During 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

Hacan Xxcha Naalu Sol L1z1x Sardakk

SCIENTIFIQUE 1 1

DIPLOMATE 1 2 1 1 1

GENERAL 1 2

AMIRAL 1 1 1 1

ESPION 1 1 1

Admiral Same abilities as in rulebook.

Agent Same abilities as in rulebook, except cannot be used to Sabotage an Action Card.

Diplomat Same abilities as in rulebook.

General Same abilities as in rulebook.


The planet containing this Leader generates +3 resources when exhausted. This ability may not be combined with the
Governor
Trader ability.

If the planet containing this Leader has a Space Dock, that Space Dock may function like a PDS. The Space Dock may
Guardian
NOT use Deep Space Cannons, however.

If the planet containing this Leader has a Technology Specialty, the tech credit may be applied to purchase a technolog
Inventor
of ANY color. This ability cannot be combined with the Scientist ability.
If a fleet containing a ship carrying this Leader destroys an enemy Cruiser or Dreadnought, roll a 10-sided die. On a resu
of 9+ for a Cruiser, or 10+ for a Dreadnought, you may place one of your own ships of that type in the system (if
Marine
possibly; Fleet Supply and reinforcement limits still apply). This ship may not be used during the rest of the Space Battle
If the ship is a Dreadnought, it is damaged.

Navigator The ship carrying this Leader gets +1 to its Move value. This ability may not be combined with the Admiral ability.

The planet containing this Leader still generates votes even if it is exhausted. If it is not exhausted, it gives the planets
Politician
owner 4 extra votes.

Scientist Same abilities as in rulebook.

When the ship carrying this Leader deals a hit during Space Combat, you choose which ship to damage. This ability
Sharpshooter
cannot be used if the Admiral ability was used for this attack or while on a War Sun.

All enemy leaders in the system containing this Leader cannot use their abilities. This ability cannot be used if the syste
Spy
contains an enemy Spy.

Tactician All non-Fighter ships in the fleet containing the ship carrying this Leader receive +1 to all combat rolls.

As an action, you may exhaust the planet containing this Leader to generate Trade Goods equal to the resource value o
Trader
the planet.
Special

Carry up to 6 units (Fighters, GF or PDS)

Anti-fighter beam (2D10)

Sustain damage / Bombardment if invasion and no PDS

Sustain damage / Bombardment (3D10) / Carry up to 6 units

Planetary shield / Space Cannon

Production (Resource + 2) / 3 Fighters capacity

- Technology discount of 2 credits rather than 1 on technological planets


- Cost of SD = 2 resources
- PDS +1 on any rolls
- Planets with PDS and Scientist can't be bombarded by WS

- Delay invasion for 1 round


- Can move through opponent's fleet (with opponent's permission)

- Reroll up to 2D10 per round (invasion)


- Bombardement -4 for Dreadnaught and WS (defense)
- GF +1 combat (defense)

- Combat +1 additional D10


- Movement Dreadnaught +1
- Opponent can't retreat (except if an another Admiral is present)

- No ennemy PDS fire during invasion


- If invasion is succesful, ennemy PDS and SD can be captured
- Sacrifice to Sabotage an Action Card

ilities as in rulebook.

pt cannot be used to Sabotage an Action Card.

ilities as in rulebook.

ilities as in rulebook.
urces when exhausted. This ability may not be combined with the
rader ability.

, that Space Dock may function like a PDS. The Space Dock may
Space Cannons, however.

Specialty, the tech credit may be applied to purchase a technology


ot be combined with the Scientist ability.
s an enemy Cruiser or Dreadnought, roll a 10-sided die. On a result
may place one of your own ships of that type in the system (if
ply). This ship may not be used during the rest of the Space Battle.
readnought, it is damaged.

alue. This ability may not be combined with the Admiral ability.

s even if it is exhausted. If it is not exhausted, it gives the planets


er 4 extra votes.

ilities as in rulebook.

g Space Combat, you choose which ship to damage. This ability


was used for this attack or while on a War Sun.

cannot use their abilities. This ability cannot be used if the system
ns an enemy Spy.

e ship carrying this Leader receive +1 to all combat rolls.

his Leader to generate Trade Goods equal to the resource value of


the planet.
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.
Number of Planets Army Strenght
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 0 Rd 1
Hacan 3 6 Hacan 15 23
Xxcha 2 4 Xxcha 16 20
Naalu 2 6 Naalu 16 19
Sol 1 4 Sol 14 18
L1z1x 1 5 L1z1x 18 23
Sardakk 2 4 Sardakk 14 19

6 25
5.5 23
5
20
4.5
4 18
Xxcha
3.5 Sol 15
3 Sardakk 13
2.5 L1z1x 10
2 Hacan
8
1.5 Naalu
1 5

0.5 3
0 0
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 0 Rd 1 Rd 2 Rd 3 Rd 4

Victory Points
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8
Hacan 0 0
Xxcha 0 0
Naalu 0 0
Sol 0 0
L1z1x 0 1
Sardakk 0 0

1
1
1
1
Xxcha
1 Sol
0 Sardakk
0 L1z1x
Hacan
0
Naalu
0
0
0
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7
nght
Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8

Xxcha
Sol
Sardakk
L1z1x
Hacan
Naalu

Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7

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