Time: | 12+ h |
---|---|
# Players: | 3-6 (3-8 with Extension) |
Style: | strategic wargame |
Table of Contents:
- Secret Objective
- can only have a maximum of three along with the scored ones (discard new ones)
- Action Cards
- have a maximum of 7
- Fleet Limit
- the command tokens on your Fleet (command sheet) determine the number of ships that can be in one system (- infantry and fighter)
- Fighter
- cannot remain in one system on its own, need a ship with capacity or are destroyed
- Space ports
- cannot produce ships when enemy ships are in system but can still produce ground forces
- Transactions
- a player can make one transaction per turn with each of his neighbors (player in an adjacent system)transactions are binding and refer to immediate trading of commodities, promisary notes or trade goods
- Commodities
- can only be used for trading and are transformed to trade goods by trading
- Strategy phase
- speaker chooses first strategy card, rest in clockwise order
- Action phase
- each player does one action per round, order is determined by strategy card numbers (initiative order)
- Status Phase
- players can resolve one public and one secret objective eachpublic objectives are resolved in order of initiative (value on strategy cards)game ends if no objective can be revealed, player with most vistory points wins
- Agenda Phase
- players draw and resolve new agendaspeaker votes last, rest votes counterclockwise, starting with the player left to the speaker
- Tactical Action
- activate a system (all action will happen related to that system)movement (move ships into the activated system from whatever system but without picking up infantry/fighters or pausing ships on the way)space battlesinvasion (bombardment and ground combat)production
- Pass
- once both Strategy Cards have been used a player can pass on his turn
- Order
- Start of CombatSpace CannonAnti-Fighter BarrageDeclare RetreatStart of Combat Roundassign hitsEnd of Combat RoundRetreatrepeat from Declare Retreat until all ships of one player are destroyedBombardementGround CombatSpace CannonStart Ground Combat Roundassign hitsEnd Ground Combat Roundrepeat Start Ground Combat until all infantry of one player are wiped out
- Space Cannon
- hits once at start of fightcan be used to attack neighboring systems after upgrade (also defend other players or defend your own ships) |
- Retreat
- declare at the beginning of a combat round after PDS and anti-fighter barragemove all surviving ships at the end of the combat round to a system with an own ship or own planet, no enemy
- Assigning Hits
- all rolled hits are assigned (in parallel)
- Sustain Damage
- damages a ship for one damage (flip it), second damage destroys it
- Bombardement
- only on non-cultural planetssquare tokens that can only be placed in the spaces in the clearingscannot bombard cultural planetPlanet Shield prevents that
- The Ghosts of Creuss
- high mobility, slow start (only one carrier), very vulnerable because of double way wormholes