Select strategy cards, speaker picks first, clockwise. If a card has bonus counters receive one command counter or trade good per bonus counter. 3 or 4 players: select 2 cards per player one at a time.
Every player executes actions. Order of play is determined by initiative on strategy card, lowest first. Pass is not allowed till player can no longer take a strategic action.
1. activate two unactivated systems by placing 1 CC from
command pool and 1 CC from reinforcements. Only
activate system that are adjacent, contain no enemy units
and both have at least 1 unit
2. Movement between systems
3. PDS fire and **Space Mines(once per pds)
4. Landings (friendly only)
5. production in one of the activated systems.
1. Activate unactivated system (from command pool)
2. Movement into system
3. PDS fire and **Space Mines
4. Space battles
6. Invasion combat
Allowed when you can no longer take a Strategic action. After having taken this action no new actions are allowed this game round. Secondaries from strategy cards are allowed.
All units in the activated system and all other unactived units
may move. Ships may not pass through systems containing
enemy capitol ships. Ships may pick up GF and PDS units on
route in systems without a CC, but may only unload in the
activated system after finishing movement. All units moving
must end their movement in the activated system.
A) After the active player activates a system all friendly PDS
in range may fire once at ships in the activated system.
B) After another player actives a system other PDS in range
may fire once at ships belonging to the active player
If an enemy fleet ends movement in the same system as a
space mine the owner may choose to trigger one space mine.
Roll once for every capitol ship. On a 9 or 10 it takes a hit.
Before combat: Assault cannons, anti-fighter, mentak, naalu,
skilled retreat, minister of war, *sabotage run and action cards
that read \u201cimmediately before a space battle\u201d. Defender
chooses the order, sabotage run happens after anti-fighter
1. Announce withdrawals
2. Roll Combat dice (if result\u2265 battle 1 hit)
3. Remove Casualties
4. Execute Withdrawals
Repeat till withdrawal or no ships remain. Withdraw: if
enemy has not been destroyed move to a previously activated
system containing no enemy ships. Both fleets check capacity
and fleet supply before and after combat
Announce all landings, a unit can only be assigned once.
Resolve hostile landings according to active player wishes.
Friendly landings: landings on planets you control
Neutral landings: landings on uncontrolled planets.
Hostile landings(invasion): see invasion combat.
Take planet card exhausted if landing is successful.
Before combat: Units with bombard fire once(dreads only
when no PDS present, war sun roll 3 dice) then PDS fire.
1. Roll Combat dice
2. Remove casualties
Continue till either side lost all units.
If successful remove all PDS, space docks and control
markers, hand over planet card exhausted to new controller.
**Shock Troops replace facilities, Space Docks and facilities,
*agents only Space Docks and facilities.
1. planet controlled entire turn
2. No space dock on planet.
3. No enemy ships.
Place Space dock on planet.
Only at space docks, no more units then production
capacity. Only if the SD was in play at the start of
the round. Production capacity = planet production
+ 2(for space dock). Spend resources by exhausting
planets. Select units, no more then production
capacity allows and spend resources. Ships are
placed in space. GF and PDS are placed on same
planet as space dock.
1. During a tactical activation
2. No facility on planet
3. No enemy ships
4. Not in Home systems
Place it under the planet card and exhaust it if
2. repair all damaged ships
3. remove command counters
4. refresh planet cards and *refresh ability
5. receive 1 action card and 2 command (in order of init)
6. redistribute command counters (check fleet supply).
7. return strategy cards
This action might not be possible to undo. Are you sure you want to continue?