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Your Turn (3 Phases + NPC Turn): How To Gain Fame:

1 - Action Phase: Claim Fame Points To Achieve Victory:


– Declare Your Action - Explore: Discard 2 Exploration Tokens For 1
– Spend Energy/Markers/Impulse - Missions: Complete A Mission For 1
– Resolve - Combat: Destroy another ship for 1-3
- Trade: Sell All Possible Cubes In Hold (Min 2) for 1
– Repeat as desired or until out of actions to take.
- Ships: Purchase A New Ship For 1 XIA (Legends / Embers / Powers)
2 - Business Phase (If on a Planet or The Kiln):
- Wealth: Pay 5000% For 1 (Not for Victory) Quick Reference V1.1
3 - Status Phase: - Kindness: Give Energy To Stranded Player For 1
- Titles: Claim Titles For 1-3
4 - Take NPC Turn (If you have an NPC Card): - Luck: Roll A Nat. 20 on ¶ [d20] (Max 1 per Turn) for 1 Combat (six steps):
- Events: Some Event Cards Grant
1) Acquire Target: Some Ship abilities allow for multiple targets.
- Relics: Sift a Relic Token for 1
- Range: Count spaces from attacker to defender(s)
Action Phase: Blasters – Range 1 Targets 1 Ship
Move: (Affected By Borders): Missiles – Range 2 – 6 Targets 1 Ship
Business Phase:
- Engine: Place Armed Marker on Engine Use Space; Engines – Range 1 Targets 1 Ship, Damages You (Ram)
Roll; Subtract for }/} Damage; Move
(If on a Planet or The Kiln):
Ship Abilities – Some abilities have have multiple targets.
- Impulse: Flip Impulse Token, Move up to Impulse Distance (even if Stranded). - Recharge Energy – Recharge all Energy for Free
NOTE: (Minor) actions may be taken without interrupting move actions. - Line Of Sight (LOS):
- Repair Normal } Damage – Tier $ & ^ @ 1000 %; Tier & @ 2000% Does a straight Line between the center of the attackers
Attack: Ice } Damage – Repaired for free. space to the center of the defenders space pass through a
- Blasters: Place Armed Marker(s) on Blaster Use Space(s); - Buy Outfits – Tier $ @ 1000 %; Tier ^ @ 2000%; Tier & @ 3000%
Declare Combat; Roll; Subtract for }/} Damage from roll. border that blocks LOS or unexplored space?
- Missiles: Place Armed Marker on Missile Use Space; - Sell Outfits – Tier $ @ 1000 %; Tier ^ @ 1000%; Tier & @ 2000% Ship Abilities – Some ship abilities may ignore LOS.
Declare Combat; Roll; Subtract for }/} Damage from roll. - Rearrange Hold – Rearrange Items except Damaged Outfits & Damage 2) Declare Attack: Multiple Offensive attacks may be combined
- Ram: Place Armed Marker on Engine Use Space; Must be adjacent to other ship
Declare Combat; Roll; Subtract for }/} Damage from roll. Markers into a single attack. Spend armed markers
- Buy A New Ship – (+1 Tier) Keep Abilities, Outfits, Cargo & Credits. and/or energy (abilities).
Explore: Lose Bounty, Damage. Gain 1 3) Declare Defense: Multiple Shields and abilities are declared to
- Scan: At edge of Sector Tile, spend 1 Energy; Draw & Place new Sector Tile. - Buy a for 5000 % - Cannot purchase final defend against each attack. Spend Armed
- Blind Jump (Minor): Draw & Place new Sector Tile; Move ship onto new Tile.
Markers and/or energy (abilities).
- Collect { Token (Minor): Move over Exploration Token to collect.
4) Roll: Attacker rolls first, then defenders, for all outfits/abilities.
Missions: Status Phase: 5) Resolve: Add up attacker die rolls + abilities, subtract defender
- Draw (Minor): Once on each Mission Point # per turn, draw 3 cards. Review cards 1) Freeze – Place 1 } orthogonally adjacent to each existing } Damage die rolls + abilities. Defender assigns damage.
during other players turns, and pick 0 or 1, and discard rest. May only 2) Claim Fame – Claim any unclaimed Titles and acquired during turn 6) Re-Arm: Defenders may spend energy to rearm Markers used on
hold 1 active mission (Each M-Comp allows +2 extra Active Missions). 3) Draw Titles/Events – Draw Title/Event cards if first player to reach Shield outfits used in step 3. Markers not re-armed are
Place face down in players area as an active mission. or pass the space on Fame Point Track. placed on disarmed section.
- Objectives: After completing objective(s) stated on an Active Mission Card. 4) Refresh / Demand – Refresh Ability Cards and Impulse Token. Attacker may attack as many times as he can afford by repeating the six steps.
The card is to be turned face up. Place payment on Mission Card. Add 1000 % to each Resource on Economy RAMMING: Roll Engine, apply damage to both attacker and defender, damage
- Complete: Player may turn in a completed Mission at final Mission Point #. Board that is empty to attacker is unblockable. Defender can block with shields.
Receive payment, , and Bounty (if applicable), Flip card as complete. 5) Arm Markers – Spend 1 each to re-arm Markers (free in planets) - Note: Combat is allowed inside of Planetary shields (both must be inside)
- Abort (Minor): Player may discard an Active Mission card (Jettison Cargo Action).

Cargo Cubes/Relic Tokens (Actions must be taken on Rules Space) :


- Buy: Purchase Cargo cubes for 1000 % for 2 cubes from the planets Buy Space.
Borders / Paths – When Moving Through:
- Sell: Sell Cargo cubes for 1000 % each cube at the planets Sell Space. Roll D20? Shield Blocks
Result / Special Rules
- Sell Ember cubes for 2000 % each at the Kiln's Sell Space. Boarder Type Enter Exit Blocks LOS

Released with Permission from


Note: If Selling all cargo cubes the location will buy, gain (min 2 cubes sold).

Cody Miller / Far-Off Games


Normal Space -- -- No Special Rules -- NO
- Collect (Minor): Collect cubes on board space if ship is on same space.
- Mine: Roll ¶ [d20]; 1-10 = } Damage equal to roll; 11-20 = Collect cube. Star (Xia, Nyr, Black Holes) -- -- Instant Death > NO YES
- Salvage: Roll ¶ [d20]; 1-3 = Instant Death > ; 4-20 = Collect cube. Asteroid YES NO 1-10 = } Damage (equal to roll); 11-20= No Damage YES YES

By Alltoy
- Harvest: Roll ¶ [d20]; 1-10 = Lose Energy (&Armed Markers); 11-20 = Collect cube.
Ice Asteroids YES NO 1-10 = Ice } Damage (equal to roll); 11-20 = No Damage YES YES
- Quarry: Roll ¶ [d20]; 1-10= Ice } Damage; 11-20 = No Damage, collect cube.
- Excavate: Roll ¶ [d20]; 1-10= Ice } Damage equal to roll; 11-20= Relic Token (facedown)
Nebulae YES NO 1-10 = Lose Energy/arm markers (equal to roll); 11-20 = OK YES NO
- Sift: (At Kiln), Sift Relic Token, turn faceup and choose reward(s). Debris YES NO 1-3 = Instant Death > ; 4-20 = No Damage NO YES
- Trade: (At Kei), Trade any cubes into/out Economy Board, 1000 % for cubes in demand. Anomalies Whenever a path is entered, Roll for spaces moved by path,
YES NO NO NO
Other: (Gravity Path) retain surplus movement.

- Abilities: Use abilities designated as actions. When Comet Path entered, Roll die for Comet Movement. If
Comets YES NO Comet enters or passes through any players Ship = Death > NO NO
- Rescue: Transfer 2 energy to stranded player. Gain 1
- Jettison Cargo (Minor): Discard missions; Destroy Relics; Cargo cubes from hold Planetary Shields YES YES 1-10 = } Damage (equal to roll), No Traversal, Lose Move Point
NO YES
are placed onto space (on board). (Blocks Adjacency) 11-17 = Traverse & Gain = Bounty; 18-20 = OK
Setup (Embers Ruleset): Death and Respawn: Missions:
1) Build Initial Known Space Death: When a ship has received }/} Damage equal to or greater than its Draw/Objectives/Complete: See Action Phase (Front Page)
- Place Sector 'Nyr' in middle of table hold (+Armor plating) spaces it is destroyed. Experience: Discarding previous completed mission cards (of same
- Shuffle all other Sector Tiles - Remove ship from board, refresh Markers, Energy, and Abilities. type) will allow player to re-roll objective ¶ [d20] die.
- Deal 2-5 (based on # players) additional Sectors and place evenly around 'Nyr'
- If a Sector does not have a Spawn Point; re-shuffle it and draw a new tile - Bounty is removed (discarded or collected by destroyer). Death: All Active (and drawn) missions are discarded , if player's ship is destroyed.
2) Shuffle and Place Relic and Exploration Tokens - All Active Missions are discarded (also drawn Missions). Abort Mission: Player's may discard Active Mission(s) as a Minor action.
- Shuffle Relic and Exploration Tokens face down - All Cargo (cubes and Relics) are dropped in the ship's space. Note: Assassin Missions can be completed if target ship is destroyed for any reason.
- Place Exploration Tokens face down on all Exploration Spaces on Sector Tiles Respawn: On players next turn as follows:
3) Shuffle Mission, Title and Event Cards - Tier $ ship: Respawn with 1 } Damage
- Tier ^ ship: Respawn with 2 } Damage Exploration Tokens:
4) Place Components within reach of all Players Cargo Cube – Take a matching cube from supply into hold
- Cargo Cube, Damage/Ice Damage Markers, Outfits, Credits and Dice - Tier & ship: Respawn with 3 } Damage
Energy – Immediately refill energy to max
5) Give Each player a “How to Win Card” and 4000% Credits - Roll a¶ [d20], place ship on closest spawn point, if tie place on higher
Ice Damage – Immediately Take 1 ice damage (Can block with shield)
number. If space is occupied, ignore that spawn point. On a roll of 20,
6) Place NPC's player chooses spawn point. Movement – Immediately gain +5 Movement
- Place Kiln's NPC card near play area, and Miniature on Nyr Sector start space Captain In Need – Draw top mission card, read the Deliver To mission
- Shuffle NPC Cards and deal to players along with associated Miniature
point. Transport the captain to mission point.
7) Setup New Fame Track and Economy Board
- Place Victory marker on number of Fame points needed to win the game
Bounty ( =): Gail 1 plus 1000 %.
- Roll a £ [d6] for each cube type and place on space on Economy Board Innocent – Ships without a Bounty are Innocent Ships. NOTE: Whenever you have collected 2 exploration tokens, discard
Outlaw – Ships with a Bounty are Outlaw Ships both for a or 2000 %.
8) Select Tier 1 Ships Accrue Bounty:
- Each player rolls a ¶ [d20], highest roll picks ship first.
- Pick ships going clockwise, take Ability card and Miniature - Evading: Cross a Planetary Shield (Roll 11 - 17), Gain 1000% Bounty.
- Place Miniature on Sector Tile Spawn Point closest to them - Crime: Illegal Missions may specify a Bounty on Success or Fail. NPCS:
9) Setup Ship Boards for each Player - Raiding: Destroying an Innocent ship, Gain 1000% Bounty. Spawning – NPC Spawns at spawn point of appropriate tile.
- Place a Marker on the Fame Point Board on the 0 space Claiming Bounty: Movement – NPC avoids Asteroid Fields, Debris Fields. Planet
- Place the Impulse marker in its space yellow side up - Attacking ship will claim Bounty of any destroyed ships
- Place a Marker on highest energy space Shields and Stars.
- Place last 4 markers on the Armed Spaces (Attacker must survive)
– Nebula has no affect on NPC, NPC can use Gates.
Removing Bounty:
10) Purchase Outfits Unreachable Sectors – If sector is unreachable, NPC will move via
- If player's ship is destroyed or a new ship is purchased.
- In ship selection order, Each player purchases outfits safest path: Asteroids, then Debris then Shields.
11) Game Starts Note: NPC's will pursue targets through planetary entrances (if they are
- The last Player to pick ships is First Player and receives the First Player Token Economy Board: allowed to enter.)
- Play is Clockwise from First Player Setup: Roll a £ [d6] for each cube type and place that many on that space.
Supply: Purchased cubes from a “Buy” space must come from the Economy
Board. Stranded: Players with no Energy and no Armed Markers are
Outfits: Consume/Produce: When selling cubes at a “Sell” space (except Loath), stranded. Stranded players may only use Impulse
Engines: Place Markers on use space to activate. Roll appropriate each cube is consumed (put back in supply) then movement, and can only take (Minor) actions.
die. Move ship up to number of spaces on die roll. produces a cube of the type the planet generates.
Blasters: Place Markers on use space to activate. Perform Attack Action. Rescue: Players may rescue an adjacent stranded player by transferring 2
The produced cube (taken from the supply) is placed
Missiles: Place Markers on use space to activate. Perform Attack Action. Energy (player must have 3 to start with).
on the Economy Board (max of 6, but player may keep
Shields: Place Markers on use space to activate. May be used to defend
selling).
from Asteroid damage, Nebula energy loss, or Combat. Not used
on Debris Fields, Planetary Shields, stars or unblockable damage. Demand: If any resource section is empty during a players Status Phase,
Cargo Pod: Can hold 4 spaces of cargo/relics, Only the connection space place 1000% bonus in that section (max 1000%). That resource is
can be damaged (entire pod is damaged and all cargo is lost). is now “in demand”. Players may take the bonus if they generate Mine/Salvage/Harvest/Excavate:
Armor Plating: Can hold 4 additional spaces of damage (only). the resource “in demand” - Ship must be on the rules space to perform action.
NOTE: }/} Damage to Engines, Blasters, Missiles, Shields will Squander: Cubes can be sold at Loath, but no new cubes are produced. Optional House Rule: Allow Mining/Salvage/Harvest in any relevant space containing
reduce die roll by amount of damage. Trade: Planet Kei allows trading – Place any number of cubes onto the Asteroid/Debris/Nebula on the same Sector tile.
Economy Board, take an equal number of cubes from the Economy
Board. Cannot take cubes placed this turn. Player may gain bonus
Mods: from “in demand” resources.
GTS: Place adjacent to Engine Outfit. Each GTS increases Engine die roll by 2 Miscellaneous Rules:
Cannot exceed max die roll value. - Ships may move through other player spaces, but not share a space.
Piercer: Place over use space of Blaster/Missile Outfit. This replaces the Planet Entrances: - Ship must be on appropriate space to perform action. If space is occupied,
existing use space. When used, reduces defensive shield die rolls Innocent Ship Outlaw Ship (Has Bounty) player may spend 2 movement points to use occupied space.
by 4.
Enviro-Shld: Place over use space of Shield Outfit. This replaces the Lawful Entrance No Special Rules Cannot Enter, Can Exit - Gates do not block LOS.
existing use space. When used, will provide full shield die
Outlaw Entrance In/Out: +1000 = Bounty No Special Rules
value against environmental damage/Energy loss (borders,
Mine, Harvest, Quarry actions). Does not affect combat dmg.
Neutral Entrance No Special Rules No Special Rules
M-Comp: Place in cargo hold. Each M-Comp allows +2 Active Missions.

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