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The unofficial, updated SECOND EDITION Release 2.

5h – 7 November 2020
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1.0 INTRODUCTION 12.0 CHARACTER COMBAT
1.1 How the Game is Organized 12.1 The Attacking Force
1.2 Glossary of Game Terms 12.2 The Defending Force
2.0 GAME EQUIPMENT 12.3 Types of Character Combat
2.1 The Game map 12.4 Active and Inactive Defenders
2.2 The Cards 12.5 Break-Off
2.3 The Playing Pieces 12.6 Resolving Character Combat
2.4 The Charts and Tables 12.7 Wounds and the Endurance Sheet
2.5 The Game Parts Inventory 12.8 Capture
3.0 HOW TO PLAY THE STAR SYSTEM GAME 12.9 Character Combat Results Table
4.0 STAR SYSTEM GAME SEQUENCE OF PLAY 13.0 MISSIONS
5.0 THE GALAXY 13.1 Assigning Mission
5.1 The Provinces 13.2 The Mission cards
5.2 The Star Systems 13.3 Drawing Action Cards
5.3 The Planets 13.4 Action Events
6.0 THE CHARACTERS 13.5 Completing Missions
6.1 Character Cards 13.6 Bonus Draws
6.2 Character Counters 13.7 Characters Who Do Not Go on Missions
7.0 IMPERIAL AND REBEL MILITARY UNITS IN THE 13.8 Bonus Draw Summary
STAR SYSTEM GAME 14.0 POSSESSIONS
7.1 Use of Military Units in the Star System Game 14.1 Acquiring and Assigning Possessions
7.2 Imperial Military Units 14.2 Use and Loss of Possessions
7.3 Rebel Military Units 14.3 Companions
8.0 PLANETARY DEFENSE BASES 14.4 Weapons and Objects
8.1 The PDB Marker 14.5 Rebel Spaceships
8.2 Use of PDBs 14.6 Imperial Spaceships
8.3 Down PDBs 15.0 REBELLION AND PLANET CONTROL
9.0 MOVEMENT 15.1 Moving the Loyalty Marker
9.1 Moving on a Planet 15.2 How a Rebellion is Started
9.2 Moving from Planet to Planet 15.3 How a Rebellion is Stopped
9.3 The Detection Routine 15.4 Effects of Rebellion
9.4 Effects of Detection 15.5 Control of Planet
9.5 Stacking 15.6 Planet Control and PDBs
9.6 Enemy Reaction Moves 15.7 Other Effects of Planet Control
9.7 Detection Table 15.8 Planet Control Summary
10.0 ENVIRON MILITARY COMBAT 16.0 STAR SYSTEM GAME SCENARIOS
10.1 Declaring Combat 16.1 How to Use the Scenarios
10.2 How to use the Military Combat Results Table 16.2 Flight to Egrix
10.3 Fulfilling Combat Results 16.3 The Varu Powderkeg
10.4 Leaders and Combat 17.0 INTRODUCTION TO THE PROVINCE GAME
10.5 Effects of Environ Types on Military Combat 18.0 PROVINCE GAME SEQUENCE OF PLAY
10.6 Characters and Military Combat 19.0 FORCE POINTS AND MILITARY UNITS
10.7 Rebellion and Military Combat 19.1 Use of Military Units
10.8 Military Combat Results Table 19.2 Expending Force Points on Planetary Defense Bases
11.0 SEARCH 19.3 Restrictions on Purchasing Imperial Military Units
11.1 When Search is Conducted 19.4 Restrictions on Purchasing Rebel Military Units
11.2 Which Units Search 19.5 Elite Military Units
11.3 Effects of Search 19.6 Suicide Squads
11.4 Search Table
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19.7 Force Point Cost Chart 29.0 INTRODUCTION TO THE GALACTIC GAME
20.0 PROVINCE GAME MOVEMENT 30.0 GALACTIC GAME SEQUENCE OF PLAY
20.1 Movement in the Interplanetary Military 31.0 PLANET SECRETS
Movement Segment 31.1 Deploying Planet Secret Counters
20.2 Movement in the Character Movement Segment 31.2 Revealing Planet Secret Counters
20.3 Movement in the Surface Military Movement 32.0 GALACTIC EVENTS
Segment
33.0 IMPERIAL RESOURCES AND TAXATION
20.4 Interception of Military Units
33.1 Taxing a Province
20.5 Transporting Non-Mobile Military Units
33.2 The Imperial Resource Track
20.6 Raking Attack
33.3 Spending Imperial Resource Points
20.7 Detection in the Province Game
33.4 Maintenance
20.8 Enemy Reaction Move in the Province Game
34.0 REBEL RESOURCES AND REBEL SECRET BASE
20.9 Stacking and Orbit Organization
34.1 How the Rebel Secret Base is Chosen
21.0 HYPERJUMPING
34.2 How the Rebel Secret Base is Revealed
21.1 How to Determine the Hyperjump Distance
34.3 The Rebel Resource Track
21.2 How to Determine the Navigation Rating
34.4 Purchasing Rebel Military Units
21.3 Using the Hyperjump Table
35.0 IMPERIAL STRATEGIC ASSIGNMENTS
21.4 Drift
35.1 Arranging the Strategic Assignment Deck
21.5 Drift 2
35.2 Movement Restrictions of Strategic Assignments
21.6 Hyperjumping and Detection
35.3 Exceptions to Strategic Assignments
21.7 Hyperjump Table
35.4 Drawing and Exhausting the Strategic Assignment
22.0 SPACE COMBAT Cards
22.1 Restrictions on Space Combat 36.0 IMPERIAL ATROCITIES
22.2 Planetary Defense Bases and Space Combat 36.1 Imperial Atrocity Units
22.3 Determined Assault 36.2 When an Atrocity May Be Committed
22.4 Leaders, Characters and Space Combat 36.3 Types of Atrocities
23.0 STAR-FARING RACES AND THE DOMINO EFFECT 37.0 MISSIONS IN THE GALACTIC GAME
23.1 The Domino Effect as a Result of Shifting a Planet’s 37.1 Question Prisoner Mission
Loyalty Marker Two Spaces
37.2 Gather Information Mission
23.2 The Domino Effect as a Result of Starting or
37.3 Spaceship Quest Mission
Stopping a Rebellion on a Planet
37.4 Enemy Secrets
23.3 The Domino Effect as a Result of a Planet
Becoming Rebel Controlled 38.0 GALACTIC GAME CAMPAIGN SCENARIO
23.4 Restrictions on the Domino Effect 38.1 Preparing for Play
23.5 Domino Effect Summary 38.2 Initial Imperial Military Deployment
24.0 MISSIONS IN THE PROVINCE GAME 38.3 Imperial Character Deployment
25.0 SOVEREIGNS 38.4 Rebel Character Deployment
25.1 Summoning Sovereigns 38.5 Victory Conditions
25.2 Capabilities of Summoned Sovereigns PLAYER’S NOTES
25.3 Un-summoned Sovereigns CREDITS
26.0 CHARACTERS’ HOME PLANETS AND ROYALTY VARIANT RULES
27.0 REPAIRING POSSESSIONS MAP CORRECTIONS
27.1 Repairing a Damaged Spaceship CHARTS & TABLES
27.2 Repairing an Inoperative Possession RACE INDEX
27.3 Yarro Latac and Repair CHARACTER INDEX
28.0 PROVINCE GAME SCENARIOS POSSESSION INDEX
28.1 How to Use the Scenarios SECRET INDEX
28.2 The Empire’s Backdoor ENVIRON INDEX
28.3 Orlog Besieged MOMENTS IN THE GALAXY
DREAMS OF EMPIRE - A CHARLES DUKE VARIANT
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[1.0] INTRODUCTION Defending Force: In character combat, the Elite: A Rebel or Imperial military unit provided
characters who are defending. with the latest in weaponry and equipment, and
As you read these words in the comfort of your plenty of it.
home, a momentous battle is raging. In a remote Environ: An inhabited area of a planet. An
corner of the cosmos, a band of intrepid freedom Environ may be one of six types. Force Point: A representation of men, material
loving souls has sparked a rebellion against a Wild, any earth-type non-developed or little and capital that a Player may use towards the
despicable imperial regime, whose stranglehold developed area such a jungle, desert, plain or purchase of military units.
encompasses dozens of star systems. Although tundra. Hyperjump: A faster-than-light method of
this war is contested by beings alien to Earth, and Urban, a densely populated region that has been travelling over great distances in deep space.
although its sheer magnitude dwarfs the greatest built-up to the extent that its original ecology no Interception: The act of overtaking enemy
wars of Earth history, the struggle involves longer exists. military units as they attempt to enter or leave
principles that we humans hold dear – the rights to orbit around a planet with friendly military units.
Subterranean, an underground populated region;
control our own destinies and live without fear.
created naturally or by excavation. Navigation Star: An especially bright or unique
Come with us now, as we travel beyond the vision
Liquid, an area composed of liquid elements such star not orbited by life-sustaining planets, used to
of the most powerful telescope, to an unknown
as water or ammonia; with inhabitants living on aid interstellar space travel (hyperjumping).
portion of the universe, where the cry goes forth
for Freedom in the Galaxy! the surface of the liquid, in the liquid or on the Orbit Box: That space within the vicinity of a
“floor” of the liquid. planetary system, near and far orbit, where
[1.1] HOW THE GAME IS ORGANIZED natural and artificial satellites are substantially
Air, an area of a planet’s atmosphere populated
Freedom in the Galaxy is not a simple game. The affected by gravitational pull; near orbit only
either by lighter-than-air beings, beings that fly, or
Players must familiarize themselves with many integrated with the planetary defense system;
beings in floating habitats.
game mechanics and procedures designed to far orbit the space where interception occurs.
provide them with the utmost in adventure and Fire, an area too hot for habitation by humans and
most other beings, but well suited to a few peculiar Raking Attack: An attack by a Planetary Defense
space fantasy. To facilitate learning, the rules are
species. Base on enemy military units that are attempting
organized into three distinct games, each with a
to move past its weapons to or from the surface of
different level of complexity. Endurance Rating: A measure of a character’s a planet.
Those who are unfamiliar with the game system stamina, representing the number of wounds the
character may receive before he dies. Shields: A quantification of a spaceship’s
should play the Star System Game. It introduces
defensive armament, used when attacked by an
the basic concepts of characters, combat, and Environ Combat Strength: The strength of a enemy Fleet Detachment.
missions outlined in rules Sections 1.0 through military unit when involved in military combat or
16.0, and uses only one star system display on the some other function in an Environ. Sovereign: A named personage who controls the
map. The Province Game is an intermediate level populace of an Environ. Gaining the support of a
Leader: A character who has been named by a Sovereign may be of great aid to a Player.
game. It uses one province on the game-map, Player to lead military units involved in military
comprising four to six star systems and rules combat. Space Combat Strength: The strength and
Sections 17.0 through 28.0. After Players have Navigation Rating of a military unit when
mastered all the concepts of the Star System and Leadership Rating: A quantification of a involved in Space Combat or some other function
Province Games, they may proceed to the character’s ability when leading military units. in an Orbit Box.
Galactic Game, in which the entire game-map and Maneuver Rating: A quantification of a Space Leadership Rating: The parenthesized
rules Sections 29.0 through 38.0 are used. Unless spaceship’s maneuverability and ease of handling. Leadership rating that some characters possess,
specifically stated otherwise, all rules introduced Mission: An attempt by a character or group of used as a measure of that character’s ability when
in the Star System Game apply to the other games. characters to achieve a certain objective beneficial leading military units in space combat.
Likewise, rules introduced in the Province Game to the owning Player.
apply to the Galactic Game. Star-faring Race: An intelligent race that
Mission Group: One or more characters that are inhabits more than one planet, as a result of
Each game may be played in a number of performing a single mission. colonization.
scenarios, each depicting an action on a certain
portion of the game-map. A scenario may be either Pilot: The character controlling a spaceship that a
a Start Rebellion scenario or an Armageddon Player is moving. Terms used in the Galactic Game:
scenario, denoting that the scenario starts when Planetary Defense Base: A network of tracking Rebel Secret Base: A hidden region on a planet
the rebellion is only a dream in the eyes of a few equipment and land-to-air weapons spread over a or on a planet’s satellite that the Rebel Player uses
idealists, or when the Rebel and Imperial forces planet’s surface, used by the Player that controls to stockpile material for the Rebel army.
are preparing for a final confrontation in a the planet to defend against incoming or outgoing
particular area, respectively. enemy forces.
[1.2] GLOSSARY OF GAME TERMS Spaceship: A craft that may carry characters, and [2.0] GAME EQUIPMENT
that is piloted by characters, from one planet to
Active and Non-active: One of two states in [2.1] THE GAME-MAP
another
which a character involved in character combat The 22" x 34" game-map portrays a “slice” of the
may be. Special Environ: A title that collectively
central portion of the galactic empire. The various
describes Subterranean, Liquid, Air and Fire
Attacking Force: In character combat, the circles and tracks on the map represent Star
Environs.
characters, locals, creature(s) or military squad Systems, which detail political, economic, racial
that is attacking. and geographic information on each important
Bonus Draw: Extra Action Card draws a Player Terms used in the Province planet in the empire, as explained fully in Section
may receive when resolving a mission. and Galactic Games: 5.0. Also included on the map are the Game-Turn
Record Track and other record-keeping aids, and
Break-Off: An attempt by characters defending in Block: The act of interdicting enemy military
a key explaining how to read the Planet Tracks.
character combat to escape unscathed from the units as they attempt to move from orbit to the
attackers. planet’s surface with friendly military units. [2.2] THE CARDS
Character: A person or other intelligent being Cannons: A quantification of the offensive There are 140 cards in Freedom in the Galaxy;
with a collection of individual attributes capabilities of a Spaceship, used during a thirty-two Character cards (nrs. 1-32), which
controlled by one Player. Spaceship Quest mission. describe the attributes of all the important
Drift: Lost in space; as a result of an off-course personages that took part in the rebellion, for
Character Combat Rating: A character’s skill at
hyperjump. better or worse; twenty Possession cards (nrs. 33-
battling other characters or forces. On the
52), representing spaceships, robots, and other
Character Cards, referred to simply as “Combat.”
objects of aid to Rebel characters; fifteen Mission
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cards (nrs. 53-67), each describing a different Front Back
mission that a Player may have his characters
perform; thirty Action cards (nrs. 68-97), used
when characters are resolving missions; twenty-
nine Galactic Event cards (nrs. 98-126), used in
the Galactic Game to determine a special
condition or event each Game-Turn; and fourteen
Strategic Assignment cards (nrs. 127-140), used in
the Galactic Game to regulate the movement of
Imperial forces.
[2.3] THE PLAYING PIECES
The 400 back-printed cardboard playing pieces
represent the characters and military forces that
may take part in the rebellion, and informational
counters. All character, spaceship, and military
playing pieces are usually referred to as units. The
informational pieces are referred to as counters or
markers.
[2.31] Sample Units

[2.33] Summary of Marker Types

Front Back

[2.32] Summary of Unit Types

Front Back

[2.4] GAME CHARTS AND TABLES


The 4-page folder of CHARTS & TABLES is
used to illustrate and simplify certain game
functions. These aids include the Detection Table,
the Military Combat Results Table, the Search
Table, the Squad Chart, the Irate Locals Chart, the
Characters Combat Results Table, the Planet
Control Summary, the Force Point Cost Chart, the
Hyperjump Table, and the Character Endurance
Sheets.
[2.5] PARTS INVENTORY
A complete game of Freedom in the Galaxy
includes:
One rules booklet (including four pages of charts
and tables)
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One Galactic Guide (including duplicate set of military units. The Players use the Military Turn, a complete Game-Turn has passed, and
charts and tables) Combat Results Table to resolve the combat. another begins. After a number of Game Turns
Two sheets of die-cut counters (200 counters The Imperial Player Searches for Rebel have been completed (as determined by the
each) Characters scenario), the game is over and a winner declared.
One 22" x 23" game-map In each Environ where the Imperial Player has
140 playing cards characters or military units, he may conduct [4.0] STAR SYSTEM GAME
search for detected Rebel characters in the
Two six-sided dice Environ. If a search is successful, the Rebel SEQUENCE OF PLAY
One game box assembly characters are considered found and may be Freedom in the Galaxy is played in a number of
attacked by Imperial characters or by a squad from Game-Turns. Each Game-Turn represents one
Imperial military units. month (Earth reckoning) of real time. During each
[3.0] HOW TO PLAY The Rebel Player Assigns Missions to His Game-Turn, the Players may move their
THE STAR Characters characters and military units, conduct combat and
perform missions. In order for the Players to carry
SYSTEM GAME In each Environ where the Rebel Player has out all these functions in a logical and fair manner,
Starting Play characters, he may choose missions for them to each Game-Turn is arranged in a rigid sequence.
undertake, one Environ at a time. He places a The Game-Turn is divided into two Player-Turns,
Choose a scenario (from Section 16.0) to play. Mission Card on top of the Character Cards
Each scenario describes what units to set up and one Rebel and one Imperial. The Player whose
representing the characters that are going on a Player-Turn is in progress is often referred to as
where to place them, and outlines what each mission. The characters are now considered a
Player must do to win the game. One Player the Phasing Player; the other Player is referred to
Mission Group. Any number of characters may be as the non-Phasing Player. Each Player-Turn is
controls the Rebel forces, which consist of in a Mission Group, and the Rebel Player may
characters, their spaceships, and possibly military divided into three Phases, some of which are
assign up to as many missions in an Environ as further divided into Segments. All actions by the
units. He must attempt to spread the Rebel cause there are characters. Each mission represents an
by having his characters perform missions and Players must proceed strictly according to the
attempt by the characters to gain support for their Sequence as outlined in this Section.
eventually cause planets to undertake rebellion, cause on the planet, to gain other characters or
thus creating more Rebel military units with which possessions (such as weapons or spaceships), or to 1. REBEL PLAYER-TURN
to meet the Empire on equal terms. The other damage the Imperial Player’s forces. A. Operations Phase
Player controls the Imperial forces. He must
attempt to quash the growing rebellion, through The Rebel Player Resolves His Characters’ 1. Movement Segment. The Rebel Player may
his military might or through missions performed Missions move his characters and military units (if he has
by his characters. The game is played in a number The Rebel Player draws Action Cards to see if his any) from Environ to Environ on a planet or, if
of repeating sequences called Game-Tums. In missions in the Environ have succeeded. He looks eligible, from any Environ on one planet to an
each Game-Turn, the Rebel Player, and then the at the section of the card concerning the Environ Environ on another. If characters in a spaceship
Imperial Player, move their playing pieces and his characters are in, resolving any Action Events are being moved to or from a planet occupied by
have them carry out certain functions in the that may be listed on the card. Then, if a Mission an Enemy-controlled PDB, the Detection Routine
following manner. Letter corresponding to one of his assigned is resolved. If military units are being moved to or
missions is listed, the mission is completed. Each from a planet occupied by an Enemy-controlled
The Rebel Player Moves His Characters and PDB, it may attack them.
Military Units Mission Card describes how the mission is
successfully completed and any special 2. Enemy Reaction Segment. The non-Phasing
The Rebel Player may move his characters from restrictions on the conduct of the mission. The Player (in this case, the Imperial Player) may
Environ to Environ on a planet; or if the characters effects of successful missions are implemented move one military unit, a military unit and a leader,
have a spaceship, they may be moved from planet immediately. As long as there are missions yet to or one character to each Environ occupied by a
to planet. If the spaceship is arriving on a planet, be completed, the Rebel Player may continue to Rebel military unit or detected Rebel character.
leaving a planet, or moving from Environ to draw Action Cards, up to as many as the Environ However, a unit so moved must be on the same
Environ on a planet that is occupied by an Imperial Size Rating. planet as the Environ it is moving to.
Planetary Defense Base (PDB), the Imperial
Player may attempt to detect and damage or The Rebel Player Receives Bonus Draws for his 3. Military Combat Segment. Either Player may
destroy the spaceship. If the Rebel Player has any Missions initiate military combat between opposing
military units, he may also move them from one If any Rebel characters in an Environ did not military units that are in the same Environ. The
Environ to another on a planet. Some military complete their missions, and survived the Action Phasing Player and then the non-Phasing Player
units are considered mobile, and may be moved Events, they may receive bonus draws. The Rebel declare whether they wish to have combat. If
from one planet to another. If a military unit is Player consults the Mission Card and the cards of combat is declared, both Players may name any
leaving or arriving on a planet occupied by an his characters in the Mission Group to see if they one of their characters as a leader of their military
Imperial PDB, the PDB may attack the unit. are eligible to receive bonus draws and, if so, how unit(s).
Military units may not attack PDB’s. Rebel many they receive. He then draws the appropriate B. Search Phase
characters may be moved with a Rebel military number of Action Cards, mission by mission, The Imperial Player may conduct search for any
unit if the Rebel Player wishes. ignoring all Action Events, and looks for his detected Rebel characters that are not stacked with
The Imperial Player Reacts Mission Letter. Rebel military units, if there are Imperial military
The Imperial Player may now react to the Rebel The Rebel Player Completes His Player-Turn units or characters in the same Environ. If a search
Player’s moves by moving any one Imperial The Rebel Player then proceeds to the other is successful, the Imperial Player may initiate
military unit or any one Imperial character to each Environs in which he has characters, one at a time, character combat against the found Rebel
Environ occupied by Rebel military units or assigning and resolving missions and receiving characters.
detected Rebel characters. bonus draws. After he has finished, his Player C. Mission Phase
Either Player Initiates Military Combat Turn is over. All three Segments of the Mission Phase are
Either Player may declare military combat The Imperial Player Takes His Turn completed in one Environ where the Rebel Player
between opposing military units in the same The Imperial Player now conducts his Player Turn. wishes to perform missions before going on to the
Environ. The Player initiating the combat is He may perform all game functions the Rebel next Environ.
termed the attacker; the opposing Player is the Player performed in the Rebel Player-Turn with 1. Mission Assignment Segment. Using the
defender. Each Player may name a character that his own characters and military units. He is subject Mission Cards, the Rebel Player assigns missions
is present in the Environ as the leader of his to Rebel detection and search (when it is possible). to any of his characters in an Environ that are not
When the Imperial Player has finished his Player- stacked with military units.
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2. Mission Action Segment. The Rebel Player
resolves all his assigned missions in the Environ
by drawing Action Cards. Some of the Events on
the cards may call for search, character combat, or
some other function (such as completing a
mission) to interrupt the drawing of Action Cards.
3. Bonus Draw Segment. The Rebel Player draws
extra Action Cards for eligible missions in the
Environ that have not been completed, provided
the characters on the mission survived the Action
Card Events drawn in the previous Segment.
2. IMPERIAL PLAYER-TURN
A. Operations Phase
1. Movement Segment. The Imperial Player may
move his characters and military units as the Rebel
Player did in his Movement Segment.
2. Enemy Reaction Segment. The Rebel Player
moves units in reaction.
3. Military Combat Segment. As in the Rebel
Player-Turn.
B. Search Phase
The Rebel Player may conduct search for detected
Imperial characters.
C. Mission Phase
1. Mission Assignment Segment. The Imperial
Player assigns missions to his characters in an
Environ.
2. Mission Action Segment. The Imperial Player
resolves all his assigned missions in the Environ
by drawing Action Cards.
3. Bonus Draw Segment. The Imperial Player
draws extra Action Cards for eligible missions in
the Environ.
3. GAME-TURN INTERPHASE
[5.1] THE PROVINCES [5.22] Each star is surrounded by a Drift Area.
The Rebel Player checks to see if any planets are Each star system is bordered by a Drift Two Box.
now Rebel-controlled, and then the Game-Turn is Provincial boundary lines divide the galaxy into
five provinces. The central province—the “First All the star systems are connected by a network of
over. The Game-Turn marker is advanced one space routes. None of these items affect the Star
space on the Turn Record Track signaling the start Province” is the political “power base” of the
Empire. Running in clockwise order around the System Game. In the Province and Galactic
of a new Game-Turn. Games, these regulate Hyperjumping (see Section
First Province are the four outlying provinces.
Each province has its own provincial government 21.0).
[5.0] THE GALAXY centered on a capital planet from which the [5.3] THE PLANETS
Empire exercises control over the province. The There are 51 planets in Freedom in the Galaxy. A
COMMENTARY: First Province also contains the Throne Planet planet is represented by a Planet Track arrayed in
The game-map represents the heart of the Galactic (planet 162, Orlog), the ceremonial center of the a circle or semicircle around a star. Most of the
Empire. Although Imperial control extends far galaxy. In the Star System Game, the Players are action in the game takes place on the Planet Tracks.
beyond the edge of the map, these outlying areas not concerned with provinces, since they are using Each Planet Track includes information about the
are for the most part still being explored and only a single star system. In the Province Game, a planet's inhabitants, its political leanings, size,
developed, and thus have little effect on galactic province represents the entire playing area. In the economic value and other specific properties.
politics. The stars and planets that are shown in the Galactic Game, in which all five provinces are
game are the most important economically and used, the provinces regulate Imperial taxation and Refer to the following key to understand what the
influentially. Imperial movement. terms and numbers on a planet mean. The sample
planet for this key is Orning, which orbits the star
GENERAL RULE: [5.2] THE STAR SYSTEMS Gellas (#24) in Province Two.
The galaxy is composed of five provinces, each of The 25 circular displays on the game-map are Star A. The Orbit Box names and numbers the planet.
which includes four to six star systems. The star Systems. At the center of each star system is a star, Note that the first two digits of the planet's three-
systems are connected by space routes. Each star which is named and numbered (for example, in the digit number are those of its star. Aside from
system contains one to three planets, in the form center of the map is Zamorax, Star 13). Note that identifying the planet, this box is not used in the
of planet tracks, which present information each star number has two digits, the first being the Star System Game. In the Province and Galactic
exclusive to each planet. The playing pieces are number of the province the star is in. games, units may be put in orbit around the planet
placed on and moved around the various spaces of [5.21] Each star system has from one to three by being placed here.
the Planet Tracks and star systems. planets. Each of these is represented by a circular B. In this corner of the Orbit Box may appear the
Note: The game-map is not a physically realistic ring, or partial ring, that surrounds the star (and are term Capital, Throne, Secret, or the name of a
representation of an imagined part of the galaxy, the Player's only concern in the Star System Star-faring race. These terms are not used in the
but rather a political and informational display of Game). Actually, each star system may have more Star System Game. In the Province and Galactic
the Empire's domain. planets than are shown on the map, but they are games, they denote the important political status
CASES: uninhabited by intelligent races and therefore have of the planet, making it a major point of contention
no importance in the games. between the Players.
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C. The Political Track is used to record the current [6.0] THE CHARACTERS space combat. Leadership also affects the Start
loyalties of the planet's populace. A Loyalty Rebel Camp, Coup, and Subvert Troops Missions.
marker is moved from space to space on the track COMMENTARY:
• Diplomacy represents political tact and
as the Players' actions change the planet's loyalty. Central to the play of Freedom in the Galaxy are persuasiveness. It affects the most important
The five spaces on the track describe the planet's the characters. As in all great space adventures, the mission, Diplomacy.
current feelings toward the Empire. The number fate of the galaxy is not determined by armadas
in each space is used to assign a numerical value and armies so much as by the special contributions • Navigation represents the ability to pilot a
to each Loyalty. For example, Unrest is –2 in and astounding feats of an intrepid few. By their spaceship. It is used in conjunction with, and may
terms of the Empire Player and +2 in terms of the actions in the game, the characters inspire be affected by the Maneuver rating of a character
Rebel Player. The numbers are also used to planetary populations to join their cause, spaceship when evading detection. In the province
identify the current strength of the Planetary undermine the grand plans of the enemy, and and Galactic Games, it also affects Hyperjumps
Defense Base (see Case 8.11). handle crises large and small. and the Spaceship Quest mission.
D. S (Start Rebellion) and A (Armageddon) GENERAL RULE: • Home Planet is the world from which the
denote where a planet's Loyalty marker is placed character hails. In the Province and Galactic
There are 20 Rebel characters and 12 Imperial
at the beginning of a scenario (see Case 16.1). On Games a character receives certain benefits when
characters in the game. The Players are assigned a
some planets there may appear AC in the Unrest he is on his home planet, especially if he is royalty
portion of these characters at the beginning of each
Space of the Political Track. This means the planet there, which is noted by his title. Note that some
scenario. They sometimes gain more as play
is already Rebel-controlled at the start of an characters have more than one home planet,
proceeds. Each character is represented by a card
Armageddon scenario. although they would only be considered royalty on
and a counter. The card is held by the Player and
the one for which they had a title (see Section
E. An Environ in the planet's surface, or other describes the character's attributes. The counter is
26.0).
habitable area, or part of one of these. Each planet used on the map to show the geographic location
has from one to three Environs, each with its own of the character. During the game each Player • Special Characteristics. Many of the
characteristics. All the action in the Star System moves his characters around the map, according to characters have one or more special attributes that
Games, and most of it in the Province and Galactic the rules for Movement (Section 9.0), and has affect some specific game function listed at the
Games, takes place here. them perform Missions or lead military units in bottom of the card. All are self-explanatory.
F. The Environ Size rates the Environ's population combat. Cards representing characters a Player currently
and geographic size. This rating defines the CASES: controls should be kept face up in front of him.
number of Action Cards the Player may draw Characters that are being moved together, or in the
[6.1] THE CHARACTER CARDS
when performing a mission (see Case 13.3) and same Mission Group should have their cards
the maximum number of military units a Player The character cards serve to give each character a grouped together. If a character has a possession
may have in the Environ (see Case 9.5). personality and to describe special talents or (see Section 14.0), its card should be placed
weaknesses the character may possess. The Player underneath the character card so that the opposing
G. In the left hand side of the Environ appears the refers to the following values and descriptions on Player cannot see it until the Player wishes to
name of one or more races. If the name is followed the card when a character is involved in some declare use of the possession.
by a star (as the example is), the race is a star- game function that may be affected by the
faring race; otherwise it is a planet-bound race. In [6.2] THE CHARACTER COUNTERS
character's attributes.
the Star System Game, the race affects the nature The Players use the character counters to show in
of an Irate Locals attack (see Case 12.14). In the • Allegiance and Race. The character's
which Environ, Orbit Box or Drift Area a
Province and Galactic Games, occurrences in allegiance (Rebel or Imperial) and his race appear
character is currently operating. The counters are
Environs occupied by a star-faring race may affect at the top of the card.
placed on and moved about the game-map,
other planets. • Name and Title. The character's name may according to the set-up instructions in the scenario
H. In the middle of the Environ is the Resource have a title listed underneath it noting that the being played and the rules for movement. The
rating. This is used to determine how many Rebel character is Royalty on a certain planet or is an front side of each counter has the character's name
military units are created if the planet goes into Imperial Knight. The title has no effect on the Star and Leadership rating (identical to that on the
rebellion. Often the Resource rating is followed by System Game. character card) as this rating effects the strength of
a star; this has no effect on the Star System Game. • Combat is a rating of the character's fighting military units with which the character is stacked.
I. In the lower right-hand corner of the Environ ability (both hand-to-hand and with fire weapons.) The backside of each character counter has the
may appear a Coup rating (as in the example) or It is used whenever the character is involved in character's name and the word “Detected.” If the
the name of a sovereign (not shown). The Coup combat with creatures, Enemy characters, Irate character is detected during the course of play, the
rating is used when the player is performing a Locals, or Enemy squads. The rating may be counter is flipped over to show this condition, and
Coup mission in the Environ (see Case 13.2). The reduced as a result of wounds received in combat flipped back to the front side when the character is
sovereign has no effect on the Star System Game. (see Case 12.72). no longer detected (see Case 9.3).
J. In the upper left-hand side of the Environ is the • Endurance represents the number of The backside of the character counter is
Environ type symbol: There are six Environ wounds the character may receive in combat relevant for character only stacks. Characters
Types; Urban, Wild, Liquid, Subterranean, Air, before he dies. The rating is used in conjunction stacked with military units are always
and Fire; the latter four are collectively referred to with the character Endurance Sheet on which the considered detected and do not need to be
as Special Environs. The Environ type determines character's current Endurance is recorded and flipped over to show this condition – these
which section of a drawn Action Card is referred changed as the character receives wounds in characters are performing leadership functions
to (see Case 13.3) and what type of Rebel military combat or spends time healing (see Case 13.71). and their counters will remain front side face
units will be created if the planet is placed in • Intelligence represents knowledge, up displaying their Leadership Rating. When
rebellion (see Case 15.4), and affects the strength experience and intuition. It affects the character's characters stacked with military units
of certain military units (see Case 10.5). performance on the Gather Information, reorganize to a character only stack, their
Assassination, and Coup Missions. It is also used counters will remain front side face up unless
K. In the right-hand side of the Environ may
against creatures that attack mentally and aids there are already detected characters in the
appear the name of a creature. If an Action Card
when searching for the Enemy or trying to hide Environ (as indicated by their “Detected” side
states that a creature attacks, its attributes are
from the Enemy (see Section 11.0, Search). face up). When detected characters reorganize
determined by looking it up in the Galactic Guide
back to a stack with military units, they are
(see Case 13.45). • Leadership represents the ability to lead immediately flipped to their front side face up
military units in combat and other game functions. displaying their Leadership Rating.
Some characters have an additional Leadership
rating in parentheses. In the Galactic and Province
games, this rating is used to lead military units in
9
[7.0] IMPERIAL AND REBEL [7.23] Mobile military units may be moved from [8.12] At the start of the game the PDB marker is
planet to planet; that is, from any Environ to any placed Up on each Planet's Political Track, in
MILITARY UNITS other Environ in the Star System, regardless of accordance with the scenario instructions.
IN STAR SYSTEM GAME which side is face-up. [8.13] In the Star System Game, a PDB's level
COMMENTARY: [7.3] REBEL MILITARY UNITS may not be improved once play begins. Note that
In the Star System Game, Rebel military units the level of a PDB has nothing to do with whether
Although the characters in Freedom in the Galaxy
come in denominations of 1-0 and 2-1 only; the it is Up or Down; it may switch between these two
pave the way to the Players' goals, it requires
latter being considered mobile, (see Case 7.23) states during play. In the Province and Galactic
military success to secure victory. The Empire has
although this is not noted on the counter. No other Games, a PDB's level may be improved.
a rigid, well-organized and well lead military arm
that has successfully carved out a nation in the Rebel military units are used in the Star System [8.2] USES OF PDB
stars through offensive strategy. It is not, however, Game. Rebel military units are never deployed The Player that controls a planet may use its PDB
designed to deal with partisan activity in its upside-down. to attempt detection of Enemy characters entering,
seemingly secure areas. The Rebel army, dwarfed [7.31] Rebel military units come in six Environ leaving, or travelling about the planet in a
in size by the Imperial forces, is composed of types; one for each Environ type on the game map. spaceship (see Case 9.3) if the PDP is UP. He may
scattered provincial groups with no established Thus, there are Rebel Urban units with strengths also use it to attack Enemy military units that are
doctrine to aid or hinder their operations. of 1-0 and 2-1; Rebel Liquid units with strengths entering or leaving the planet (see Case 9.2). As
GENERAL RULE: of 1-0 and 2-1; and so forth. explained in the appropriate Case, the level of the
[7.32] Rebel military units are created in an PDB determines its effectiveness in carrying out
Both players are provided with a variety of
Environ when a planet goes into rebellion (see these actions. A PDB that is Down may not be
military units. Each unit represents about one
Case 15.41). Military units of the matching used at all, regardless of who controls the planet.
million soldiers. The differing strengths of these
units are based on the amount of equipment and Environ type are placed in such an Environ at that [8.3] DOWN PDBs
technological development they have been time, although they are not restricted to stay there. When a PDB is Down (back-side of the counter
supplied with. Military units are used to gain and Rebel army units fighting in their own Environ facing up), it is totally inoperable until the counter
keep control of a planet, to hunt for Enemy type receive benefits in combat (see Case 10.5). is flipped back over. It may not be used for any
characters and to destroy the Enemy's military purpose by either Player.
units.
CASES:
[8.0] PLANETARY DEFENSE [8.31] A PDB may go Down as a result of a
Sabotage mission (see Mission Card nr. 53), the
[7.1] USE OF MILITARY UNITS IN THE BASES (PDB) Action Event “Locals Raid” (see, for example,
STAR SYSTEM GAME COMMENTARY: Action Card nr. 70), or through the use of the
Both Players may move their military units from The Planetary Defense Base (PDB) represents a Scrambler (see Possession Card nr. 45).
Environ to Environ. Some military units may be planet-wide network of tracking and detection A PDB may go Down as a result of Space
moved from planet to planet. Military units may equipment tied into a command and processing Combat (Province and Galactic Games see
be moved in Reaction to Detected Enemy center. Each PDB may be supported by varying Case 22.22).
characters or Enemy military units (see Case 9.6). amounts of heavy weapons to attack what the base [8.32] A Player who controls a planet that has a
Combat may be initiated between opposing has detected. As a relatively inexpensive Down PDB may put the PDB Up according to the
military units in the same Environ. Military units defensive weapon, the PDBs have proven quite instructions in the scenario being played. In the
may search for Enemy characters and, if successful; thus the Empire has installed them, or Province and Galactic Games, a Player may put a
successful, attack them with a squad (see Case at least the foundation for them, on all their subject Down PDB Up by expending a Force Point.
12.12). When playing the Star System game, only worlds. [8.33] When a planet is controlled by neither
the first number on each military unit is used, as GENERAL RULE: Player (see Case 15.5), neither Player may use the
the unit's combat strength. The second number is PDB, whether it is Up or Down. When one Player
only used in the Province and Galactic Games. Every planet in the game is provided with a
Planetary Defense Base (PDB), which may be gains control of the planet, the PDB may be used
[7.2] IMPERIAL MILITARY UNITS used by the Player who controls the planet (see by that Player at its current level, if it is Up.
In the Star System Game the Imperial Player Case 15.6) to detect Enemy character spaceships
receives Militia, Patrol, and Line military units. and to attack Enemy military units. Each PDB
These have strengths of 1-0, 1-2, and 3-2 may be at one of three levels of effectiveness; [9.0] MOVEMENT
respectively. No other Imperial military units are Level 0, 1 or 2. The higher the level, the better it GENERAL RULE:
used in the Star System Game. is at hindering the Enemy. When a PDB at any of During the Movement Segment of his Player Turn,
[7.21] Militia military units have no printing on these levels cannot function due to some action in a Player may move any of his characters, character
the reverse side; they are always deployed and the game, it is considered Down. When it is spaceships, and military units. They may be
moved with their strength face up. These units operating, it is considered Up. moved from Environ to Environ on a planet.
may only be moved from Environ to Environ on a CASES: Characters who are being moved in a spaceship
single planet; they may not leave a planet. and mobile military units may be moved from an
[7.22] Patrol and Line Military units have “mobile” Environ to any other Environ in the star system.
printed on their backside. The Imperial Player PROCEDURE:
deploys and moves these units upside down. The [8.1] THE PDB MARKER
Characters, their spaceships, and military units
Rebel Player should not know what the true value Each PDB is represented by a PDB marker placed may be moved individually or together, in which
of a mobile unit is, until the unit's strength must be on the Political Track of its planet. The counter is case they are called a stack of units. Unlike many
used to execute some game function, such as a printed on both sides; the front side shows that it other SPI games, there is no “cost” to move units,
combat or search. At this time, the unit is flipped is Up, and the backside shows that it is Down. and distance is not considered; the Player simply
over to show the unit's strength and remains that [8.11] The current level of a PDB is shown by its picks up the units and places them at their
way until the function is completed, at which time position on the Political Track. For example, an destination. However, if an Enemy PDB is present,
the Imperial Player flip the unit back to its mobile Imperial-controlled Level 2 PDB would be placed the movement of characters in a spaceship may be
side. The Imperial Player may always look at the on the Patriotic space of the Track; a Rebel interrupted by the Detection Routine (see Case
strength of his mobile units (see optional Variant controlled Level 1 PDB would be on the Dissent 9.3) and the movement of military units by an
Rules). space. A Level 0 PDB controlled by either Player attack from the PDB (see Case 9.2). A Player may
would be on the Neutral space, the controlling move as many or as few of his units as he wishes
Player being identified according to the definition in his Movement Segment; however, each unit
of planet control (see Case 15.5). may be moved only once per Segment. When the
10
Player has finished moving all the units he can or [9.3] THE DETECTION ROUTINE [9.4] EFFECTS OF DETECTION
wishes to move, the Enemy Player may make The Detection Routine takes place when a When a character or stack of characters have the
reaction moves. character spaceship is leaving a planet occupied Detection side of their counters face up, all the
Units may be moved only to or from Environs. A by an Enemy PDB, arriving on a planet occupied Player's characters in that Environ are considered
unit may never be placed in an Orbit Box, Drift by an Enemy PDB, or moving from Environ to detected. Note: Characters stacked with
Area, or other portion of the star system in the Star Environ on a planet occupied by an Enemy PDB. military units, though they are always
System Game. In the Province and Galactic The Detection Routine is resolved using the considered detected, never have the “Detected”
Games, these areas are used by the Players. Detection Table (9.7). side of their counters face up – they will not
CASES: Procedure: cause all the Player's characters in that
Environ to be detected.
[9.1] MOVING ON A PLANET To use the Detection Table, first determine the
Evasion Value of the spaceship (as explained on [9.41] The Enemy Player may make a reaction
Military units and characters may be moved from move if there are detected characters in an Environ
Environ to Environ on a planet. The units are the Table and in Case 14.52) then roll the die,
finding the result under the appropriate column. (see Case 9.6), and may conduct search for those
considered to be moving via the surface of the characters during the Search Phase (see Case
planet. Thus, characters are not subject to The column to which the Players refer to resolve 11.1).
Detection by the planet's PDB (if Enemy- detection may be changed by the level of the PDB,
controlled) and military units so moved may not whether the Scanner Possession is available, [9.42] In addition to detection by an Enemy PDB,
be attacked by the PDB (see Case 9.2). However, and whether or not characters are already detected; characters may become detected as a result of
if characters are being moved on a planet in a these are explained on the Detection Table. events on the Action Cards when resolving
character spaceship (see Case 14.5), they are missions (see Case 13.4) or by conducting a
[9.31] Results that may be achieved in the search (see Case 11.31).
considered to be flying from Environ to Environ Detection Table are the following.
and thus may be detected. [9.43] When characters that are already detected
U (Undetected). Proceed with the spaceship's undergo the Detection Routine, a column shift
[9.2] MOVING FROM PLANET movement. If the characters in the spaceship are
TO PLANET adjustment is made on the Detection Table (9.7),
currently detected, flip the counters over; they are as explained there.
Mobile military units (see Case 7.22 and Case no longer detected.
7.3) and characters in spaceships may be moved [9.44] The Assassination mission (see Case 13.2)
D (Detected). Flip all the counters of the may be performed only against a detected Enemy
from an Environ on one planet to an Environ on characters in the spaceship to their detected side
another. If a spaceship is leaving or arriving on a character.
(do not flip over the spaceship) and proceed with
planet occupied by and Enemy PDB, the their movement. [9.45] When a Friendly detected spaceship leaves
Detection Routine is undertaken as detailed in a planet on which the Enemy Player is ineligible
Case 9.3. If a military unit is leaving or arriving Dd (Detected and Damaged). Flip all the to conduct the Detection Routine, the spaceship is
on a planet occupied by an Enemy PDB, the PDB characters and the spaceship over and proceed no longer detected.
may attack the military unit, in accordance with with their movement. However, when the
spaceship reaches its destination, it is eliminated. [9.5] STACKING
the following cases.
The characters aboard are not harmed. (In the There is no limit to the number of units a Player
[9.21] A PDB attacks a moving military unit or Province and Galactic Games, the spaceship is not may move as a single group. This group is called
stack of units according to the rules for military eliminated; see Section 27.0). a stack, and may include military units, characters,
combat (Section 10.0), resolving the attack on the and character spaceships. However, the number of
Military Combat Results Table (10.8). E (Eliminated). The ship and all characters
aboard are destroyed (remove from play). military units a Player has in an Environ may
[9.22] Regardless of the strength of the military never exceed its Environ Size Number. At the end
unit(s), an attack by a Level 2 PDB is resolved on *Some D results on the Table are followed by an of his Operations Phase, a Player may have up to
the 3-1 column of the Table, and an attack by a asterisk. Ignore this in the Star System Game. two stacks of units in each Environ; one of
Level 1 PDB is resolved on the 1-1 column. A [9.32] If the Enemy PDB is at Level 0, it may still military units and one of characters that are
Level 0 PDB may not be used to attack military attempt to detect a spaceship. However, as noted eligible to perform missions.
units. on the Table, all Dd and E results are treated as D. [9.51] The limit on military units in an Environ is
[9.23] As in Environ military combat (see Case A PDB that is Down may not be used for detection. per Player. For example, in an Environ of size 4,
10.2), the attacker (in this case, the Player [9.33] It is possible that a spaceship would have to each Player could have up to four military units
controlling the PDB) rolls the die to see what undergo the Detection Routine twice in one move there at any one time. If a Player's stack in an
losses the defender must take, and then the – once when leaving a planet and again when Environ is ever found to exceed the limit, he must
defender (the Player moving the military units) arriving on another. However, when a spaceship is eliminate (remove) the excess units of his choice
rolls the die to see what losses the attacker must moving from Environ to Environ on one planet, immediately. Characters and their spaceships
take. the Detection Routine is resolved only once. never count toward this limit.
[9.24] Military units attacked by a PDB take losses [9.34] Military units and any characters or [9.52] If a stack includes any military units, it is
as described in Case 10.3. After fulfilling the loss, spaceships moving with them never undergo moved according to the procedure for moving
the movement of military units may be continued. Detection; they are always considered detected. military units, undergoing attack by Enemy PDBs
[9.25] If a PDB incurs a loss of 2 when attacking, The PDB could attack the military units, however and taking part in military combat if called for.
it is placed Down. If it incurs a loss of 3 or more, (see Case 9.2). Such a stack is always considered detected.
it is placed Down and reduced a level (Level 2 [9.35] Detected characters moved from one [9.53] If a stack containing military units includes
becomes Level l). A loss of 1 has no effect on a Environ to another on the same planet without a a character with a Leadership Rating of 1 or more,
PDB. spaceship are no longer detected; flip the character that character may be named as the leader of those
[9.26] A military unit may never attack an Enemy counters over (unless there are other detected units whenever the owning Player wishes (see
PDB; it may only defend against a PDB attack. characters already in the Environ being moved to; Case 10.4).
see Case 9.4). [9.54] If a stack includes no military units (has
[9.27] Note that a particular military unit could be
attacked twice in this manner during one move; [9.36] If a spaceship that is already damaged only characters, possibly with a spaceship), each
once as it leaves a planet, and again as it arrives on receives a Damage result during the Detection spaceship and its passengers are moved
another, assuming both planets are occupied by an Routine, that result is instead treated as an E; the individually; that is, each ship would undergo
Enemy-controlled PDB. spaceship and all aboard are destroyed. This Enemy detection separately.
situation will occur only if a spaceship is damaged [9.55] A spaceship may be moved only if it is
[9.28] In the Province and Galactic Games, a PDB by detection as it is leaving one planet and
does not make this type of attack on Enemy stacked with military units or a character that has
undergoes detection again as it arrives at another a Navigation Rating of one or more (see Case
military units; instead, it may execute a Raking (see Case 9.35).
Attack (see Case 20.6). 14.5).
11
[9.56] Characters may be moved from an Environ ratio in favor of the defender to conform to the remove a certain number of Combat Strength
to an Environ on another planet only if they are simplified ratios found on the Military Combat Points from his involved units by eliminating
stacked with a spaceship or mobile military units. Results Table (10.8). “Shifts” to this column may some of them (removing them from play). If, for
Note that each spaceship has a maximum number be applied if a leader is present or for some other example, a Player incurred a combat result of 2, he
of characters it may carry (see Case 14.5); this applicable reason. would have to remove units whose total Combat
number is the limit of characters that may be 4. The attacker rolls the die and reads the result to Strength Points equaled two as closely as possible
stacked with a single spaceship as it is moved. the right of the slash on the appropriate line of the without exceeding the figure. If a Player does not
[9.57] When a Player has finished moving all the column to determine how many Combat Strength have units of the proper denomination to meet the
units he wishes to in a Movement Segment, his Points of defending units must be eliminated. result exactly, he removes those units that would
units should be organized in two stacks in each fulfill the result most closely; but he never
5. Then the defender rolls the die, referring to the removes more Strength Points than called for.
Environ — one containing all the military units in same ratio column, to determine how many
the Environ and any characters (whether leaders Thus, if the Imperial Player had two units worth
Combat Strength Points of attacking units must be three Combat Strength Points each involved in a
or not) and spaceships accompanying those eliminated (the result to the left of the slash).
military units, and the other containing those combat in which they incurred a loss of 2, no units
characters and their spaceships that may perform 6. Both Players remove the required number of would be removed since to do so would exceed the
missions. Thus, characters that were moved with units from among their own units to fulfill the combat result. If, in the same instance, he had two
military units need not be stacked with them at the combat results as closely as possible, without units worth one Combat Strength Point each, they
end of the Movement Segment. However, if a exceeding them. The Players then proceed to the would both be removed. Therefore, the Players
character is stacked with a military unit during the next Environ where combat is possible. will find that stronger units are much less
Mission Phase, that character may not perform a CASES: vulnerable to combat loss.
mission. [10.1] DECLARING COMBAT [10.4] LEADERS AND COMBAT
[9.6] ENEMY REACTION MOVES In each Environ where combat is possible, the If either Player has a character with a Leadership
During the Enemy Reaction Segment, the non- Phasing Player declares whether he wishes to have Rating of one or more in an Environ where a
Phasing Player may make a reaction move for combat or not. If he does, he is the attacker in the combat is taking place, he may name that
each Environ that contains a military unit or a combat. If he does not, the non-Phasing Player character as the leader of his military units. The
detected character that belongs to the Phasing declares whether or not he wishes to have combat. character should be stacked with the military units
Player. The reaction move consists of moving one If he does, he is the attacker in the combat. If he at this time if he is not already (however, see Case
of his characters, or one of his military units, or does not, no combat takes place in the Environ. 9.57). A leader shifts the combat ratio a number of
one military unit and a leader (see Case 10.4) from The fact that a Player is the attacker or defender in columns in favor of the owning Player equal to his
any Environ on a planet to the Environ on the same one Environ has no bearing on his status in another Leadership Rating. For example, an Imperial
planet that fulfills the preceding requirement for Environ where combat could take place. If combat leader with a rating of 2 would shift the combat
reaction. is declared by either Player in an Environ, all ratio two columns to the left if defending and two
military units in the Environ must be involved in columns to the right if attacking.
[9.61] A reaction move may not be made from one
planet to another; only from one Environ to all the combat. [10.41] If both Players have a leader in a combat,
another Environ on the same planet. [10.2] HOW TO USE THE MILITARY the lesser Leadership Rating is subtracted from the
COMBAT RESULTS TABLE greater to yield a net column shift in the superior
[9.62] A unit moved in reaction may be stacked leader's favor. If the leaders have equal ratings,
with any of the owning Player's units currently in Once combat is declared in an Environ, the
neither Player receives column shifts for leaders.
the Environ (within the restrictions of Case 9.5) Players follow the instructions in the preceding
and may take part in all succeeding activities in Procedure to resolve it. To find the proper ratio [10.42] Leaders enable a Player to achieve the 1-6
that Environ this Game-Turn. column to use on the Military Combat Results or 6-1 column on the Military Combat Results
Table, compare the total attacking strength to the Table (see Case 10.22).
[9.7] DETECTION TABLE
total defending strength as a ratio (e.g., 12 to 5, 3 [10.43] A Player may name only one leader for
to 1, or 14 to 3). Then, round the ratio in the favor each individual military combat.
of the defender to conform to one of the ratio
[10.0] ENVIRON columns listed on the Table (the preceding
[10.44] The presence of a leader enables the
MILITARY COMBAT examples would become 2-1, 3-1, and 4-1,
Imperial Player to negate the penalty column shift
in Special Environs (see Case 10.5) in addition to
GENERAL RULE: respectively).
the leader's normal column shifts.
Military combat may occur during the Military [10.21] After determining the ratio column, it may
[10.45] Leaders may never be eliminated to fulfill
Combat Segment of either Player-Turn in any be necessary to shift one or more columns in either
a military combat result. However, if a Player's
Environ occupied by military units belonging to direction if a Player has a leader advantage (see
military units are totally eliminated in combat, the
both Players. Either Player may declare military Case 10.4) or an Environ advantage (see Case
leader is attacked by a squad from the surviving
combat in such an Environ, but combat is not 10.5). This adjusted column is used to resolve the
Enemy military units (see Case 10.6).
required. If neither Player wishes to have combat combat.
in an Environ, it does not occur. [10.5] EFFECTS OF ENVIRON TYPES
[10.22] Note that the two extreme ratio columns
ON MILITARY COMBAT
PROCEDURE: on the Table (1-6 and 6-1) may be used only as a
result of a column shift. Therefore, before column All Rebel military units are classified into the six
The Phasing Player chooses the order in which he Environ types. Each unit has the name of one
wants to resolve combats in Environs occupied by shifts are taken into account, the minimum and
maximum ratios are, respectively, 1-5 and 5-1. Environ type printed on it, and can be further
opposing military units. In each Environ, the identified by color (by symbol). Whenever Rebel
following procedure is used. Thus, if the unrounded ratio (attacker to defender)
is 1 to 9, or 9 to 1, the rounded ratios would be 1- military units are involved in combat and at least
1. The Phasing Player and then the Enemy Player 5 and 5-1, respectively. one of the units shares the same Environ type as
declares whether he wishes to have combat. If the Environ they are in, the Rebel Player receives
[10.23] Each ratio column is composed of six a column shift of one in his favor on the Military
combat is declared by either Player, the Player
double results that apply to the defender (the result Combat Results Table (to the left if he is
who declared combat is termed the attacker and
the other Player the defender in that particular to the right) and the attacker (the result to the left). defending, and to the right if he is attacking). For
combat. The result of the combat is found by rolling twice instance, if a combat were occurring in an Urban
(as described in the Procedure) to provide the Environ, and the Rebel Player had at least one
2. Each Player totals the Combat Strengths of all Players with a wider variety of outcomes.
his involved military units and names a leader if Urban military unit there, he would receive a
one is present. [10.3] FULFILLING COMBAT RESULTS column shift.
3. These total strengths are compared as a ratio of Each combat result (as determined by the In any combat in a special Environ (see Case 5.3,
attacker strength to defender strength. Round the opposing Player's die roll) requires a Player to part J), the Imperial Player receives an automatic
12
column shift against his favor (the Imperial troops they are military units, the value is the total of their [11.3] EFFECTS OF SEARCH
have trouble operating in such strange places). Combat Strength Points plus the leader's [11.31] When a Player uses his characters to
This column shift is not applied if there is an Leadership Rating, if a leader is present. If he is conduct search, those characters are automatically
Imperial leader present. The leader may still searching with characters, the Search Value is the detected; flip their counters over if not already
contribute his full Leadership Rating for column sum of their Intelligence Ratings (see Case 11.23). detected. (see Case 9.42).
shifts as well. Rebel military units do not suffer The Phasing Player determines the Hiding Value
this penalty. This column shift is in addition to any [11.32] If characters succeed in finding Enemy
of the characters being searched for by adding the characters during a search, the non-Phasing Player
awarded to the Rebel Player for having units of the Intelligence Rating of one character in the group
same special Environ type in the combat. may (but is not required to) initiate character
to the Environ Size Number and then subtracting combat between the searching characters and the
[10.6] CHARACTERS the total number of hiding characters. found characters (see Case 12.11).
AND MILITARY COMBAT Refer to the Search Table, cross-referencing the [11.33] If military units succeed in finding Enemy
Characters, including leaders, that are stacked Search Value with the Hiding Value to yield a characters during a search, the non-Phasing Player
with military units are never affected by combat number. The non-Phasing Player rolls the die; if may (but is not required to) initiate character
results and never have an effect on the combat the result is equal to or less than the number, the combat between a squad and the found characters
(except, of course, the leader; see Case 10.4). characters have been found. (see Case 12.12).
However, if characters are stacked with military CASES:
units that are totally eliminated in a combat, the [11.34] Once characters are found, they must be
characters are immediately attacked by an Enemy [11.1] WHEN SEARCH IS CONDUCTED attacked immediately, if at all. After the combat is
squad according to the rules for character combat A Player may conduct search only during the resolved, or the non-Phasing Player has decided
(see Case 12.12). The strength of the squad is Search Phase of the Enemy Player-Turn or, if not to attack, the characters are no longer
determined by the strength of the Enemy military called for by an Action Event Card, and then only considered found; they are still detected, however.
units that survived the military combat, which is in Environs occupied by detected Enemy [11.4] SEARCH TABLE
then applied to the Squad Chart (12.16). If the characters and Friendly characters or military
characters survive this combat, their counters units. He may conduct search in each such
should be placed with the other Friendly character Environ. [12.0] CHARACTER COMBAT
counters in the Environ, if there are any. [11.11] A Player may not search for Enemy GENERAL RULE:
[10.7] REBELLION characters that are stacked with military units; he Character combat occurs when the Phasing
AND MILITARY COMBAT may search only for characters that are alone or Player's characters have been found by the non-
Under most circumstances, military combat may stacked with other characters or spaceships. Phasing Player's characters or military units, or
occur only during the Military Combat Segment [11.12] Some Action Events allow the non- when the Phasing Player's characters encounter a
of the Player-Turn. However, if a planet goes into Phasing Player to conduct an immediate search for creature or Irate Locals while on a mission (see
Rebellion, thus producing Rebel military units characters going on a mission (see Case 13.48). Case 13.4). The attacking force in character
(see Case 15.4), those units may immediately The Sequence of Player is interrupted while the combat is always controlled by the non-Phasing
declare combat on all Imperial military units in the search (and character combat, if found) is resolved. Player and the defending force is always
same Environ. The Sequence of Play is interrupted controlled by the Phasing Player. Character
[11.13] Some Action Events will make characters
while the combats are resolved. The Imperial combat is resolved in one or more rounds, each
subject to detection while on a mission, thus
Player may not declare combat in this situation. executed by comparing the attacker's and
making them eligible for search in the Search
Both Players may name a leader for their units if Phase of their next Player-Turn. Other Action defender's total Combat Ratings and referring to
available. If no Rebel leader is present, the Rebel Events may actually cause the characters to be the Character Combat Results Table (12.9).
troops receive one column shift anyway found. Characters may receive wounds in combat, which
(representing the local Rebel who raised the reduces their effectiveness in future rounds of
troops), for this special combat only. The combat [11.2] WHICH UNITS SEARCH combat, and may eventually cause them to expire.
is resolved according to the normal procedure. A Player may conduct search with military units In some types of character combat, the attacker
After all such combats on the planet are completed, (and a leader, if present) or with characters, or may attempt to capture defending characters
the Players pick up the Player-Turn where they left with both. instead of killing them.
off. [11.21] A Player may not use characters that are Once combat between characters is initiated, it
[10.8] MILITARY COMBAT stacked with military units to conduct search. He many cease only if the characters on one side are
RESULTS TABLE may separate the characters he wishes to use from all dead or captured, or if the defending Player
the military units immediately prior to conducting breaks off with his characters. The attacker may
the search, and then carry it out. The characters never break off, and must always attack.
[11.0] SEARCH would then not be accompanying the military units, There is no distinct Phase in the Player-Turn when
COMMENTARY: however. character combat takes place; it is initiated
When Enemy characters are detected, the Player's [11.22] If a character is contributing his immediately upon finding characters or
forces are considered to be aware that the Enemy Leadership Rating to a search by military units, he encountering creatures or Irate Locals. The
is present in the area. In order to actually confront may not search as a character. Sequence of Play is interrupted while the combat
the Enemy, they must be found. To do this, a [11.23] If a Player is searching with both is resolved.
Player may conduct a search. characters and military units, each search is PROCEDURE:
GENERAL RULE: resolved separately on the Search Table. Thus a 1. Determine whether the character combat will be
The non-Phasing Player may conduct search for Player may make a maximum of two searches in hand-to-hand or a firefight (see Case 12.31).
detected Enemy characters in an Environ occupied an Environ at one time. If one group succeeds in
finding the Enemy characters, only that group may 2. The attacker announces whether he is
by his own characters or military units, during the attempting to kill or capture, if he has a choice (see
Search Phase. He may also conduct search for attack. If both groups succeed in finding the
characters, both groups may attack separately. The Case 12.32).
detected Enemy characters that are performing
missions, if called for by an Action Event (see searching Player decides who searches first. 3. The defender announces which of his characters
Case 13.4). Search is resolved by using the When conducting a search with military units, will be active and which will be inactive in the
Search Table (11.4). Characters that are found by ALL the military units in the Environ must upcoming round of combat. He must name at least
search may be attacked. partake and be revealed before one character as active.
the die is rolled. 4. The combat differential is determined by
PROCEDURE:
subtracting the total Combat Ratings of all active
l. The non-Phasing Player determines the Search
defending characters from the total Combat
Value of the units he is conducting search with. If
Strength of the attacking force.
13
5. The defender may attempt to break off from the Group” Event Card (see Case 13.47). If so, the [12.41] Active characters contribute their Combat
combat, thus allowing his characters to escape Irate Locals are the attacking force in character Ratings (and possession bonuses, if they are
unscathed, by using the break-off section of the combat that is resolved immediately. The Irate Rebel; see Case 14.2) to the defending force and
Character Combat Results Table (see Case Locals' attack strength and endurance is suffer all combat results incurred by that force.
12.5). determined by looking up the race in the Environ [12.42] Inactive characters contribute nothing to
6. Unless all defending characters have succeeded on the Irate Locals Chart (12.17). the defending force and suffer no results of the
in breaking off, the attacker rolls the die and refers [12.15] When characters are going on a mission, combat. They may break off from the combat
to the column on the Table that matches the they may draw an Event Card that causes them to more easily than active characters can (see Case
determined differential. This column may be be automatically found (no search is necessary). If 12.5).
shifted to the left or right if capture combat is so, the attacking force is either Enemy characters [12.43] The Player defending in a character
being attempted or the defender attempted to or an Enemy squad, depending on which of these combat can change the active and inactive status
break off. He cross-references the number rolled the non-Phasing Player has in the Environ. If he of his involved characters before each round of
with the column and reads the number to the right has both, he must choose one type as the attacking combat.
of the slash; this is the number of wounds the force. If he has neither, the characters are not
defenders receive. If capture combat is being found. [12.44] The attacking force is never divided into
undertaken, and a result with an asterisk (*) is active and inactive parts; the entire attacking force
[12.16] Squad Chart is active.
obtained, a defending character is captured (see
Case 12.8). [12.17] Irate Locals Chart [12.5] BREAK-OFF
7. Now the defender rolls the die and refers to the [12.2] THE DEFENDING FORCE If the defender wishes to break off from combat
same column, reading the result to the left of the In character combat, the defending force is always with his inactive characters or with both his active
slash; this is the number of wounds the attacker characters that have been found by search or that and inactive characters together in a given combat,
receives. Again, if capture combat is being have encountered a creature or Irate Locals while he refers to the break-off section of the Character
undertaken, an asterisk means that a defending on a mission. When characters are found during Combat Results Table before resolving a round
character is captured (see Case 12.8). the Search Phase, all characters not stacked with of combat. The break-off section contains two
8. Both Players now record wounds incurred by military units are attacked in one combat. When rows of numbers: one is for active defenders and
their characters on the Endurance Sheet, characters are found while on a mission, or if they one is for inactive defenders. He then rolls the die
distributing the received wounds among their encounter a creature or Irate Locals while on a once. If the die roll is equal to or less than the
active characters as they see fit. Each wound a mission, only the characters in one Mission Group number listed above the proper differential
character receives subtracts one from both his are attacked (see Case 13.l). If more than one column (taking into account the two-column shift
Combat and Endurance Ratings. Mission Group is currently on missions in an for capture combat; see Case 12.8), the characters
Environ, the group that is attacked is determined have successfully broken off.
The Players repeat steps 3 through 8 indefinitely, at random (see Case 13.43).
as long as both sides have live un-captured Example: With the combat differential “ + 1” the
characters and the defender has not broken off [12.3] TYPES OF CHARACTER defending Player rolls a 3 in his break-off attempt.
with all his active and inactive characters. COMBAT His inactive characters (if any) have broken off,
Depending on the nature of the attacking force, while has active characters have not.
CASES:
there are two weapon types in character combat: [12.51] Characters that successfully break off are
[12.1] THE ATTACKING FORCE hand-to-hand, which involves fisticuffs, no longer considered found and may not be
In character combat, there are four different types swordplay, clubbing, and other primitive fighting involved in the character combat.
of forces that the attacker could possibly consist methods; and firefight, which involves energy [12.52] The defending Player may not attempt to
of: characters, a squad, a creature or Irate Locals. weapons (ray guns, blasters, and such). In addition, break off with active characters only, if he also has
Each of these types is referred to as an attacking depending on the attacker's intentions, he may inactive characters present: he must attempt to
force. Only one of these types will be involved in initiate either kill combat or capture combat. break off with all or none. The attacking Player
any one character combat. [12.31] When a squad is the attacking force, the may never attempt to break off.
[12.11] Characters that have taken part in a combat is a firefight. When Irate Locals are the [12.53] If active characters fail in an attempt to
successful search are the attacking force in the attacking force, the combat may be a firefight or break off, the Players refer to the differential
ensuing combat (if the Player that conducted the hand-to-hand, as explained on the Irate Locals column one to the right when resolving the
search wishes to initiate such combat). Their Chart (12.17). When a creature is the attacking subsequent round of combat.
attack strength is determined by adding together force, the combat is hand-to-hand. When
all their Combat Ratings (see Case 12.44), less characters are the attacking force, the attacking [12.6] RESOLVING CHARACTER
wounds (see Case 12.72). If they are Rebel Player may declare either type of combat, COMBAT
characters, combat benefits of any possessions immediately upon finding the Enemy. The To resolve a round of character combat, the
they may have are also taken into account. difference between hand-to-hand and firefight Players must first determine the combat
combat is explained in Case 12.6 and on the differential. To do this, the defending Player adds
[12.12] If military units have taken part in a
Character Combat Results Table (12.9). the Combat Ratings of all active defending
successful search, a squad is the attacking force in
[12.32] When characters or a squad are the characters, taking into account possessions they
the ensuing combat. The attack strength and
attacking force, the attacking Player should may have and wounds they may have incurred
endurance of the squad is determined by referring
declare whether he is conducting kill or capture previously, to arrive at a total defense strength.
to the Squad Chart (12.16). If a leader is with the
combat. Capture combat makes the attacking The attacking Player finds his attack strength in
military units, the squad's endurance is increased
forces less effective but allows them to capture accordance with Case 12.1. The defense strength
as explained on the chart. Military units are never
Enemy characters (which is more valuable than is then subtracted from the attack strength to arrive
affected by the outcome of character combats
just killing them), as explained in Case 12.8. Irate at the differential (a positive or negative number),
involving squads that they have “dispatched”
Locals and creatures always initiate kill combat. which will correspond to one of the differential
upon finding Enemy characters.
columns on the Character Combat Results
[12.13] When characters are going on a mission, [12.4] ACTIVE AND INACTIVE Table.
they may draw a “Creature attacks one Mission DEFENDERS
If the attacker has announced capture combat, use
Group” Event Card (see Case 13.45). If they do, When a Player's characters are attacked, he may the differential column two to the left of the actual
the creature is the attacking force in character split them into two groups: active and inactive column for all purposes. If active defending
combat that is resolved immediately. The defenders. At least one character with a current characters attempt to break off and fail, use the
creature's attack strength and endurance may be Combat Rating above 0 must be named as an differential column one to the right to resolve this
found in the Galactic Guide. active defender; the others may be either active or round of combat (therefore, if capture combat has
[12.14] When characters are going on a mission, inactive, as the owning Player sees fit. been announced and the defender has failed to
they may draw an “Irate Locals attack one Mission break off with his active characters, the net
14
column shift for the combat would be one to the defending Player should fan the appropriate 1. In a particular Environ the Player assigns
left). Each Player rolls the die to determine how Character Cards and the attacking Player should missions to any or all of his characters there that
many wounds the other Player's force receives, as draw one without looking). are not stacked with military units by using the
described in the procedure. If the combat is a [12.81] When a character is captured, his counter Mission Cards. He organizes his character cards
firefight, all combat results are doubled. If it is should be stacked with the Enemy military units into Mission Groups, each of which will undertake
hand-to-hand, the combat is resolved normally. or characters that captured him. He may then be a mission. He then places a Mission Card on top
[12.7] WOUNDS AND moved with those units, but contributes nothing to of each Mission Group.
THE ENDURANCE SHEET them. If he is stacked with characters, at least one 2. The Player then draws a number of Action
After a round of combat, each Player must assign character must be assigned to guard the prisoner, Cards equal to the Environ size, one at a time,
the wounds he has incurred to his characters. This which means that that character may perform no looking at the appropriate section of the card.
is done by marking the boxes on the Endurance missions while he is guarding. A prisoner with 3. As each card is drawn, the Player reads the
Sheet. He may distribute the wounds among the military units has no effect on those units; they Action Event, immediately applying its effects if
active characters in the combat in any manner he may be moved and conduct combat with all their applicable, then notes if any of the Mission Letters
sees fit, as long as the number of boxes equals the normal abilities. A Player with a prisoner may printed on the card match the missions he has
number of wounds received. assign and re-assign him to any character or assigned to his characters. If so, the effects of the
military unit in the same Environ at any time mission are immediately implemented
Example: The Rebel characters Rayner Derban
during the Movement Segment of his Player-Turn. (Exception: see Case 13.5).
and Zina Adora fought a round of combat in which
they received two wounds. This outcome could be [12.82] A captured character may be regained by 4. After the Player has drawn as many Action
recorded in any of three ways: the original owning Player by executing a Free cards as the Environ size permits, he may take
Prisoners mission. The prisoner is also returned to bonus draws for those missions that are not yet
the original owner if his counter is not stacked completed, providing the characters survived the
with Enemy units at any time (this may be a result Action Events of the previous draws. Bonus draws
of the Enemy Player's negligence or the units are taken for each mission separately. The number
elimination). of bonus draws each mission receives depends on
[12.83] If the attacking force that captures a the mission being resolved, attributes of the
character is eliminated in the same combat, the characters involved and their possessions (if any),
character is not considered captured. and their location.
[12.84] If a character is captured and the combat 5. All the bonus draws for one mission are drawn
is still being resolved, he contributes nothing to at once. The Player ignores all Action Events,
[12.71] Since characters may heal their wounds either side's strength. looking only for the mission letter on the
(see Case 13.7), the Players should use a pencil to [12.85] A Player may declare capture combat only appropriate section of the card, and implements
record wounds so that they may be erased (and if he is the attacker and only at the beginning of the effects of the mission if he finds the right
Players should also be sure to make photocopies the combat. The type of combat declared at the Mission letter.
of the Endurance Sheets prior to using them). beginning of a character combat may not be The Mission Phase in this Environ is now
[12.72] When the character has one or more changed for the duration of that combat. completed. After repeating this process in all other
wounds, his Combat Rating is reduced by the [12.86] If a Player is conducting kill combat, the eligible Environs, the Player's Mission Phase, and
number of wounds he currently has. Therefore, a asterisks on the Character Combat Result Table his Player-Turn, is over.
character may become weaker as rounds of are ignored. Note, however, that both the attacking CASES:
combat pass. However, his Combat Rating may and defending forces may still incur wounds in [13.1] ASSIGNING MISSIONS
never be reduced below 0 (so, if the character has capture combat.
The Phasing Player begins the mission procedure
a possession which raises his rating, his rating [12.87] The Action Event, “Coup Mission in each Environ by assigning missions to any of
would be equal to the addition the possession Aborted,” or the failure to complete an his characters that are not stacked with military
gives him). Assassination mission, may cause characters to be units, and in the case of the Rebel Player, also
[12.73] The number of boxes each character has captured. If this happens, and there are no Enemy to a Rebel Camp if present (See Case 13.2). He
on the Endurance Sheet is the same as his military units or characters in the Environ, the may assign as many eligible characters as he
Endurance Rating. When all the boxes of a characters are not considered captured. wishes to a single mission and may assign as many
character are marked, that character is dead (as has [12.9] CHARACTER COMBAT missions as there are characters. The cards
befallen the lovely but unfortunate Zina Adora in RESULTS TABLE representing all the characters going on a single
the second preceding example); remove the card mission should be stacked together with the
and counter from play. mission card on top. This is called a Mission
[12.74] When the attacking force is not composed [13.0] MISSIONS Group. No character or Mission Group may be
of characters, the attacking Player should use a GENERAL RULE: assigned to more than one mission or Mission
piece of scrap paper to keep track of his force's During the Mission Phase of his Player-Turn, a Group in an Environ. Only one instance of each
wounds. When the force has received a number of Player may have his characters perform missions mission (i.e. a Diplomacy Mission) may be
wounds equal to its endurance, it is dead or runs in the Environ they occupy. Using the Mission assigned per Environ. Some of the missions can
away; the combat is terminated in either event. Cards to assign missions and the Action cards to only be assigned by a certain Player or when
Just like characters, wounds incurred by non- resolve them, the Player hopes to further his cause. certain conditions exist in the Environ, as
character forces are deducted from the force's He may send his characters on missions to swing explained in Case 13.2. Characters are not
attack strength, unless otherwise specified. the populations of the various planets in his favor, required to be assigned missions; those that are not
[12.8] CAPTURE to gather information and more strength with are in no way affected by missions performed in
which to achieve his goals, and to hamper the that Environ.
If the attacking Player announces that he is
attempting to capture Enemy characters, the Enemy Player's operations. [13.2] THE MISSION CARDS
Players refer to the differential column two to the PROCEDURE: Each Mission Card is titled with the name of a
left of the unmodified differential for all rounds of The Phasing Player resolves his character's mission (e.g., Assassination, Diplomacy, Subvert
that combat. Whenever the attacker or defender missions one Environ at a time. He completes all Troops, etc.) and an identifying letter for that
rolls a result with an asterisk, one active defending the steps listed below in one Environ where he has mission. Each card tells the Players what the goal
character is captured. After recording all wounds characters eligible to go on missions and then of the mission is, the effects of the mission if
incurred in that round of combat, the attacking repeats this process in each other Environ where completed, restrictions on performing the mission,
Player chooses one character at random from he has characters. The order in which he goes from and how bonus draws may be received for the
among all active defending characters (the Environ to Environ doing this is entirely up to him. mission. Most of the Mission Cards are self-
15
explanatory. However, a few require more Sovereign, Question Prisoner, and Steal To do this, the Phasing Player may take one card
explanation than could be printed on the card, so Resources. from each Mission Group and have the opposing
special notes on these missions appear here. [13.3] DRAWING ACTION CARDS Player draw one blind; or the Players may assign
the Mission Groups pips on the die and have the
When resolving all the missions in an Environ, the non-Phasing Player roll to see which group is
Player draws Action Cards and reads the section affected.
of the cards that corresponds to the Environ his
characters are in. He may draw a number of cards [13.44] If an event aborts a mission, the characters
equal to the Environ size. He draws the cards one in the involved Mission Group are no longer
at a time, taking the action that the card dictates affected by Action cards drawn subsequently (to
Coup (C): This mission may only be performed if resolve other missions in the same Environ) and
the mission group includes at least one character before drawing the next one. He may stop drawing
at any time, but may not receive any bonus draws do not take part in any bonus draws. Aborted
with an Intelligence rating greater than one, Diplomacy or Coup missions that shift the
although this has no effect on the outcome of the (see Case 13.6) unless he draws the maximum
number of cards allowable (by the Environ size). loyalty marker in favor of the non-Phasing
mission). If a Coup mission meets with any Player do not put a planet into rebellion.
success (i.e., the Loyalty marker is shifted in the When a card is drawn, the event on the card is
Player's favor as a result of the mission), a Coup resolved before mission letters on the card take [13.45] When a “Creature attacks” event is drawn,
marker should be placed in the Environ. A Coup effect. the Players should look up the creature named in
mission may not be performed in an Environ with Example: A group of characters in an Urban the Environ (on the map) in the Galactic Guide.
a Coup marker or without a Coup rating. Environ with an Environ Size of Four are Each creature has its own description and details
performing a Diplomacy mission. The Player on how and with what strength it attacks the
Gather Information (I): Note that this is the only characters. Some of the creatures attack in ways
mission that directly rewards the Player with owning the characters draws an Action Card and
reads the event listed under urban, “Creature that differ from the normal character combat
Victory Points (see Case 16.19) if completed as procedure, or really do not attack at all. The
described on the Mission card. attacks characters”. After resolving this action, the
Player looks at the mission letters on the card descriptions in the Galactic Guide supersede any
Diplomacy (D): Some bonus draws for this under urban. He does not see a “D” (the letter for rules its modus operandi may seem to contradict.
mission are dependent on the planet's current Diplomacy), so he decides to draw another card. If [13.46] If no creature is named in the Environ
loyalty in relation to the Player before the mission he draws three more (for a total of four), survives when a “Creature attacks” event occurs, the card
began. For example, if the Rebel Player were all the events listed thereon, and has not completed may state that the Mission Group is attacked by
doing a Diplomacy mission on a Patriotic planet, his mission, he may take bonus draws. one or two sentry robots. In this case, the attack
two bonus draws would be subtracted from his only takes place if the non-Phasing Player
total number of draws for that mission. If he were [13.31] The best way to draw Action cards is to
have the non-Phasing Player fan the deck, and (Imperial or Rebel) controls the planet (see Case
doing the mission on a planet in Dissent, one 15.5). Sentry robots are listed in the Galactic
bonus draw would be added to his total bonus have the Phasing Player draw from anywhere in
the deck. If the Players just draw off the top of the Guide.
draws. In the Province and Galactic Games, the
presence of a sovereign may affect a Diplomacy deck, it must be shuffled much more often and [13.47] When an “Irate locals attack” event is
Mission (see Case 25.3). much more thoroughly. In any case, drawn cards drawn, the Players should look up the race named
should be returned to the deck and the deck should in the Environ on the Irate Locals Chart (12.17)
Subvert Troops (T) and Scavenge for Possessions be reshuffled after resolving all missions in each to determine the attack Strength and Endurance of
(P): These Missions may only be performed by the Environ. the attacking force. If more than one race is named
Rebel player. in the Environ, the race named first is used on the
[13.32] Each Action Card has three sections:
Urban, Special, and Wild. The Urban and Wild chart. If the planet is currently in Rebellion or
sections are referred to when resolving missions in Rebel-controlled, ignore the event if the Rebel
an Environ of one of those types. The Special Player is conducting missions.
section is referred to when resolving missions in a [13.48] When an event allows the Non-Phasing
Subterranean, Liquid, Air or Fire Environ. When Player to conduct search for characters going on
Start Rebel Camp (B): Only the Rebel Player may reading an Action Card, only the information Missions, he searches for one Mission Group
perform this mission. An established Rebel camp listed under the proper Environ is used; the rest of immediately, as explained in Case 13.43. If
may perform any of the following missions: C, D, the card is ignored. another card is drawn that also allows Enemy
F, I, S or T; it may not perform any other missions. [13.4] ACTION EVENTS search, he may search for a Mission Group that has
Thus a Rebel camp is equivalent to a character for not yet been searched for in this Mission Phase
Each Action card has an event which may affect (exception to Case 13.42). If all Mission Groups
mission purposes. A Rebel camp never receives one of the missions or the characters going on
bonus draws and is never affected by Action in an Environ have been searched for once
missions in the Environ. (regardless of whether the search succeeded), no
Events, even if that event would normally abort
the mission the camp is undertaking. No more than [13.41] If the event concerns a particular type of more searches may be conducted. If an event
one Rebel camp may be in any one Environ at one mission, its instructions are only followed if that prohibits Enemy search for the remainder of the
time; a Rebel camp may never be moved. mission is being undertaken in the Environ and has Mission Phase, all subsequent events that allow
Characters may not accompany a Rebel camp on not yet been completed; otherwise, ignore the Enemy search are ignored.
a mission. event. [13.5] COMPLETING MISSIONS
Start Rebellion/Stop Rebellion (R): This mission [13.42] If an event is drawn that is the same as a After the Phasing Player has resolved the event on
is resolved differently for each Player (it is harder previously drawn event, or contradicts a an Action Card, he reads the mission letters that
for the Imperial Player to succeed). Also, the result previously drawn event, it is ignored. For example, are listed after the proper Environ. If one or more
of success is different for each Player. if the Player drew the event that allows him an of the letters correspond to a mission his
extra bonus draw on his missions, and then drew characters are undertaking, that mission is
Assassination (A): If this Mission is aborted by an the event that prohibited any bonus draws on his
Action Event, the Phasing Player does not roll to completed; the effects of completing the mission
missions, the latter event would be ignored. If he (listed on the Mission Card) should be
see how his Mission Group is affected by failing drew a “Creature attacks” card, all subsequent
to complete the Mission. In the Province and implemented immediately. The characters in the
“Creature attacks” cards would be ignored in that Mission Group that completed the mission then no
Galactic Games, the roll is also not executed if the Environ, during that Mission Phase. Exception:
Mission Group was attempting to assassinate a longer take part in the Action Card draws. If there
see Case 13.48. are other Mission Groups in the Environ still
sovereign (see Case 25.3).
[13.43] Some events state that they only effect one attempting to complete their missions, the Player
The following missions are not used in the Star Mission Group. If more than one mission is being may continue drawing Action Cards, up to the
System Game: Spaceship Quest, Summon undertaken in an Environ, the Mission Group that limit of the Environ size.
is affected by the event is determined by chance.
16
Example: The Rebel Player has two Mission [13.6] BONUS DRAWS character(s) stacked with Doctor Sontag, or any
Groups in an Environ with a size of 3; one is going Most Mission cards list how bonus draws may be character possessing the Medi-kit, at the
on a Gain Allies mission (G) and the other on a received when undertaking the mission, after the beginning of the Rebel Player-Turn are
Start Rebel Camp mission (B). He draws one maximum number of Action Card draws have immediately healed of all their wounds. The
Action card, resolves the Event, and notes that been taken in an Environ. The Phasing Player Doctor or the Medi-kit may not heal wounds
neither a G nor B is listed. He draws a second card, calculates the number of bonus draws he will between rounds of Character combat or at any
completes the event, and notes that a G is listed. receive for each mission separately. He reads the other time during the Game-Turn; only at the
He completes the Gain Allies mission by drawing instructions on the Mission Card and checks the beginning of the Rebel Player-Turn. Note: the
a new Rebel character card, then returns the involved character's special characteristics and physician may heal himself, and may perform
Mission card to the Mission Card deck and places their possessions. He then draws that number of missions on turns in which he heals.
the new character card and the other characters in Action Cards all at once and look for the
the involved Mission Group aside. He draws a appropriate mission letter, ignoring all events. If
third card, completes the event (which can only he finds the right letter (or more than one if the
possibly affect the B mission Group) and does not mission is one of those named in Case 13.5), he
find a B mission letter. He may now take bonus completes the mission as described on the Mission
draws (see Case 13.6) for the B Mission Group Card. He may then take bonus draws for another
only. mission in the Environ, if there are any being
Some of the Missions allow for varying degrees of undertaken.
success, depending on how many of the Example: The Rebel characters Scott Rubel and
appropriate Mission Letters the Player draws. Rayner Derban (who possesses the Advisor
These Missions are Coup (C), Diplomacy (D), Android) are going on a Diplomacy mission (D)
Free Prisoners (F), Gather Information (I), Stop in the Urban Environ (with a size of 3) on a planet
Rebellion (R), Sabotage (S), and Subvert Troops whose Loyalty marker is currently on the Loyal [13.8] BONUS DRAW SUMMARY
(T). space (–1 in terms of the Rebel Player, see Case
[13.51] When undertaking any of the above listed 15.11). The three Action Cards drawn included
missions (C, D, F, I, R, S, or T), the Player is not one D, but the Rebel Player decided to try for [14.0] POSSESSIONS
required to consider the mission completed when more; the mission was not aborted and the GENERAL RULE:
he draws one corresponding mission letter. He characters survived the Events. The Rebel Player There are twenty Possession Cards in the game.
may continue drawing Action Cards in hopes of may now take four bonus draws for the mission: Each card represents an item of special use to the
getting a second (or in the case of Coup or Free three for Rayner's Diplomacy rating, one for the characters. There are four types of possessions:
Prisoners, a third or fourth) mission letter, thus Advisor Android's addition, one for the other character spaceships, weapons, objects, and
increasing the favorable effect of completing the character (Scott), and minus one for the planet's companions, as noted on the cards. Each card
mission. Each of these Mission Cards explains current loyalty. The Rebel Player draws the four describes how the possession may be used and
what successful completion by drawing one, two cards and finds that one of them has a D listed in how it augments a character's attributes.
or more letters entails. the Urban section. The mission is completed and Possession Cards may be acquired by the Rebel
[13.52] If a Player draws one mission letter for any he shifts the Loyalty marker two spaces in his Player during the course of the game, or are
of the above missions, and chooses to try for more, favor. If he had received no D's in his bonus draws, sometimes given to him at the start of the game.
the mission is not considered completed, and the the mission would still be successful, but the He then may assign the possession to one of his
results of completion are not implemented. If, loyalty marker would only be shifted one space in characters to use. The Imperial Player may not
while continuing with his draws, he encounters an his favor. acquire Possession Cards and his characters derive
event that aborts the mission, or all the characters Note that although some of the Mission Cards do no benefits from Possession Cards. He does
in the Mission Group are killed or captured, the not state that bonus draws are available, a receive Imperial character spaceships, although
mission is not completed. On the other hand, if the character's special characteristic, or the event that these are not represented by a card.
Player chooses to try for a second mission letter allows an extra bonus draw may allow the Player CASES:
and does not get one, but the mission is not aborted to take bonus draws for that mission (for example,
and at least one of the involved characters survive, the Imperial character Barca will allow the [14.1] ACQUIRING AND
the mission would be considered completed Imperial Player two bonus draws on a Sabotage ASSIGNING POSSESSIONS
according to the effects for one Mission Letter, mission, even though that Mission Card does not The Rebel Player may be assigned certain
and these would then be implemented (this would list any). possessions at the beginning of the game, in
occur after the mission's bonus draws, if any). accordance with the scenario being played, or he
[13.7] CHARACTERS WHO DO NOT GO
may gain possessions during the course of play by
Example: The Imperial Player has a Mission ON MISSIONS
having his characters attempt a Scavenge for
Group attempting a Coup mission (C) in an Characters who are stacked with military units and Possessions mission. If the mission succeeds (see
Environ with a size of 4. On the first Action Card characters who are prisoners, guarding prisoners Case 13.5), the Rebel Player draws a card from the
draw he gets a C; he could stop now, calling the (see Case 12.81) or healing may not go on Possession Deck.
mission completed and shift the planet Loyalty missions.
marker one space in his favor, but he decides to [14.11] When the Rebel Player acquires a
[13.71] If a Player wishes to have one or more of Possession Card, he should immediately assign it
continue. On the second draw he gets another C,
his characters that have wounds heal those wounds, to one of his characters by placing the Possession
he could call it quits now and shift the marker two
he may not assign them missions. If a character Card directly under the Character Card. If the
spaces in his favor, but he demands more. On the
with wounds (of any number) does nothing for the possession is received at the beginning of the
third draw he gets the event, “Coup Mission
owning Player's entire Player-Turn, including game, it may be assigned to any Rebel character.
aborted.” Tough luck! The adverse effects of the
leading military units, piloting a character If it received during play, it may be assigned to
Event are resolved, and the Imperial Player
spaceship, or moving from Environ to Environ any character in the Mission Group that found the
receives no loyalty shifts at all in his favor.
without a spaceship (Exception: A character may possession.
[13.53] The Stop Rebellion mission only applies be a passenger in a character spaceship or be
to the Imperial Player. Note that there is no reason moved with military units), he is considered [14.12] Assigning a possession to a character is
to stop when one R has been drawn, since healed; erase all wounds the character currently not an irreversible decision; at the beginning of the
completion requires that two R's come up on the has on the Endurance Sheet (see Case 12.7). Rebel Mission Phase, the Rebel Player may have
Action Cards (this is an exception to the other his characters trade or give their possessions to
[13.72] The Rebel character Doctor Sontag, and any other Rebel characters stacked together in the
missions listed above). When the Rebel Player is
the Medi-kit of Ptolus possession may heal same Environ. This is the only time during a
doing this mission, it is called Start Rebellion and
characters of their wounds in a turn in which the turn that possessions may be rearranged
only requires one Mission Letter for success.
characters are active. Any wounded Rebel among characters.
17
[14.13] There is no limit to the number of weapon [14.4] WEAPONS AND OBJECTS [14.52] When determining a spaceship's and
and object possessions a character may have and Possession Cards nrs. 41 and 42 (High Energy pilot's Evasion Value, the ship's Maneuver Rating
use at one time. A character may only have one Sniper's Rifle and the Assassin's Blade) are may not exceed the pilot's Navigation by more
companion possession at a time and/or one weapons. Possession Cards nrs. 43 through 48 than one, and vice-versa. If one rating is more than
spaceship possession at a time. (Helian Drug, Scanner, Scrambler, Personal Body one greater than the other, the greater rating must
[14.2] USE AND LOSS OF POSSESSIONS Shield, Medi-Kit of Ptolus and Cache of Rare be reduced until it is only one greater. For example,
Gems) are Objects. These items aid their owning if Scott Rubel (Navigation Rating of 5) is piloting
Until he wishes one of his characters to use a the Interstellar Sloop (Maneuver Rating of 2),
possession. the Rebel Player may keep its identity characters as described on their cards. Weapons
and objects do not count as a passenger on a their Evasion Value would be 5, since Scott's
secret from the Imperial Player. Once a character rating must be reduced to 3 before the two ratings
is in a situation where the Rebel Player thinks that character spaceship.
are added together (Exception: see Case 14.58).
character's possession would be useful, he simply Note: The effects of the Helian Drug last from the
declares that he is using the possession and shows segment of the Player-Turn in which use of the [14.53] If a spaceship Possession Card states that
the card. Some possessions may be used drug was declared to the beginning of the same the spaceship is owned by a particular character,
indefinitely; some may only be used once, while Segment in the Phasing Player's next Player-Turn. the ship must be assigned to the character, if the
others may become inoperative after use. This is Rebel Player receives that character at the start of
noted on the card. the game (as noted in the scenario). If such a
character (Ly Mantock, Boccanegra, or Tourag) is
[14.21] If a Possession Card says “Never needs received during the course of play, and the ship
repair”, the Possession may be used as many times that character owns is not yet in play, find the
as the Rebel Player wishes. spaceship in the Possession Deck and assign it to
[14.22] If a Possession Card says “May become that character. If the spaceship is already in play,
inoperative after use,” the Rebel Player must roll the character receives no “free” spaceship. Once a
a die after using the possession each time spaceship has been assigned to a character for this
according to the instructions on the card. If the reason, the Rebel Player is under no restriction to
possession does become inoperative, it is lost; keep the spaceship assigned to that character
otherwise, he may use it again. The Scrambler, (Case 14.51 still applies).
Cervac MK V, and Norrocks possessions may be [14.54] If a spaceship is damaged during the
used multiple times throughout a given Game Detection Routine, it and its passengers may be
Turn provided they do not become inoperative placed at their destination, but the spaceship is
following a particular use. For Example, the [14.5] REBEL SPACESHIPS then lost (see Case 9.31 and Case14.24). If a
Scrambler possession may be used every time Possession Cards nrs. 33 through 40 (Explorer, spaceship is eliminated during the Detection
its Mission Group undergoes a Search attempt Galactic Freighter, Interstellar Sloop, Planetary Routine, it (and everything aboard) is lost.
in the same Mission Phase, provided it remains Privateer, Solar Merchant, Star Cruiser, Stellar
operative after each use. In the Province and [14.55] If a character who owns a spaceship is
Courier and S-XIII) are Rebel character killed or captured while in an Environ, his
Galactic games, inoperative possessions are not spaceships. Each spaceship is also represented by
lost, as they may be repaired (see Section 27.0). spaceship may be immediately re-assigned to any
a counter so that it may be stacked with the characters that he is stacked with or may be
[14.23] If a Possession Card says “Lost after one characters it is carrying on the game-map. Rebel stacked with any friendly military units in the
use” or “…removed from play” it must be characters may be moved from Environ to Environ Environ (exception to Case 14.25 and Case 14.26).
returned to the Possession Deck after its first use. and planet to planet in a spaceship, as explained in
Section 9.0, Movement. Each Spaceship Card has [14.56] If a character with a spaceship is eligible
[14.24] Whenever a possession is lost (for to be moved in reaction (see Case 9.6) he may be
whatever reason) it is returned to the Possession the following ratings:
moved in his spaceship, but no other characters
Deck, which should then be shuffled, so that the Maneuver. Used to determine the evasion value may be moved with him. Exception: In play of the
possession might be drawn again (however, see when the ship and its passengers are undergoing Province Game, if a character with spaceship is in
Case 14.26). the Detection Routine, as explained in Case 9.3. an Orbit Box, he may be moved with any
[14.25] If a character is killed, any possessions he The Evasion Value is the sum of the spaceship's passenger characters during a reaction move,
may have are considered destroyed by the same Maneuver Rating and the pilot character's rather than jettisoning them out the airlock.
attack that eliminated the character and are thus Navigation Rating (However, see Case 14.52).
[14.57] A spaceship may carry characters and
lost (Exception: Spaceships, Case 14.55), and are Passengers. This is the maximum number of companion possessions (up to its Passenger
not returned to the Possession Deck. characters and companion possessions that the Rating) and any number of weapon and object
[14.26] If a Rebel character is captured, the spaceship may carry when it is being moved. possessions. A spaceship may not carry another
Imperial Player may take and hold on to that Cannon/Shields. These values are not used in the spaceship. Each spaceship must be piloted and
character's possessions (Exception: Case 14.55), Star System Game. moved separately, unless moved with military
but may not use them. If the captured character is Three of the spaceships (Card Nrs. 33, 36 and 37) units.
subsequently freed, the Imperial Player still keeps are owned by a particular Rebel character, as
the possession, until the end of the play. noted on the card. See Case 14.53 for details.
[14.27] If a possession is being used to receive The S-XIII Spaceship (Card Nr. 40) has additional
bonus draws on a mission, its use must be declared special properties explained in Case 14.58.
at the outset of the mission, before drawing any
Action Cards. [14.51] Like other possessions, a spaceship may
be assigned and re-assigned to Rebel characters.
[14.3] COMPANIONS Only the Rebel character who currently owns the
Possession Cards nrs. 49 through 52 (Cervac Mk spaceship is the pilot; his Navigation Rating is
V, Norrocks, Charsot and the Advisor Android) used in conjunction with the spaceship's
are companions. These are intelligent beings that Maneuver Rating to determine the Evasion Value
will aid the owning character by increasing one or when undergoing detection (and in the Province
more of the character's ratings or performing some and Galactic Games when Hyperjumping, see
other special function. A companion counts as one Case 21.2). A character with a Navigation Rating
passenger on a character spaceship (see Case of “0” may not pilot a Spaceship (including the S- [14.58] The S-XIII spaceship does not have its
14.5). A companion does not count as a XIII). All other characters on the spaceship are Maneuver Rating reduced when it is undergoing
character when determining hiding value. (see passengers and their Navigation rating may not detection with an inferior pilot (exception to Case
Case 11.0). be used for any game functions while traveling 14.52); the S-XIII always uses its full Maneuver
on the spaceship. Rating when determining the Evasion Value.
18
[14.59] If the counter representing a spaceship is CASES: Track, and a Rebel Control marker is placed
ever not stacked with Rebel characters or military [15.1] MOVING THE LOYALTY MARKER underneath the Loyalty marker to indicate that the
units, either because the Rebel Player moved the planet is not Imperial-controlled (nor is it Rebel-
units away without the spaceship or all the The Political Track of each planet has a loyalty controlled, see Case 15.5)
characters or military units were killed, captured marker, which is placed, on one of the five spaces
at the beginning of the game (as directed by the [15.4] EFFECTS OF REBELLION
or eliminated, the spaceship is immediately lost
(see Case 14.24). scenario instructions). During play, the marker is When a planet is placed into rebellion, the
moved from space to space on the Political Track Imperial Player loses control of the planet (see
[14.6] IMPERIAL SPACESHIPS as a result of certain missions the Players may Case 15.5). The Planet is now controlled by
The Imperial Player is provided with one or more undertake. If the counter is moved to the left, it is neither Player. Also, the Rebel Player
Imperial character spaceships at the beginning of being moved in the Imperial Player's favor; if immediately receives Rebel military units on the
the game, as described in each scenario. Each moved to the right, in the Rebel Player's favor. planet according to each Environ's Resource
spaceship is represented by a counter (but not a [15.11] Each space on the Political Track has a rating. If the Rebel Player wishes, he may have his
card) which contains the same numerical ratings name and a number. The former serves to identify newly created military units attack Imperial
that are found on the Rebel character spaceship the planet's current disposition toward the Empire; military units in the same Environ.
Cards. All Imperial spaceships are identical to the latter to define the current loyalty in regard to [15.41] When a planet goes into rebellion, the
each other except for one; Redjac's spaceship. whatever Player must refer to it. For example, Rebel Player may purchase Rebel military units
This spaceship may only be piloted by the Patriotic is + 2 for the Imperial Player and –2 for (Exception: see Case 15.48). He receives a
character Redjac. If, at any time, Redjac's the Rebel Player. Neutral is 0 for both players. number of Force Points for each Environ on the
spaceship is not stacked with Redjac, it is removed Planet equal to the Environ's Resource Rating. He
from play. All other Imperial spaceships may be [15.12] The Loyalty marker may be moved as a
result of a Diplomacy or Coup mission; see the may then “spend” these points as follows: a 1-0
piloted by any Imperial character with a military unit costs one Force Point; a 2-1 military
Navigation rating above “0”. appropriate Mission Card. Some Action Events
may also move the Loyalty marker. unit costs three Force Points.
[14.61] The Imperial Player may receive a After buying military units, the Rebel Player
spaceship during play only if he has less [15.13] If the Loyalty marker is on the Patriotic or
Unrest space of the Political Track, and a shift to places them in each Environ. Force Points from an
spaceships currently in play than he started with. Environ may only be spent to buy Rebel military
If this is the case, any Imperial character who is an the left or right respectively, is called for, it is
ignored. However, if the Loyalty marker is on the units of the same Environ type.
Imperial Knight (as noted on the card) and is on
an Imperial-controlled planet (see Case 15.5) at Unrest space, the Planet may be placed into Example: The planet Solvia (Nr. 432) has just
the end of the Imperial Player-Turn may receive a Rebellion (see Case 15.2). been placed into rebellion. It has three Environs;
spaceship (stack the Spaceship counter with the [15.14] When a planet is in a state of Rebellion or Urban (with a Resource Value of 7), Subterranean
character counter). Rebel Control, the Loyalty marker is not used on (with a value of 3) and Wild (with a value of 3). In
the Political Track (see Case 15.52 and Case the Urban Environ the Rebel Player places three
[14.62] Imperial characters that are not Knights Rebel Urban military units; two 2-1's (3 Force
may not initially receive a spaceship; but once in 15.53). Instead, a Rebellion marker (the backside
of a loyalty marker) or a Rebel Control marker Points each) and one 1-0 (1 Force Point). In the
play, a spaceship (other than Redjac's) may be Subterranean Environ he places one 2-1
reassigned to any Imperial character. (the backside of any Rebel military unit) is placed
on the track. If this occurs, the planet's Loyalty Subterranean military unit and in the Wild
[14.63] Once lost, Redjac's spaceship may not be may not be changed. Environ he places one 2-1 Wild military unit.
returned to play. Redjac would receive a regular [15.42] The Rebel Player may only purchase those
Imperial spaceship instead, if he were eligible to [15.15] If a Planet is in a state of Rebellion
Stopped, a Loyalty marker and a Rebel Control military units named in Case 7.3. The other Rebel
receive one. military units are used in the Province and
marker are used on the Political Track (see Case
[14.64] Imperial spaceships are subject to all the 15.54). If this occurs, the planet's Loyalty may be Galactic Games only.
restrictions of Rebel spaceships, as explained in changed. [15.43] Rebel military units that are created by
Case 14.5. rebellion are placed immediately after the
[15.2] HOW A REBELLION IS STARTED
rebellion takes place, even if other missions have
During his Mission Phase, the Rebel Player may yet to be resolved in the Environ. They are placed
[15.0] REBELLION AND assign the Start Rebellion mission to a Mission regardless of the presence of Imperial or other
Group if they are on a planet that is in a state of
PLANET CONTROL Unrest only (however, see note below). The
Rebel military units, and must be placed in the
COMMENTARY: Environ of the same type as the units. Once they
Rebellion mission may not be completed if the are in play however, they may be moved normally.
Key to victory for the Rebel Player is provoking a Loyalty marker is on any space besides Unrest. If
planet to rebellion, which means its populace has the Start Rebellion mission is completed, the [15.44] The stacking restrictions for military units
wholeheartedly decided to throw off the yoke of Loyalty marker should be flipped over to its must be observed when placing new military units
Imperial hegemony and will give what it can to backside (remaining in the Unrest space); the in an Environ (see Case 9.5) and this includes any
drive all Imperial forces from the planet. In this planet is now in rebellion. Rebel military units that may already be in the
way the Rebels hope to gain complete control of Environ. If the Rebel Player has purchased too
Note: The Rebel Player could assign the Start many military units to legally place in the Environ,
the planet, which requires not only popular Rebellion mission on a planet that did not start the
acceptance, but absolute control over all official they are withheld until the beginning of the first
Mission Phase in Unrest if he was also assigning Rebel Operations Phase in which they may be
military and political institutions on the Planet. his characters a mission that might shift the planet
The Imperial Player, of course, endeavors to legally stacked.
Loyalty to Unrest. In this case, the Rebellion
maintain his iron-hand rule over all his subject mission could not be completed unless the [15.45] Upon placing military units created by
worlds. Rebellion Mission Letter was drawn after the rebellion in an Environ, the Rebel Player may (but
GENERAL RULE: Loyalty marker was moved to the Unrest space by is not required to) declare an immediate attack by
the other mission. those units upon all Imperial military units that are
A planet may be controlled by the Imperial Player, in the same Environ; see Case 10.7 for details.
the Rebel Player, or neither Player. A Player who [15.3] HOW A REBELLION IS STOPPED
controls a planet may use its PDB and his [15.46] If the Action Event “Populace goes wild”,
The Imperial Player may attempt to stop a is drawn while resolving a mission, the Resource
characters are in less danger when on missions. Rebellion by assigning a Mission Group on a
Control is dependent on whether or not a planet is Value for that Environ (only) will be doubled if
planet in rebellion (including a planet under Rebel the planet is placed in rebellion during the current
in rebellion, and which Player's military units are Control) the Stop Rebellion mission. If the
on the planet. The Rebel Player may attempt to Mission Phase (however, see Case 15.49). If the
mission succeeds, the Loyalty marker is flipped card comes up during a Mission Phase in which a
place a planet in rebellion when it is in a state of from the rebellion side back to the Loyalty side,
unrest. Once a planet is in rebellion, the Imperial rebellion on the planet was already started, it has
remaining on the Unrest space of the Political no effect.
Player may attempt to stop it.
19
[15.47] Once a planet is in rebellion, the Loyalty [15.52] Planet in a State of Rebellion the planet, neither Player controls the planet,
marker may not be moved. In order to perform a regardless of whether the PDB is Up or Down.
Coup or Diplomacy mission on the planet, the • If there are only Imperial military units on
rebellion would first have to be stopped. the planet, the Imperial Player controls the planet,
[15.48] A planet that is placed into rebellion and regardless of whether the PDB is Up or Down.
then out of rebellion may be placed into rebellion Immediately removed the Rebel Control from
again; there is no limit to the number of times this A Planet is in this state when the Rebel Player has underneath the Loyalty marker, the planet is now
may occur. However, if a planet is placed into completed a Start Rebellion mission on the planet. in a state of Imperial Control.
rebellion when in a state of Rebellion Stopped (see (Or, in the Province Game, as a result of the [15.6] PLANET CONTROL AND PDB's
Case 15.54), the Rebel Player receives no military Domino Effect; or in the Galactic Game as a result
units (Zero Force Points) as a result of the Only the Player who controls a planet may use the
of a Galactic Event). This state is noted by a
rebellion. He would receive military units (Force planet's Planetary Defense Base (see Section 8.0).
rebellion marker (the flip-side of the Loyalty
Points) on a planet that had once been in rebellion Marker) on the Unrest space of the Political Track. [15.61] A Player who controls a Down PDB may
but was now in a state of Imperial control when • If there are only Imperial military units, or place it Up at certain times during the game, see
the rebellion is achieved. Rebel and Imperial military units on the planet, Case 16.16.
[15.49] If the Action Event “Populace goes wild”, neither Player controls the planet, regardless of [15.62] Control of a planet has no effect on the
is drawn on a planet in a state of Rebellion whether the PDB is Up or Down. Level of a PDB; if an Imperial-controlled Planet
Stopped, and a rebellion is then started in the same • If there are only Rebel military units or no has a Level 2 PDB, and the planet comes under
Mission Phase, the Rebel Player receives the military units on the planet and the PDB is Down, Rebel control, it would still be at Level 2.
normal number of Force Points for each Environ neither Player controls the planet. However, the [15.63] For convenience, a Rebel-controlled Level
(for ALL the Environs on the planet). Rebel Player may place the PDB Up, as described 1 or 2 PDB should be placed on the Dissent or
[15.5] CONTROL OF A PLANET in Case 16.16. (In the Province and Galactic Unrest space of the Political Track, respectively.
A planet may be in one of four states of control: Games, as described in Case 19.2). This is an An Imperial-controlled Level 1 or 2 PDB should
Imperial Control, Rebellion, Rebel Control, or exception to Case 15.6 be placed on the Loyal or Patriotic space,
Rebellion Stopped. Each state is indicated on the • If there are only Rebel military units or no respectively. A Level 0 PDB is always placed on
planet's Political Track by the presence and military units on the planet and the PDB is Up, the Neutral space, with the controlling Player
position of the Loyalty marker, a Rebellion neither Player controls the planet. However, if this determined according to Case 15.5.
marker, and/or a Rebel Control marker. Actual condition exists at the end of an Imperial Player- [15.7] OTHER EFFECTS OF PLANET
control of a planet in each of these states is Turn, the planet is now considered Rebel CONTROL
determined by which Player has military units on controlled; replace the Rebellion marker with a [15.71] If characters are on a mission in an
the planet, and whether the planet's PDB is Up or Rebel Control marker (see optional Variant Environ without a creature listed, and they draw
Down. Control of a planet can change Rules). the Action Event “Creature Attacks,” the event
instantaneously or at the end of the Game-Turn, [15.53] Planet in a State of Rebel Control may state that they are attacked by one or two
whenever the state of affairs on that planet is sentry robots (see Case 13.46). The attack only
altered. To determine who currently controls a takes place if the Non-Phasing Player controls the
planet, locate the category (state) it falls into planet.
among the following Cases. Control for each
[15.72] The Gather Information mission may not
control state is summarized on the Planet Control
be performed on a planet that the Phasing Player
Chart (15.8).
controls if there are no Enemy characters or
Note: there is a distinction between a planet's A planet is in this state as a result of the third
military units in the Environ (see the Mission card).
control state and the actual fact of who controls it condition in Case 15.52 being met. A planet is
also in this state at the start of play of an [15.73] An Imperial Knight character that is on an
at any given moment. For example, it is possible
Armageddon scenario if the Political Track is Imperial controlled planet may be given a
for a planet that is “in a state of Imperial control”
marked AC (see Case 16.11). This state is noted spaceship, if the Imperial Player is eligible to
to be either controlled by the Imperial Player or
by a Rebel Control marker on the Unrest space of receive any (see Case 14.61).
for it to be controlled by neither Player, depending
on the circumstances. the Political Track. [15.74] Characters have no effect on planet
• If there are only Rebel military units, Rebel control.
[15.51] Planet in a State of Imperial Control
and Imperial military units, or no military units on [15.75] A planet's Loyalty may not be changed
the planet, the Rebel Player controls the planet, unless the Loyalty marker is on the Political Track
regardless of whether the PDB is Up or Down. of the planet. Thus, neither Player may perform a
• If there are only Imperial military units on Coup or Diplomacy mission on a planet that is in
the planet and the PDB is Up, the Rebel Player rebellion or Rebel-controlled. If a planet's loyalty
controls the planet. is shifted when a planet is in a state of Rebellion
All planets are in this state at the start of play Stopped (see Case 15.54), the Loyalty marker and
(unless an Armageddon scenario is being played • If there are only Imperial military units on the Rebel-control marker beneath it are moved
and the Political Track is marked “AC”; see Case the planet and the PDB is Down, neither Player together.
16.11). A planet may also be in this state as a result controls the planet.
of the second condition in Case 15.54 being met. [15.76] If the Rebel Player controls the planet
[15.54] Planet in a State of Rebellion Stopped (or the planet is in rebellion), the Action Event
This state is noted by the Loyalty marker being on
any space on the Political Track. “Irate locals attack” is ignored by the Rebel
Player when conducting missions on said
• If there are only Imperial military units, planet (see Case 13.47).
Rebel and Imperial military units, or no military
[15.8] PLANET CONTROL SUMMARY
units on the planet, the Imperial Player controls
that planet, regardless of whether the PDB is Up A planet is in this state when the Imperial Player
or Down. has completed a Stop Rebellion mission. This
• If there are only Rebel military units on the state is noted by a Loyalty marker on any space of
planet and the PDB is Up, the Imperial Player the Political Track with a Rebel Control marker
controls the planet. underneath it (regardless of whether the Rebel
• If there are only Rebel military units on the Player ever gained control of the planet).
planet and the PDB is Down, neither Player • If there are only Rebel military units, Rebel
controls the planet. and Imperial military units, or no military units on
20
[16.0] STAR SYSTEM game. On odd-numbered Game-Turns, during his 2 on Angoff and Level 0 on Charkhan. All are
Movement Segment, the Rebel Player may flip Imperial-controlled.
SCENARIOS over one Down PDB marker on a planet he [16.22] The Rebel Player receives Boccanegra,
(One Star System) controls. On even-numbered Game-Turns, also Doctor Sontag, Frun Sentel and the Planetary
GENERAL RULE: during his Movement Segment, the Imperial Privateer spaceship. These enter play “from space”
Player may flip over one Down PDB marker on a (see Case 16.12). The Rebel Player receives no
The Star System Game of Freedom in the Galaxy planet he controls. Neither Player may increase military units at the start of the Game.
can be played in two separate scenarios. Each the level of his PDBs.
scenario includes rules covering which characters [16.23] The Imperial Player receives Jon Kidu,
and military units are used in the game, how many [16.17] The winner of the game is determined by Vans Ka-tie-a and an Imperial character
Game-Turns long the game is, and how the the number of Victory Points the Rebel Player has spaceship; he receives one Line, three Patrol and
Players win. The Players should choose which at the end of the Game. The Imperial Player does three Militia military units.
scenario they wish to play and read Case 16.1 not earn Victory Points. At the end of the game the
Players consult the following schedule to see how [16.24] The Imperial Player receives one Line
(which contains rules applicable to both scenarios) military units each time a planet is placed into
and the Case on their scenario. Scenario One is an many Victory Points the Rebel Player has earned.
rebellion, in accordance with Case 16.15.
introductory scenario, recommended for those Planet Rebel Controlled 9 VPs
[16.25] The Rebel Player wins an instant victory
who are playing the game for the first time. Planet in rebellion if any Planet is ever Rebel-controlled (see Case
Scenario Two presents a particularly interesting (but not Rebel-controlled) 6 VPs 15.53).
Armageddon play situation. Planet in Unrest
(but not in rebellion) 3 VPs [16.26] The Imperial Player wins an instant
CASES:
Planet at Patriotic –2 VPs victory if all Rebel characters are killed or
[16.1] HOW TO USE THE SCENARIOS captured and all planets are Imperial-controlled
The following rules apply to all the Star System Imperial character killed 1 VP (as they are at the start of the game).
Game scenarios. Imperial character captured 2 VPs [16.27] At the end of the sixth Game-Turn,
[16.11] Place the Loyalty marker for each planet Rebel character killed –1 VP assuming neither player achieved an instant
on the space on the Political Track marked S, if a Rebel character captured –2 VPs victory, the Victory Point total is calculated. If the
Start Rebellion scenario is being played; or on the Rebel Player has 12 or more Victory Points, he
Rebel Player completes Gather wins the game. If he has fewer than 12, the
space marked A if an Armageddon scenario is
Information mission (as described Imperial Player wins.
being played. In some areas the A may be
on the Mission Card) 1 VP
followed by a C which means the planet is Rebel- [16.3] THE VARU POWDERKEG
Imperial Player completes Gather
controlled at the start of play; place a Rebel
Information mission (as described Armageddon Scenario
Control marker in the Unrest space instead of a
on the Mission Card) –1 VP Playing Time: 90 minutes, seven Game-Turns.
Loyalty marker. Unless a planet starts AC, it is
The above Victory Points are only awarded or
controlled by the Imperial Player. The Imperial information system on the planet
subtracted if the particular condition exists at the
[16.12] Each Player may place the characters and end of the game. Solvia was purported by its creators to be a failsafe
spaceships that he receives at the start of play in network of computer libraries. It was shabbily
[16.18] In some of the scenarios a Player may win constructed to say the least. Most Solvians
any one Environ on a Planet he controls. If the
an instant victory, by fulfilling certain objectives believed that the bulk of the project's funds went
Player does not control any planet, the characters
at any point in the game. See the scenario into local Imperial pockets. The androids who
enter the game during the Movement Segment of
instructions. staffed the system would occasionally overload
the Player's first Turn “from space”; he chooses
any one Environ he wishes them to go to and [16.19] The Rebel Player may gain (or lose) a and perform whatever order was in front of them;
undergoes the Detection Routine as he places maximum of one Victory Point for completing the and if they were cataloguing records on the
them there. Gather Information mission, regardless of how Galactic Extermination Wars, the results could be
many times he (or the Imperial Player) actually fatal to nearby Solvians. With the planet Cercis
[16.13] Military units that the Player receives at
completes the mission. Note that the VP is driven into rebellion by Imperial persecution of
the start of the game may be placed in Environs on
awarded for completing the mission by drawing the Piorads, it was only a matter of time before
planets he controls, in any manner he wishes. All
the mission letter (I) twice. anti-Imperial sentiments left Cercis and infected
Friendly military units placed in the same Environ
[16.2] FLIGHT TO EGRIX the fellow Piorads on Solvia, already disgruntled
should be stacked together (see Case 9.5).
about the crazed androids. One push in the right
Imperial Mobile military units are placed upside- Start of Rebellion scenario. direction could send the entire system into revolt.
down (see Case 7.22). If the Rebel Player receives Playing Time: One Hour, six Game-Turns.
units, he must place them in the Environ that [16.31] The Varu Star System is used (Star 43).
matches their Environ type. Place one PDB for Chroniclers of the Great Rebellion agree that the Place the PDB's as follows: Level 2 on Solvia,
each planet on the Political Tracks as described in conflict got its start when Frun Sentel fled from Level 1 on Horon (both Imperial-controlled), and
the scenario. his home planet of Xan. Sentel had been driven Level 1 on Cercis (Rebel-controlled).
from the planet by an Imperial propaganda [16.32] The Rebel Player receives Vudot Vodot,
[16.14] The Imperial Player sets up all his units campaign, designed to suppress local desire to
that start on the map first; then the Rebel Player Zina Adora, Kogus, Rayner Derban, and the Star
engage in an active Rebellion. Instead of going Cruiser spaceship; he receives one 2-1
sets up his units. As per the Sequence of Play, the into exile, Frun Sentel and his companions hyper
Rebel Player is the first Player in each Game-Turn. Subterranean military unit and two 2-1 Wild
jumped to Egrix, a major star system light-years military units, placed in accordance with Case
[16.15] If the scenario states that a Player receives away. There they hoped to encourage the unstable 16.13.
military units as reinforcements during the course situation on the planet Angoff to swing to the
of play, he may place them in any Environ on a Rebel side while the Empire turned its attention [16.33] The Imperial Player receives Redjac,
planet he controls, regardless of the presence of elsewhere. Although the political situation on Gelba and Redjac's spaceship; he receives three
Enemy military units in the Environ or on a planet Angoff was favorable, Sentel found the Imperium Line military units and three Militia military units.
that either Player controls if there are no Enemy far from unprepared, as he met with a rather [16.34] The Imperial Player receives one Line
military units in the Environ. If no such Environ unpleasant welcoming committee. To avoid being military unit on Game-Turns Two, Four and Six.
exists, he does not receive the reinforcements at captured and facing possible execution for treason, However, if he chooses to place a Down PDB Up
all. Reinforcements are placed at the beginning of Sentel and his cohorts developed the techniques of on one of these Turns (see Case 16.16), he
the owning Player's Movement Segment. hiding and secret influence that were to become receives a Patrol military unit instead.
[16.16] If the PDB on a planet that a Player standard Rebel tactics in the growing struggle. [16.35] The Rebel Player wins an instant victory
controls goes Down for some reason or other [16.21] The Egrix star system is used (Star 22). if Cercis and one other planet are both Rebel
during the course of play, he may flip it back over, Place PDB's as follows: Level 1 on Quibron, Level controlled at any point.
making it operational at certain points during the
21
[16.36] The Imperial Player wins an instant 3. Character Movement Segment: The Phasing C. Mission Phase
victory if all three planets are Imperial-controlled Player may move his characters from Environ to 1. Mission Assignment Segment
and at least three Rebel characters are killed or Environ on a planet, or, if they have a spaceship,
captured at any point. from any Orbit Box or Environ on one planet to 2. Mission Action Segment
[16.37] At the end of the Seventh Game-Turn, any Environ or Orbit Box on another; providing 3. Bonus Draw Segment
assuming neither Player has achieved an instant those characters were not moved with military 3. GAME-TURN INTERPHASE
victory, the Victory Point total is calculated. If the units in the Interplanetary Military Movement
The Rebel Player checks to see if any planets are
Rebel Player has 20 or more Victory Points, he Segment. If characters are being moved from a
Rebel-controlled, as in the Star System Game, and
wins the game. If he has fewer than 20, the location in one star system to a location in another,
then the Game-turn is over.
Imperial Player wins. they are moved by Hyperjumping. The movement
of characters may be interrupted by the Detection
Routine.
[19.0] FORCE POINTS AND
[17.0] INTRODUCTION 4. Surface Military Movement Segment: The
MILITARY UNITS
TO THE PROVINCE Phasing Player may move his military units from
GENERAL RULE:
Environ to Environ on the same planet. If the
GAMES Player has military units in an Orbit Box that are In the Province Game, the Players receive military
After mastering the concepts of the Star System not intercepted, he may move them to any Environ units by purchasing them according to the Force
Game and using it to battle over a few planets, on the same planet. The movement of a military Point Cost Chart (19.7). All military units on the
Players may move on to the Province Game. This unit from the Orbit Box to an Environ may be Chart are available to the Players, except for the
uses an expanded Sequence of Play incorporating halted if it is Blocked by an Enemy military unit. Imperial units, Resolution, Peacemaker and
mechanics already learned with new rules A military unit may be moved in this Segment Planet Stabilizer (these are used only in the
covering movement from star system to star even if it was also moved in the Interplanetary Galactic Game). In addition, the Players may
system and for a wider variety of military units Military Movement Segment. spend force Points to increase the level of a PDB
and space combat. Also introduced is the Domino 5. Enemy Reaction Segment: As in the Star System that they control, or to place a down PDB Up, as
Effect, which shows how events on an influential Game, except that the non-phasing Player may noted on the Chart.
planet can seriously affect other planets, and choose a unit in the Orbit Box of a planet to be PROCEDURE
sundry other items to add to the Player's moved in reaction instead of one already in an
enjoyment of the game. The Province Game may Each Player may receive a number of Force Points
Environ on the planet if he wishes, as long as that
be played in one of two scenarios; one takes place at the beginning of the game, according to the
unit is not currently in an interception stack. The
in Province Two and the other in Province One, scenario being played. A Player may also receive
movement of a military unit from the Orbit Box
the heart of the Empire. Force Points at the beginning of each Game-Turn
to an Environ may be halted if it is Blocked by
during play. When a Player has Force Points to
an Enemy military unit. The movement of a
spend, he consults the Force Point Cost Chart
character spaceship may be interrupted by the
[18.0] PROVINCE GAME Detection Routine.
under the appropriate section, to find the cost of
each type of unit he may purchase. Within the
SEQUENCE OF PLAY 6. Environ Military Combat Segment: As in the restrictions of the following Cases and the
In the Province Game, the Sequence of Play is Military Combat Segment of the Star System Scenario instructions, he may purchase any type
changed somewhat from the Star System Game. Game. of unit in any quantity, as long as he does not
Each Player-Turn is still composed of an 7. Orbit Organization Segment: All Friendly and exceed the number of Force Points he currently
Operations Phase, a Search Phase and a Mission Enemy units in each Orbit Box are rearranged into has and the limitation of the counter mix. After a
Phase; however, the Operations Phase is greatly two stacks of units; one Rebel and one Imperial. Player has made all permissible or desired
expanded, containing an entirely different set of purchases, purchased units are immediately
Note: There will be many occasions during the
Segments. placed on the map. In the Province Game, neither
course of play when one or more of the above
1. REBEL PLAYER-TURN Player may accumulate Force Points from Game-
Segments can be skipped entirely if the functions
Turn to Game-Turn; if they are not spent when
A. Operations Phase described therein do not have a bearing on play.
they are received, they are lost. This is not true in
1. Interplanetary Military Movement Segment: B. Search Phase the Galactic Game (see Case 33.2 and Case 34.3).
The Phasing Player may move his mobile military The Imperial Player may conduct search for CASES:
units from any Environ or Orbit Box to any other detected Rebel characters in Environs, as in the
Environ or Orbit Box on a different planet. The [19.1] USES OF MILITARY UNITS
Star System Game.
movement of a military unit may be halted before All military units have two values, the first being
C. Mission Phase
or during movement if it is intercepted by an the Environ Strength and the second being the
Enemy military unit. If a unit is being moved from As in the Star System Game Space Strength.
one star system to another, it is moved by 1. Mission Assignment Segment [19.11] The Environ strength is used as in the Star
Hyperjumping. Friendly characters may be moved System Game — to search for Enemy characters,
2. Mission Action Segment
with military units if they start this Segment in the as the unit's strength in military combat in an
same Environ or Orbit Box. Non-mobile (1-0) 3. Bonus Draw Segment
Environ, etc.
military units may be moved if they are 2. IMPERIAL PLAYER-TURN
transported by mobile military units. [19.12] The Space strength represents the unit's
The Imperial Player becomes the Phasing Player strength when involved in space combat (see
2. Military Space Combat Segment: In each Orbit and executes all the functions that the Rebel Player Section 22.0), its Navigation rating when
Box where there is an interception stack (see Case undertook during his Player-Turn. Hyperjumping (see Section 21.0), and its fleet
20.4), space Combat must be resolved. In addition, A. Operations Phase detachment strength when attacking a detected
if both Players have military units in an Orbit Box Enemy spaceship (see Case 20.7).
that are not intercepted, either Player may declare 1. Interplanetary Military Movement Segment
space combat between those units. If the Phasing 2. Military Space Combat Segment [19.13] When a military unit is in an Environ, only
Player has military units in an Orbit Box that are its Environ strength is referred to; the Space
3. Character Movement Segment strength is ignored.
not intercepted, he may declare combat between
those units and an Enemy-controlled PDB (if any). 4. Surface Military Movement Segment [19.14] When a military unit is being moved from
If either Player has a character with a space 5. Enemy Reaction Segment planet to planet or is in an Orbit Box, only its
Leadership rating in an orbit Box where space 6. Environ Military Combat Segment Space strength is referred to; the Environ strength
combat is occurring, he may name that character is ignored.
7. Orbit Organization Segment
as a leader in the combat. [19.15] All military units except 1-0 military units
B. Search Phase
are considered mobile. As in the Star System
22
Game, Imperial mobile military units are deployed [19.34] The Imperial Player is restricted in the [19.6] SUICIDE SQUADS
facedown, being revealed only when one of their number of elite and Suicide Squad military units The Imperial Player may purchase Suicide Squad
strengths is required for some game function. he may purchase, as noted in each scenario. units. These are considered mobile military units
[19.16] The Force Point Cost Chart lists a few [19.4] RESTRICTION ON PURCHASING (and are deployed upside-down), but do not count
military units with special attributes, these are REBEL MILITARY UNITS as a military unit for stacking purposes, and their
elite units (which both Players may purchase) and As explained in Case 15.4, the Rebel Player values do not have the same meaning as those on
Suicide Squads (which only the Imperial Player receives military units when a planet is placed into normal military units.
may purchase). See Case 19.5 and Case 19.6 for rebellion. Using the Force Point Cost Chart, the Whenever Rebel characters are found in an
the special properties of these units. Rebel Player purchases these units with a number Environ occupied by a Suicide Squad, both the
[19.2] EXPENDING FORCE POINTS of Force Points equal to the resource value of each Suicide Squad and all the characters are removed
ON PLANETARY DEFENSE Environ on the planet. If the resource value is from play.
BASES followed by a star (*), the Rebel Player may [19.61] A Suicide Squad has a Navigation rating
Each scenario in the Province Game lists each purchase any type of Rebel military units of the of 5, but has a space combat strength of 1 and an
Planet's PDB's starting level. If the scenario proper Environ type, except elite (4-4) units. If the Environ combat strength of 1. These strengths are
indicates that a Player receives Force Points on a resource value is not followed by a star, the Rebel used only when the Suicide Squad is attacked
certain Game-Turn, he may spend any number of Player may purchase only 1-0 and 2-1 Rebel alone.
those Points to increase the level of any PDBs that military units of the proper Environ type.
[19.62] If a Suicide Squad is stacked with other
he controls or to place a Down PDB that he [19.41] The above restrictions also apply to Rebel Imperial military units, its values have no bearing
controls Up. The Force Point Cost Chart lists the military units purchased for Environs on planets on any function that stack undertakes, including
number of Force Points that must be expended to that begin the game Rebel-controlled, but not to combat, search and detection.
improve a PDB. units that enter from off-map during the course of
play (see Case 19.42). [19.63] A Suicide Squad may not attack military
[19.21] When a Player spends Force Points on one units by itself; it may only defend. Its sole purpose
of his PDBs, he should adjust its counter [19.42] If the scenario states that the Rebel Player is to destroy found Rebel characters and (in the
accordingly on the Planet Political Track to reflect receives military units equal to a given Force Point process) itself.
the improvement (or flip the counter over if he value from off the game-map on a certain Game-
placed it Up). Turn, he may purchase any type of Rebel military [19.64] If a Suicide Squad is in a stack of Imperial
units on the chart with those Force Points, military units that is totally eliminated in a military
[19.22] A PDB's level may be increased by no combat, the Suicide Squad is also eliminated.
more than one per Game-Turn (in addition to including elite units. However, these units may
placing it Up). Therefore, a Player could spend no only be of the Urban or Wild Environ type. [19.7] FORCE POINT COST CHART
more than four Force Points on a single PDB in a [19.43] The Rebel Player may not use the Force
Game-Turn: one to place it Up and three to Points he receives when a planet is put in rebellion
increase its Level by one. or when a planet starts the game Rebel-controlled [20.0] PROVINCE
[19.23] In the Galactic Game, a Player must to increase the level of a PDB or to place a Down GAME MOVEMENT
expend Force Points at the beginning of the game PDB Up. He may only use the Force Points he GENERAL RULE:
to improve his PDBs (rather than receiving his receives from off the game-map toward PDB
improvement. Movement in the Province and Galactic Games of
PDBs at set levels). Freedom in the Galaxy is much more complex
[19.3] RESTRICTIONS ON PURCHASING [19.44] If the Action Event “Populace goes Wild” than in the Star System Game. This allows a
IMPERIAL MILITARY UNITS is drawn during a Mission Phase in which a planet Player more strategic options in moving his units
is placed in rebellion (see Case 15.46), the and also allows for more interaction between the
The Imperial Player receives a certain number of
resource value in that Environ is considered to Phasing and non-Phasing Player's units. A Player
Force Points at the beginning of each scenario
have a star, even if none appears after the printed may move his units during as many as three
with which to purchase his military units. He must
resource value. That is, the Rebel Player may Segments of the Operations phase of his Player-
spend all these Points before commencing the first
purchase any type of Rebel military units (except Turn.
Game-Turn. He may place his purchased units in
elite) with twice the Force Points he would
any Environs or Orbit Boxes on any planets that PROCEDURE:
normally receive in that Environ.
are Imperial-controlled at the start of play, in any
[19.5] ELITE MILITARY UNITS The Phasing Player moves his military units and
manner he sees fit (but stacking restrictions in
characters one unit (or stack) at a time, completing
Environs must be obeyed). The Force Point Chart provides both Players with the movement of one unit or stack for a Segment
[19.31] Force Points that the Imperial Player elite military units. Aside from their higher space before beginning the movement of another. Along
receives during the game must be spent at the and Environ strengths, these units have the with the Environs that are used for movement in
beginning of the Imperial Player-Turn on military following properties. the Star System Game, the Orbit Box of each
units or PDB improvement (see Case 19.2). [19.51] The presence of an elite unit in an Environ planet is also utilized. Whenever a unit is moved
Military units purchased in this manner may be increases the strength of a squad, should Enemy to or from a planet, it must be moved via the
placed in any Environ or the Orbit box of the characters be found in that Environ (see the Squad planet's Orbit Box, so that any enemy military
capital planet only (if the scenario is taking place Chart, 12.16). units there may have the opportunity to intercept
in Province One, the units may also be placed on [19.52] An elite unit may repair a character the unit (if military) or detect the unit (if a
the Throne Planet, nr. 162), at the beginning of the spaceship character spaceship). When a unit is being moved
Interplanetary Military Movement Segment of the between Star systems, it is moved by
Imperial Player Turn. (see Case 27.l)
Hyperjumping (see Section 21.0).
[19.32] A military unit may be moved and take [19.53] The presence of an Imperial elite unit in a
CASES:
part in all game functions during the Player-Turn special Environ negates the adverse column shift
against Imperial units involved in military combat [20.1] MOVEMENT IN THE INTER-
in which it is placed on the map.
there (see Case 10.5). It does not negate the PLANETARY MILITARY MOVE-
[19.33] If the capital planet is not controlled by the column shift that a Rebel unit receives in Military MENT SEGMENT
Imperial Player (see Case 15.5), he may not Combat when it is in its own Environ type. In the Interplanetary Military Movement Segment,
purchase military units as he has nowhere to place the Phasing Player may move his military units
them. The Force Points he was to use for this [19.54] In the Galactic Game, Imperial elite units
may commit Atrocities (see Section 36.0) and the (and any characters stacked with them) from an
purpose are lost. In the Province One scenario, this Environ to any other Environ on a different planet,
would not happen unless the Imperial Player also Imperial Player must pay Maintenance for his elite
units (see Case 33.4) from an Environ to any Orbit Box, or from an
did not control the Throne Planet. Orbit box to any Environ. He may not move a
military unit from an Environ to another Environ
23
on the same planet, and may not move characters only. He may not move a unit to an Orbit box, to intercept another Enemy unit. The Imperial
that are not stacked with military units. from an Environ, or to any other planet. No Player may not use a Suicide Squad unit or any
[20.11] Moving From an Environ interception takes place in this Segment. However Imperial Atrocity unit (in the Galactic Game) to
a unit in an Orbit Box that begins the Segment in intercept a Rebel military unit, unless those
If the Phasing Player is moving a military unit that an interception stack may not be moved. If a unit Imperial units are part of a stack of Imperial
is in an Environ at the beginning of the Segment, is moved from an Orbit box to an Environ on a military units that are executing a single
he first moves it to the Orbit Box of the same planet occupied by an Enemy-controlled PDB, the interception. A unit that is being transported (see
planet. Assuming there are no Enemy military PDB may execute a Raking Attack (see Case 20.6). Case 20.5) may not be used to intercept
units in the Orbit box, the Player may choose to A military unit that was moved in the individually. If the unit that is transporting such a
cease the unit's movement there or move it to any Interplanetary Military Movement Segment may unit is used to intercept, both units must be placed
other in-play Orbit Box. If the destination Orbit also be moved in this Segment, providing the in the interception stack.
Box is outside the star system, the unit must be preceding restrictions are observed.
moved by Hyperjumping. Assuming there are no [20.45] During the Military Space Combat
Enemy military units in the destination Orbit box, [20.31] If opposing forces still occupy the Orbit Segment, the non-Phasing Player must attack all
the unit's movement may be ceased there, or it Box during this segment, every non-phasing the Phasing Player's military units in an
may be placed in any Environ of the same planet. military unit, not in an interception stack, may interception stack with the units he has in the stack,
If there are Enemy military units in either of the Block one phasing military unit from moving and only the units he has in the stack.
Orbit Boxes that the military unit is being moved down to the planet’s surface. The Phasing [20.46] No Interception takes place during the
through, the non-phasing Player may elect to Player makes all decisions on which units are Character Movement Segment or during the
intercept that unit (see Case 20.4). A unit that is Blocked and which units may move to the Surface Military Movement Segment. However,
intercepted may be moved no further that Segment. planet’s surface. If the non-Phasing Player is units that were intercepted during the
If the unit being moved is not intercepted by the able to Block ALL the Phasing Player’s military Interplanetary Military Movement of an
enemy Player, it may continue moving as units, then no military units or characters may Operations Phase may remain intercepted during
described previously. move from the Orbit Box to the planet’s surface these other segments, until the Orbit
this segment. Organization Segment. Interception never
[20.12] Moving From an Orbit Box
[20.4] INTERCEPTION OF MILITARY occurs in an Environ.
A military unit occupying an Orbit Box (that is not
UNITS [20.47] At the end of the Interplanetary Military
occupied by Enemy military units) at the
beginning of the Segment may be moved to an During the Inter-planetary Military Movement Movement Segment there may be up to three
Environ of that planet or to any other Orbit Box Segment, the non-Phasing Player may intercept stacks of units in an Orbit Box; an interception
(see restrictions, Case 20.11). If not intercepted at any military unit that the Phasing Player is moving stack, a stack of the Phasing Player's units that
its destination Orbit Box, the unit may be moved out of or into an Orbit Box by placing any number were not intercepted, and a stack of the non-
to an Environ of that planet. A military unit of his military units currently in the box on top of Phasing Player's units that did not intercept.
starting the Segment in an Orbit Box occupied by the units that are being moved; those units may be During the Orbit Organization Segment of the
Enemy military units may be prevented from moved no further. The non-Phasing Player may same Operations Phase, the stacks may be
moving this Segment, if the non-Phasing Player also intercept an Enemy unit that begins the rearranged, see Case 20.9.
elects to intercept the unit as it attempts to leave Interplanetary Military Movement Segment in an [20.48] Interception is a reaction executed in
the Orbit Box. If not intercepted here, the unit's Orbit Box occupied by the Non-Phasing Player's response to a move or an attempt to move.
movement may proceed as described. military units if that unit attempts to leave the Military units that do not move or do not
Orbit Box. In general, military unit/stacks that attempt to move cannot be intercepted.
[20.13] Moving Past an Enemy PDB are moving or attempting to move must be
If a military unit is being moved from an Environ intercepted immediately as they enter or exit [20.5] TRANSPORTING
to an Orbit Box on the same planet, or vice-versa, Orbit Boxes. Once a player begins moving NON-MOBILE MILITARY UNITS
and that planet is occupied by an Enemy- another military unit/stack, the previous Non-mobile military units (l-0) may ordinarily not
controlled PDB, the non-phasing Player may use unit/stack can no longer be intercepted in their be moved off a planet, and therefore, may not
the PDB to execute a Raking Attack on the unit Orbit Box. When a unit is intercepted, it and the normally be moved at all in the Interplanetary
(see Case 20.6). The movement of the unit is unit intercepting it are considered to be in an Military Movement Segment. However, a 1-0
interrupted while this is resolved. interception stack, identified by the fact that it military unit may be moved in this Segment if it is
[20.2] MOVEMENT IN THE CHARACTER now contains opposing military units. being transported by a Friendly mobile military
MOVEMENT SEGMENT unit.
[20.41] There is no limit to the number of times
In the Character Movement Segment, the Phasing interception may occur in a single Orbit Box in a [20.51] If a mobile military unit begins the
Player may move his characters from an Environ single Segment, as long as the Phasing Player Interplanetary Military Movement Segment in the
to another Environ on the same planet, or, if a continues moving units into or out of the Box and same Environ as a 1-0 military unit, the Phasing
character possesses a spaceship, from an Environ the non-Phasing Player has at least one unit with Player may have the mobile unit transport the non-
or Orbit Box to any other Environ or Orbit Box. which to intercept. If more than one Interception mobile unit by placing the non-mobile unit atop
He may not move military units in this Segment, takes place in an Orbit Box, the involved units are the mobile unit and moving them as one mobile
nor may he move characters that were moved with all placed in a single Interception Stack. unit with a Navigation Rating equal to that of the
military units in the Interplanetary Military Mobile unit.
[20.42] The Non-Phasing Player may use any
Movement segment of the same Operations Phase. number and type of military units (Exception: see [20.52] A non-mobile military unit may only be
The non-Phasing Player may not intercept Case 20.44) that are in an Orbit box to intercept “loaded” for Transport during the Interplanetary
characters that are being moved in a spaceship. any unit or stack of units that are being moved into Military Movement Segment before either unit
The Detection Routine may be initiated when or out of that Orbit Box. has been moved. However, once a unit is
moving characters in a spaceship in accordance transported, it may remain in that state for as long
[20.43] The Non-Phasing Player is never required
with Case 9.3 and Case 20.7. If a spaceship is as the owning Player desires.
to intercept an Enemy unit. Declining to intercept
being moved from one star system to another, it is [20.53] A Player may “unload” a non-mobile unit
an Enemy unit does not prohibit the non-Phasing
moved by Hyperjumping. being transported at any time when the two units
Player from intercepting a unit that is
[20.3] MOVEMENT IN THE SURFACE subsequently moved into the Orbit Box. However, are in an Environ by stating that he wishes to do
MILITARY MOVEMENT if the Phasing Player is moving more than one so.
SEGMENT military unit as a single stack, the Non-Phasing [20.54] A unit being transported does not
In the Surface Military Movement Segment, the Player must intercept the entire stack, or not contribute to the combat strengths of the unit
Phasing Player may move his military units (and intercept the stack at all. transporting it. If the mobile unit were eliminated
any characters stacked with them) from an Orbit [20.44] A unit that is already in an interception for some reason, the non-mobile unit would also
Box or Environ to an Environ on the same planet stack may not be used by the non-Phasing Player be eliminated.
24
[20.55] A unit being transported does not count Player has military units, (not in an interception [20.8] ENEMY REACTION MOVE
toward the stacking restrictions of Hyperjumping stack), worth a total of eight Space Strength Points, IN THE PROVINCE GAME
(see Case 21.21). The unit does however, count the Players would refer to the column two to the The Enemy reaction move is carried out in the
toward the stacking restrictions in an Environ (see left of the normal column on the Detection Table. same manner as in the Star System Game (see
Case 9.51). • If the non-Moving Player has a Level 0 Up Case 9.6) during the Enemy Reaction Segment of
[20.56] Any type of mobile unit, except a Suicide PDB on the planet, he may make a column shift the Operations Phase. However, the non-Phasing
Squad unit or an Imperial Atrocity unit (in the adjustment as described above. However, all Dd Player may choose to move a military unit (and
Galactic Game), may transport a non-mobile unit. and E results are still treated as D (see Case 9.32). leader if present) or a character in a spaceship
However, no unit may transport more than one from an Orbit Box to an Environ on the same
• If the non-Moving Player has a Down PDB
non-mobile unit at a time. Non-mobile units are planet as his reaction move, instead of moving a
or no PDB at all on the planet, he may initiate the
the only type of unit that may be transported. unit from a different Environ on the planet. A unit
Detection Routine using only military units in an
[20.6] RAKING ATTACK that is currently in an interception stack (see Case
Orbit box. The first five Space Strength Points are
20.4) may not be moved in reaction. See also Case
Whenever the Moving Player moves a military equivalent to a Level 0 PDB for purposes of
14.56.
unit or stack of military units from an Orbit Box detection. Any additional Space Strength Points
to an Environ on the same planet, or vice versa, may provide column shifts as described above. [20.81] If opposing forces still occupy the Orbit
and that planet is occupied by an Enemy Again, all Dd and E results are treated as D, and Box during this segment, every phasing
controlled PDB that is Up, the non-Moving the Scanner Possession, if available, may military unit, not in an interception stack, may
Player may use that PDB to execute a Raking provide a two column shift to the right. Block one non-phasing military unit from
Attack on the military unit. The Raking Attack moving down to the planet’s surface. The non-
If, when resolving the Detection Routine, a result
replaces the PDB attack as described in Case 9.2 Phasing Player makes all decisions on which
followed by an asterisk (*) is obtained, and the
of the Star System Game. units are Blocked and which unit (and leader if
non-Moving Player has at least one Space
present) may move to the planet’s surface in
[20.61] A Raking Attack is resolved on the Strength Point in the Orbit Box not in an
reaction. If the Phasing Player is able to Block
Military Combat Results Table (10.8). A Level interception stack, the character spaceship is
ALL the non-Phasing Player’s military units,
2 PDB attacks on the 4-1 column of the Table and immediately attacked by a fleet detachment.
then no military unit (and leader if present)
a Level 1 PDB attacks on the 2-1 column [20.71] A fleet detachment attack on a character may move from the Orbit Box to the planet’s
regardless of the strength of the military units that spaceship is resolved by subtracting the Shield surface this segment.
the Phasing Player is moving. rating of the spaceship from the single highest
[20.82] If the Phasing Player controls an Up
[20.62] A Raking Attack is a one-way proposition. Space Strength of an Enemy military unit that was
PDB of at least Level 1 on the planet, it may
That is, after the non-Moving Player has rolled involved in the detection, to arrive at a differential
column on the Character Combat Results Table. execute a raking attack against the Enemy
the die to determine losses to the units being military unit moving from the Orbit Box
moved, there is no die roll to determine losses to The spaceship may then attempt to break-off (on
the active row, as in character combat). If the executing the reaction move (see Case 20.6).
the PDB; the PDB may not be harmed by
executing a Raking Attack. Moving Player does not choose to break-off, or [20.83] The Phasing player may initiate the
fails in his break-off attempt, the non-Moving detection routine against an Enemy character
[20.63] Losses to military units that are the victim
Player rolls the die once and refers to the proper in a spaceship provided he controls an Up
of a Raking Attack are determined as per normal
differential column on the Table (one column to PDB or has the required amount of Space
military combat, subtracting the required amount
the right if the spaceship failed a break-off attempt, Strength Points (see Case 20.7).
of Space Strength Points from the units.
see Case 12.53). If the result obtained is one [20.9] STACKING AND ORBIT
[20.64] After a Raking Attack has been resolved, wound, the spaceship is damaged. If the result
the movement of the surviving military units may ORGANIZATION
obtained is two or more wounds, the spaceship and
be continued. all aboard or destroyed. During the Orbit Organization Segment of the
Operations Phase all interception stacks (see Case
[20.65] A Level 0 PDB or a PDB that is Down [20.72] There is only one round of combat in an 20.4) should be sorted so that all Rebel units are in
may not be used to execute a Raking Attack. attack by a fleet detachment. The Moving Player one stack and all Imperial units in another. Units
[20.66] A PDB may make a Raking Attack against does not roll the die in a fleet detachment attack in the Orbit Box not in the interception stack
each and every stack of Enemy military units that (except to attempt to break-off); military units are should be placed in the other stack, so that at the
are moved from an Environ to the Orbit Box (or never affected by executing a fleet detachment end of the Orbit Organization Segment there are
vice-versa) of the planet that the PDB occupies. attack. no more than two stacks of units in each Orbit Box
The fact that a PDB executed a Raking Attack in [20.73] If a character spaceship survives a fleet (as opposed to three in the earlier Segments of the
no way affects its ability to be used for other detachment attack, its movement may be Operations Phase, see Case 20.47). No units are
functions in the Game-Turn. continued. However, the result received on the now considered intercepted.
[20.67] The Raking Attack is not executed when Detection Table which was followed by the [20.91] The stacking restrictions in an Environ are
characters are being moved (unless those asterisk still applies. the same as in the Star-System Game (see Case
characters are being moved as part of a stack of [20.74] Some asterisks on the Detection Table 9.5). However, Case 9.57 should be amended to
military units). accompany E results. These will only allow a fleet read “When a Player has finished moving all the
[20.7] DETECTION IN THE PROVINCE detachment attack if the detachment was units he wishes to in the Surface Military
GAME undertaken with a Level 0 PDB or no PDB. If one Movement Segment, all his units...”
As in the Star System Game, the Detection of these results is obtained when detection is [20.92] There are no stacking restrictions on units
Routine is undertaken when a character spaceship undertaken with a Level 1 or 2 PDB, the spaceship being moved; there may be as many units in a
is moving to or from a planet occupied by an is destroyed, as noted on the Table. stack as the Player wishes. However, the
Enemy-controlled PDB. However, if the non- [20.75] If there are no military units owned by the Hyperjump ability of units are affected by the
Moving Player has military units in an Orbit box non-Moving Player involved in a Detection number of military units in a stack being moved at
not in an interception stack, they may also be Routine, ignore all asterisks on the Detection once (see Case 21.21).
involved in a Detection Routine resolved on that Table. [20.93] When moving characters in a spaceship,
planet. [20.76] If the non-Moving Player has less than whether by Hyperjump or within a star system,
• If the non-Moving Player has a Level 1 or 2 five Space Strength Points in an Orbit Box and each spaceship (and its passenger characters) is
Up PDB on the planet, he may make a one column does not control an Up PDB on the planet, he may moved separately. That is, two spaceships may not
shift adjustment to the left on the Detection Table not undertake the Detection Routine on that planet. be moved in a single Hyperjump or be involved in
for every three Space Strength Points of non- a single Detection Routine. There is no limit to the
intercepting military units he has in the Orbit Box number of character spaceships that may be
of the planet. For example, if the non-Phasing moved with a single stack of military units.
25
[21.0] HYPERJUMPING Navigation Stars that lie between the unit's current stacking limit and in no other way affect the
position and its destination Environ or Orbit Box. Hyperjump.
COMMENTARY: The total number of Navigation Stars in the [21.23] If a stack of military units is being moved
In the Golden Age of the galaxy the great shortest possible such route represents the by Hyperjumping, and that stack contains units
scientific minds discovered a dimension parallel Hyperjump distance. Note: Named stars are also with differing space strengths, the lowest Space
to the planes of dimension already known to exist, considered Navigation Stars. Strength unit in the stack is used to determine the
and soon thereafter developed a method of Example: A Player wishes to move a unit from stack's Navigation rating (see Case 20.51).
entering that dimension and exiting it at a pre- the Orbit Box of Horon (Planet 431) in the Varu
determined point. Distances in this alternate plane Military units that are not mobile (1-0) may not be
star system to the Orbit Box of Lonica (421) in the moved be Hyperjumping unless they are being
were compressed a thousand-fold; giving rise to Wex star system. No space route connects these
its widely used name, hyperspace. Interstellar transported by a Mobile military unit (see Case
two star systems directly, so the shortest possible 20.5).
distances shrank drastically and no longer posed route is achieved by tracing from Varu through the
the practical problems that had prevented the Erwind star system to Wex; a Hyperjump distance [21.24] In the Galactic Game, Navigation ratings
galactic commerce necessary to create and of two. If the route were traced through the Deblon may be affected by Galactic Events.
maintain an Empire. Ages after the decline of the star system, the Hyperjump distance would be [21.25] The Maneuver rating of a character
Golden Age, a founding father of the current three (because of the Navigation Star between spaceship does not affect a pilot's Navigation
Imperial government uncovered the long- Varu and Deblon), so this route is not used. rating for Hyperjump (as in Case 14.52).
forgotten secret of hyperspace. This enabled the
[21.11] When calculating Hyperjump distance, [21.26] When the Imperial Player is moving one
Imperium to quickly expand and consolidate the
count the destination star system as a Navigation of his military units by Hyperjumping, he must
holdings it now rules. Hyperspace is not an
Star but not the star system of origin. flip it over so that the Rebel Player can see the
altogether stable place, and so even the best
[21.12] Hyperjumping is not used to move a unit Space Strength and thus prevent the Imperial
navigator will sometimes find his craft exiting the
from one place to another in a single star system; Player from cheating while using the Hyperjump
turbulent dimension nowhere near is intended
it is only used when moving between star systems Table. After completing the Hyperjump, the unit
destination.
(Exception: See Case 21 .5). may be flipped back on its hidden side.
GENERAL RULE:
[21.13] Regardless of which Orbit Box or Environ [21.27] The Imperial Player may declare that all
When a Player wishes to move a military unit or a of his units utilizing interplanetary movement
character in a spaceship from an Environ or Orbit in a particular star system is being moved to or
from, the Hyperjump distance is always the same. have a Navigation rating of two; if he does so, he
Box in a star system to an Environ or Orbit Box in does not have to show his unit strengths to the
another star system, he must move the unit by Thus, in the above example the Hyperjump
distance would be two, regardless of what planet Rebel Player.
Hyperjumping. The Player may move a military
in the Varu system the unit was being moved from. [21.3] USING THE HYPERJUMP TABLE
unit or stack of military units by Hyperjumping
during the Interplanetary Military Movement [21.14] The Navigation Stars that are counted to If the Navigation rating of a unit being moved by
Segment of his Operations Phase. He may move determine Hyperjump distance are not actually Hyperjumping is greater than the Hyperjump
characters in a spaceship by Hyperjumping during passed through as the unit is moved to its distance, the Hyperjump Table is not referred to.
the Character Movement Segment of his destination; any units that occupy star systems that Otherwise, subtract the Navigation rating from the
Operations Phase. the unit traverses while Hyperjumping have Hyperjump distance to arrive at a number. Then
absolutely no effect on the unit. refer to the Hyperjump Table, rolling the die and
PROCEDURE:
[21.15] In the Galactic Game, Hyperjump adding this number to the result of the roll. Locate
When the Player moves a unit by Hyperjumping, the column on the table that corresponds to this
he follows these steps as outlined: distances may be affected by Galactic Events.
Province boundaries have no effect on sum to find how the unit fared on its Hyperjump.
1. Determine the Hyperjump distance by counting Hyperjumping. The results are explained on the Table and may
Navigation Stars along the shortest possible space cause the unit to be placed in a Drift or a Drift 2
route that connects the unit's current position and [21.2] HOW TO DETERMINE THE Box, or to be damaged or severely damaged by the
its intended destination. NAVIGATION RATING Hyperjump.
When a character spaceship is being moved by [21.4] DRIFT
2. Determine the Navigation rating of the unit; if
Hyperjumping, use the pilot character's
it is a military unit, use its Space Strength; if it is Some results on the Hyperjump Table may call
Navigation rating. If the Player wishes to move
a character spaceship, use the pilot's Navigation for a unit to be placed in the Drift Area. If such a
more than one spaceship to the same destination,
Rating. result is achieved, place the unit in the area
he must execute the Hyperjump of each spaceship
3. If the Navigation rating is greater than the separately. Note that the Rebel spaceship, the S- surrounding the destination star marked Drift.
distance, the unit reaches its destination safely; XIII, increases its pilot's Navigation rating for this That unit may take part in no other game functions
place it there. If the Navigation rating is equal to purpose. until the Operations Phase of the owning Player's
or less than the distance, refer to the Hyperjump next Player-Turn. (Exception: Characters may
When a military unit is being moved by heal, inoperative possessions and damaged
Table (21.7). Roll the die to determine whether
Hyperjumping, use the unit's Space Strength as its spaceships may be repaired, Question
the unit reached its destination safely; if so, place
Navigation rating. There is no limit to the number Prisoners Mission may be performed). Any
it there. If not, take the action described on the
of military units that may be moved as a stack in a units in the Drift area of a star system at the
Table.
single Hyperjump; however, if there are over three beginning of the owning Player's Operations
Some results on the Hyperjump Table will cause military units in the stack, the units' Navigation
a unit to be placed in Drift or Drift 2. A unit in Phase must be moved by that Player; either to an
rating is reduced. Environ or Orbit Box in the same star system, or
Drift is considered to be within the confines of its
[21.21] For every military unit over three that is in by Hyperjumping to some other star system,
destination star system but not close to the planet
a stack being moved in a single Hyperjump, within the normal restrictions of the movement
it was attempting to reach. A unit in Drift 2 is
reduce the Navigation rating of the stack by one. rules.
considered to be lost in interstellar space,
For example, if five military units were [21.5] DRIFT 2
attempting to get a bearing on its destination.
Hyperjumping together, their Navigation rating
CASES: would be reduced by two. If a result of Drift 2 is achieved on the Hyperjump
[21.1] HOW TO DETERMINE THE Table, place the unit in the Drift 2 Box of its
[21.22] If a character with a space Leadership destination star system. That unit may take part in
HYPERJUMP DISTANCE rating is in a stack of military units, reduce the no other game functions until the Operations
The star systems on the game-map are connected Navigation rating of the stack by one for every Phase of the owning Player's next Player-Turn.
by lines called space routes. Some of these space unit over four in the stack. Although characters (Exception: Same as DRIFT exception Case
routes are interrupted by a star known as a may be moved with military units that are 21.4). Any units in a Drift 2 Box at the beginning
Navigation Star. When a Player is going to move Hyperjumping, they do not count toward this of the owning Player's Operations Phase must be
a unit by Hyperjumping, he counts the number of
26
moved by that Player, using Hyperjumping at a [22.1] RESTRICTIONS combat with Enemy units that were not in an
distance of two to any Orbit Box or Environ in the ON SPACE COMBAT interception stack. A PDB may not be attacked
same star system, within the normal restrictions of [22.11] The attacking Player may never with a Determined Assault (see Case 22.3). A
the Movement rules. The unit may not be moved voluntarily reduce the combat ratio. PDB may never be totally destroyed; it must
to any other star system from the Drift 2 Box. If a always be on the Political Track in a minimum
[22.12] There may be as many as two combats in
unit that is being moved from a Drift 2 Box state of Level 0, Down (Exception: see Imperial
a single Orbit Box in a single Space Combat
receives another Drift 2 result on the Hyperjump atrocities, Case 36.34).
Segment: one between units in an interception
Table, it remains in the same Drift 2 box. [22.24] Aiding the Defense of a PDB with
stack; and one between non-intercepted units in
[21.6] HYPERJUMPING AND the Orbit Box or between non-intercepted units Military Units
DETECTION and an Enemy PDB. If a PDB is attacked as described in Case 22.22,
A character spaceship and its passengers that are [22.13] A fleet detachment attack (see Case 20.7) and the non-Phasing Player has military units in
currently detected are no longer considered or a Raking Attack (Case 20.6) may not be the Orbit Box that are not in an interception stack,
detected when they are moved by Hyperjump; flip executed during the Military Space Combat he may add those units' space combat strength to
the character counters to their front side. A Player Segment. that of the PDB, but those units may not be used
may never have his units Hyperjump between to absorb any losses incurred by the PDB in the
points in the same star system. Thus, detection is [22.2] PLANETARY DEFENSE BASES combat. (This rule is an exception to the normal
not negated by moving through intra-system space. AND SPACE COMBAT requirement that all defending units be eligible for
If a Player controls a PDB at Level 1 or 2, he may loss.)
[21.7] HYPERJUMP TABLE
use it to aid the defense of any of his military units
[22.3] DETERMINED ASSAULT
in the Orbit Box on the same planet, during Step 3
of the procedure. The Phasing Player may declare If the attacker in a military combat has only
[22.0] SPACE COMBAT combat on an Enemy-controlled (or un- military units worth three or more Strength Points
GENERAL RULE: controlled) PDB with any of his units in the Orbit involved in a combat, he may declare a
Space combat occurs in each Orbit Box that Box of the same planet that are not in an Determined Assault immediately before rolling
contains both Rebel and Imperial military units interception stack during Step 4 of the procedure. the die to resolve the combat. When a Determined
during the Military Space Combat Segment. Assault is declared, the combat ratio is shifted two
[22.21] Aiding Defense of Military Units with
Combat between opposing units in an interception columns to the left on the Military Combat
a PDB
stack is mandatory. Space combat may also occur Results Table, and the combat results incurred by
If a Level 1 PDB is aiding the defense of a Player's both Players are doubled. A Determined Assault
between opposing military units in an Orbit Box military units in space combat, the combat ratio is
and/or a PDB if the units are not in an interception may also be declared in Environ Military Combat.
shifted one column to the left on the Military
stack. Space combat is resolved on the Military Combat Results Table. If a Level 2 PDB is aiding [22.31] The defender in a military combat may not
Combat Results Table (10.8). The Table is used the defense of military units, the combat ratio is declare a Determined Assault. The attacker may
and results from the Table are implemented, in the shifted three columns to the left. A PDB that is at not declare a Determined Assault if he has any
same way as for Environ military combat in the Level 0 or is Down may not be used to aid defense. military units involved in the combat that are
Star System Game (see Case 10.2 and Case 10.3). A PDB may not aid the defense of military units worth less than three Strength Points.
However, units involved in space combat use their undergoing attack in an interception stack and [22.32] A Determined Assault may be declared in
Space Strength to determine their combat strength may never aid an attack. any military combat situation except an attack on
and to calculate what losses must be taken. a PDB (see Case 22.23), within the restrictions of
A PDB is never affected by combat results
PROCEDURE: achieved against units it is aiding. Case 22.31.
In each Orbit Box that contains opposing military [22.22] Attacking a PDB [22.4] LEADERS, CHARACTERS
units, space combat is resolved in the following AND SPACE COMBAT
order: A Level 0 PDB defends with a strength of 1 when
As in Environ military combat, either Player may
attacked by military units; a Level 1 PDB defends
1. If there is an interception stack in the Orbit Box, declare one of his characters as a leader in space
with a strength of 4 when attacked; and a Level 2
the non-Phasing Player must attack all the Phasing combat (see Case 10.4). However, to lead military
PDB defends with a strength of 8. A PDB that is
Player's military units in the stack with all of his units in space combat, a character uses his space
Down (or controlled by neither Player) defends at
military units in the stack. Additional forces in Leadership rating (see Case 6. l), printed in
its current level as described above, but the
the orbit box, not in the interception stack, parenthesis on his card. If a character has no space
combat ratio is shifted two columns to the right.
cannot participate in this Space Combat. Leadership rating, he may not be named as a
Space combat is resolved normally. Both Players
2. If one Player's military units in the interception leader in space combat.
roll to determine the other's losses, with the PDB
stack are totally eliminated by the combat, any being placed Down (Suppressed) if it incurs a [22.41] In order to be named as a leader in space
units belonging to the other Player that survived result of two, and reduced a level for each three combat in an interception stack, an eligible
the combat are no longer considered in an points of loss it incurs beyond that. For example, character must be in the interception stack when
interception stack and should be placed with any if a Level 2 Up PDB incurs a loss of 6, it is placed combat is resolved. In order to be named as a
other units the Player has in the Orbit Box. These down and reduced to Level 1. If the PDB is leader in space combat of units not in an
units may take part in the following steps of this already Down, a loss of 6 reduces it to Level 0. interception stack, the leader must be in the Orbit
procedure. Suppression ends during the Orbit Box and not in an interception stack.
3. The Phasing Player may declare combat Organization Segment. If the Phasing Player [22.42] A leader may not be named as such for a
between opposing military units in the Orbit Box has any military units in an Environ on the PDB that is defending against an attack, unless the
that are not currently in an interception stack. If he Planet’s surface, the PDB remains Down, leader is stacked with military units that are aiding
declines, the non-Phasing Player may declare otherwise, the PDB is placed back Up. the defense of the PDB (see Case 22.24).
combat. Players may indicate a “Suppressed” PDB by [22.43] If a Player's military units are totally
placing the attacking military unit on top of the eliminated in any type of space combat, any
4. If such a combat is not declared, the Phasing
PDB marker (without actually flipping the characters (whether leaders or not) and spaceships
Player (only) may declare combat on an Enemy-
PDB over to its Down side), until final stacked with those military units are also
controlled PDB (if there is one on the planet) with
determination is made during the Orbit eliminated (exception to Case 10.6, which still
his units that are not currently in an interception
Organization Segment. Only an Up PDB may applies to Environ combat).
stack.
be suppressed.
CASES: [22.44] The attacking Player must attack with as
[22.23] Restrictions on Attacking PDB many military units as he has available in space
Only the Phasing Player may attack a PDB and combat (except, of course, if the units are in an
only if he has military units that are not in an interception stack), and the defender must defend
interception stack and were not involved in with all his units (though he may choose which
27
units are aiding the defense of a PDB, if that is [23.2] THE DOMINO EFFECT Patriotic. There is no Domino Effect when the
possible). AS A RESULT OF STARTING Imperial Player gains control of a planet. This
OR STOPPING A REBELLION Domino Effect is not sparked if the planet begins
ON A PLANET the game Rebel-controlled.
[23.0] STAR-FARING RACES When a rebellion is started on a planet, the Rebel [23.4] RESTRICTIONS
AND THE Player may shift the Loyalty markers on other ON THE DOMINO EFFECT
planets as follows. When a rebellion is stopped on
DOMINO EFFECT a planet, the Imperial Player may shift the Loyalty
Restrictions applying to all three Domino Effects
are listed here.
COMMENTARY: markers on other planets as follows.
[23.41] The Domino Effect can be sparked on a
The galaxy is occupied by eight star-faring races: • The planet is not occupied by a star-faring planet any number of times. The only requirement
Rhones, Saurians, Piorads, Segundens, Yesters, race. The Player may shift the Loyalty markers on that must be met is one of those listed in the
Suvans, Kayns, and Xanthons. Each of these races all the planets in the same star system one space General Rule.
has a home planet, the world from which the race in his favor.
originated, except for the Rhones. The Rhones [23.42] A star-faring race does not have to be in
colonized so many worlds so long ago that they • The planet is occupied by a star-faring race. an Environ where a mission was completed to
maintain no sense of origin. Each race has a sense The Player may shift the Loyalty markers on all spark the Domino Effect; the race need only be in
of species loyalty and will put the affairs of their the planets in the same star system and on any some Environ on the planet.
own kind before the events in the galaxy as a other two planets occupied by the same race
[23.43] If more than one star-faring race is on a
whole. A complete list of all the planets that each (except the race's home planet) one space in his
planet, the Domino Effect is carried out twice;
star-faring race occupies (including their home favor.
once for each race. However, two Loyalty shifts
planets) can be found in the Galactic Guide. • The planet is the home of a star-faring race. may never be made on the same planet as the result
GENERAL RULE: The Player may shift the Loyalty markers on all of this or any other type of single Domino Effect.
the planets in the same star system, on all planets Thus a planet whose Loyalty marker is being
The Domino Effect represents the reaction to in the province occupied by the same race, and (in shifted because it is in the same star system would
events on a planet by the occupants of other the Galactic Game) on any two planets outside the only be shifted one space.
planets related to it either by geographic proximity province occupied by the same race one space in
or racial identity. The Domino Effect is “sparked” [23.44] If the Domino Effect is sparked on a
his favor. capital planet or the Throne Planet, there is no
whenever a planet's Loyalty marker is shifted two
or more spaces at once, when the planet goes into • Restrictions: A planet may not be placed into special Domino Effect beside that described in the
or out of rebellion, or when a planet becomes or out of rebellion as a result of this Domino Effect appropriate Case (Exception: see Case 23.45).
Rebel-controlled. Although the Domino Effect (see optional Variant Rules). The Rebel Player [23.45] A capital planet or the Throne Planet may
may be sparked on any planet, its effects are much may not shift the Loyalty marker as a result of this never be affected by Domino Effects sparked on
greater when initiated on a planet occupied by a Effect on a planet that is currently Patriotic. The other planets, unless that other planet is a capital
star-faring race. Imperial Player may not shift the Loyalty marker or the Throne Planet itself.
as a result of this effect on a planet that is currently
CASES: at Unrest, in Rebellion or Rebel-controlled. [23.46] As noted in Cases 23.1, 23.2 and 23.3, the
[23.1] THE DOMINO EFFECT home of a star-faring race may not be affected by
AS A RESULT OF SHIFTING the Domino Effect being sparked on a planet with
A PLANET'S LOYALTY MARKER the same race. However, the home planet of a star-
TWO SPACES faring race may be affected if it is in the same star
When the Loyalty marker on a planet is shifted system as a planet on which the Domino Effect is
two or more spaces in the Phasing Player's favor sparked, within the restrictions of the above Cases.
as a result of a single Coup or Diplomacy mission [23.47] As noted in Case 23.3, a Domino Effect
[23.3] THE DOMINO EFFECT
(only), he may shift the Loyalty markers on other sparked by a planet becoming Rebel-controlled
AS A RESULT OF A
planets as follows: may place another planet(s) into rebellion. If this
PLANET BECOMING REBEL
should occur, finish implementing the Domino
• The affected planet is not occupied by a star- CONTROLLED
Effects of the first planet becoming Rebel-
faring race. The Player may shift the Loyalty The moment a planet becomes Rebel-controlled controlled, then carry out the effects of a rebellion
marker on any other one planet in the same star (signified by placing a Rebel Control marker on being started on the second planet, including a
system one space in his favor. the planet's Loyalty Track, see Case 15.53), the second, separate Domino Effect as a result of that
• The affected planet is occupied by a star- Rebel Player may shift the Loyalty markers on planet going into rebellion. This Domino Effect
faring race. The Player may shift the Loyalty other planets as follows: may again affect planets whose Loyalty markers
markers on any other one planet in the same star • The planet is not occupied by a star-faring were already moved as a result of the first planet's
system and on any other one planet occupied by race. The Rebel Player may shift the Loyalty rebellion.
the same race (except the race's home planet) one markers on all the planets in the same star system [23.5] DOMINO EFFECT SUMMARY
space in his favor. one space in his favor.
• The planet is the home of a star-faring race. • The planet is occupied by a star-faring race.
The Player may shift the Loyalty markers on any The Rebel Player may shift the Loyalty markers [24.0] MISSIONS IN THE
other one Planet in the same star system, on all on all the planets in the same star system and on PROVINCE GAME
planets in the province occupied by the same race, any other two planets occupied by the same race
and (in the Galactic Game) on any one planet GENERAL RULE:
(except the race's home planet) one space in his
outside the province occupied by the same race favor. In the Province Game the Players may have their
one space in his favor. characters perform all the missions available in the
• The planet is the home of a star-faring race.
• Restrictions: A Planet may not be placed into Star System Game. In addition, characters may
The Rebel Player may shift the Loyalty markers
or out of rebellion as a result of this Domino Effect. perform the Summon Sovereign and Spaceship
on all the planets in the same star system and all
The Rebel Player may not shift the Loyalty marker Quest missions. Details on the Summon Sovereign
the planets occupied by the same Race one space
as a result of this effect on a planet that is currently mission can be found in Section 25.0.
in his favor.
Patriotic. The Imperial Player may not shift the The Spaceship Quest Mission Card contains
• Restrictions: If a planet's Loyalty marker is references to an Imperial Atrocity unit; this
Loyalty marker as a result of this effect on a planet
currently at Unrest, it may be placed into rebellion pertains only to the Galactic Game. In the
that is currently at Dissent, Unrest, in Rebellion or
as a result of this Domino Effect (see Case 23.47). Province Game, the mission may be used only to
Rebel-controlled. In the Galactic Game, this
The Rebel Player may not shift the Loyalty marker free a prisoner in an Orbit Box, as explained on the
Domino Effect may also be sparked by certain
as a result of this effect on a planet that is currently card. This mission receives only bonus draws; and
Galactic Events and Imperial atrocities.
28
when drawing them, the Player looks at all three bonus draws are received, as with the other should be separated from the other sovereign
Environ sections of the card for the Mission Letter, missions. counters; he may not be summoned and no longer
ignoring all events (exception to Case 13.32). Any [25.14] If the mission is completed successfully, has any effect on play. If the mission is
number of characters may be in the spaceship the Player may immediately purchase military unsuccessful, see Case 13.2, Assassination.
going on the mission, but only the pilot's units equal in Force Points to the resource value of An un-summoned sovereign may also affect the
Navigation rating will affect the mission. If no the Environ (in addition to military units that may number of bonus draws a Diplomacy mission
Mission Letters are drawn when performing the be received by the Rebel Player when the planet performed in his Environ receives. If the
mission, roll the die. On a roll of 3 or less, the goes into rebellion). These should be placed in the sovereign is Friendly to the Phasing Player, the
characters and spaceship are not affected; on a roll Environ along with the appropriate sovereign Player receives two extra bonus draws on a
of 4, the spaceship is damaged; on a roll of 5, the counter. Note that the counters for the Neutral Diplomacy mission. If the sovereign favors the
spaceship is destroyed and the characters are sovereigns have both a Rebel and Imperial side; opposing Player, the Phasing Player receives two
captured; on a roll of 6, the spaceship and all the the counter should be placed with the side Friendly less bonus draws than he normally would. Neutral
characters are destroyed. Only one Spaceship to the Player who summoned the sovereign face- sovereigns and summoned sovereigns have no
Quest Mission may be assigned per Planetary up. effect on Diplomacy missions.
Orbit Box during any given Mission Phase.
[25.15] When a Summon Sovereign mission
The Question Prisoners and Steal Enemy succeeds, the planet's Loyalty marker is
Resources missions are not used in the Province immediately moved one space in the Phasing [26.0] CHARACTERS' HOME
Games. Player's favor. Conversely, if the mission failed PLANETS AND
(the sovereign was not summoned), the Loyalty
marker is moved one space in the non-Phasing
ROYALTY
[25.0] SOVEREIGNS Player's favor. Summon Sovereign missions, GENERAL RULE
COMMENTARY: regardless of how they shift the loyalty marker, If a character is on a planet which his card lists as
Some of the populations in the game are ruled by do not put a planet into rebellion. his home planet, he may receive one extra bonus
a sovereign — a personage who exerts absolute [25.2] CAPABILITIES OF SUMMONED draw on each of the following missions:
control over his Environ while willingly obeyed SOVEREIGNS Assassination, Start Rebel Camp, Summon
and respected by his subjects. Making successful Sovereign, Free Prisoner, Gain Characters,
Each Sovereign has three ratings printed on its
contact with a sovereign is an effective way of Scavenge for Possessions, Sabotage, and, in the
counter: Combat, Endurance and Leadership. A
winning his loyal followers' support. Galactic Game, Steal Enemy Resources.
summoned sovereign may accompany Friendly
GENERAL RULE: characters on a mission, but may not be assigned If a character is on his home planet and is
one by himself. A sovereign may also be named as considered royalty there (as noted by the title
Twelve of the Environs on the game-map name a under his name on his card), he may receive one
sovereign who supports the Imperial or Rebel the leader of military units in his Environ with
which he is stacked. extra bonus draw on each of the above missions,
cause, or is Neutral. When a certain number of plus one extra bonus draw for each Of the
rebellions have been achieved on other planets [25.21] A sovereign may not be moved; he must
following missions: Coup, Diplomacy, Gather
(thus waking up the isolationist leaders to the remain in his original Environ. Exception: If the
Information, Start or Stop Rebellion, Subvert
events around them), a sovereign may be sovereign has a leadership rating for space combat
Troops, and Summon Sovereign (he would
summoned. Once summoned, a sovereign delivers he may be moved into the Orbit Box of his planet,
receive a total of two extra bonus draws for such a
military units to the Player and may be used by the per the normal rules for movement, where he may
mission, since it is also listed above). Also, the
Player as a character, in limited ways. be named as a leader in space combat. Once in the
character's Leadership rating is increased by one
CASES: Orbit Box, the sovereign may be moved only back
(unless it is normally 0) when leading military
to his original Environ, if at all.
[25.1] SUMMONING SOVEREIGNS units in combat in an Environ or the Orbit Box of
[25.22] A sovereign may contribute his Combat his home planet. Note: A sovereign is not
Within the restrictions listed below, either Player rating, Endurance and Leadership rating to any considered royalty for the purposes of this rule;
may summon a sovereign by having a Mission Friendly characters with which he is stacked or there are no royalty home planets with a Coup
group complete a Summon Sovereign mission in that he is accompanying in a Mission Group. He rating.
the Environ occupied by that sovereign. If the contributes no other attributes to the outcome of
mission is successful, the Player immediately the mission. A sovereign may not be assigned a
receives military units in that Environ equal in
Force Points to its Resource rating, the planet's
possession. [27.0] REPAIRING
Loyalty marker is shifted one space in the Player's [25.23] There is no Character Card for a sovereign. POSSESSIONS
favor, and the counter representing the sovereign If a Player is conducting missions in an Environ
GENERAL RULE:
is placed in the Environ. that contains a summoned sovereign he controls,
he may include him in a Mission Group merely by Spaceships that become damaged and other
[25.11] A Player may have a Mission Group stating the fact. Note that sovereigns are listed on possessions which become inoperative are not
perform a Summon Sovereign mission only on a the Endurance Sheet; a sovereign may be returned to the Possession Deck in the Province
planet not in rebellion in an Environ occupied by wounded and healed, just like the Player's other Game; they may be repaired.
a sovereign (see Case 5.3, I) who has not already characters. CASES:
been summoned or assassinated (see Case 25.3).
Furthermore, either Player may attempt to [25.24] A summoned sovereign may be [27.1] REPAIRING A DAMAGED
summon a sovereign only if at least two planets in assassinated or captured by the Enemy Player. SPACESHIP
the province are currently in rebellion or Rebel- Unlike characters however, when a sovereign is A spaceship damaged as a result of the Detection
controlled, or two planets containing the same captured, he is removed from play. No Routine or Spaceship Quest Mission may not be
race as the sovereign's Environ are in rebellion or interrogation or torture of captured sovereigns is moved at all unless stacked with Friendly military
Rebel-controlled. possible. units; A damaged spaceship may not execute a
[25.12] As noted on the game-map by the initials [25.3] UNSUMMONED SOVEREIGNS Spaceship Quest Mission. Exception: A
I, R or N, a sovereign may be Imperial, Rebel, or A sovereign that has not been summoned (his damaged spaceship may be piloted by its owner
Neutral. The Rebel Player may summon a counter has not yet been placed on the map) may from an Orbit Box to an Environ on the same
sovereign who is Rebel or Neutral. The Imperial be assassinated. If the Phasing Player has planet, but not vice-versa. A damaged spaceship
Player may summon a sovereign who is Neutral or characters in an Environ in which a sovereign is may be repaired by a character who is stacked with
Imperial. named, he may assign them the Assassination it at the beginning of the owning Player's Mission
mission (A). An un-summoned sovereign is Phase (Environ or Orbit Box). The Player rolls
[25.13] The Summon Sovereign Mission Card the die; if the roll is less than or equal to the
details how the mission is conducted and how always considered detected for this purpose. If the
mission is successful, the sovereign's counter character's Navigation rating, the spaceship is
29
repaired; flip its counter over to the non-damaged [28.0] PROVINCE GAME [28.2] THE EMPIRE'S BACKDOOR
side. An elite military unit that is in an Environ (or Armageddon Scenario
Orbit Box) may also attempt to repair a damaged SCENARIOS
Playing Time: 3 Hours, seven Game-Turns.
spaceship that it is stacked with at the beginning (One Province)
of the Mission Phase, by using its Navigation Frun Sentel's efforts to swing the Egrix system to
GENERAL RULE:
rating in the same manner. the Rebel cause had proven quite successful.
The Province Game of Freedom in the Galaxy While Sentel returned to his distant home to try to
[27.11] A character or elite military unit may not
can be played in one of two scenarios. Each repeat his success, other rebels moved into the
attempt to repair more than one spaceship (or any
scenario includes rules covering the characters, province to prepare for the long awaited rebel
other possession) per Player-Turn (Exception: see
military units, etc., that are involved in the game, armada from the rumored secret base. After the
Case 27.3), and may attempt to do so only at the
as the Star System Game scenarios do. The rebellion on Angoff, the entire province woke up
beginning of the owning Player's Mission Phase.
Players have a choice of scenarios in Province to the practicality of revolt; even Orning, the
[27.12] No more than one attempt may be made to Two or One. The Province Two scenario is provincial capital, felt the tremors. The rebels
repair a single spaceship (or possession) per recommended for those playing the Province hoped that if they could establish themselves on
Player-Turn, regardless of how many eligible Game for the first time. The Province One Ceison, they could influence the Yesters, the
characters or elite military units are stacked with scenario presents the Empire on its last legs, dominant race in the province. Meanwhile, on
the spaceship. desperately trying to stave off the inevitable (but Lysenda, the fanatical and dangerous Drusers
[27.13] A character who attempts to repair a it's still a hard fight for the Rebels). were demanding the overthrow of the current
spaceship (or any other possession) may also be CASES: government and the establishment of a druidic
sent on a mission. An elite military unit that republic, something neither side wished to see.
[28.1] HOW TO USE THE SCENARIOS
attempts to repair a spaceship may take part in all One of Sentel's original companions, Dr. Sontag,
other functions in the Game-Turn for which it is The Province Game scenarios are organized inspired many other Rebels to strive for these ends,
eligible. similarly to the Star System Game scenarios. especially Agan Rafa and Bridne Murcada, who
Cases 16.11, 16.14, 16.18 and 16.19 apply in full wished to return to their homes. The Empire had
[27.14] The S-XIII spaceship may never be to these scenarios. Other rules that apply to both
repaired. If damaged it is removed from play after been bested the first time out and was not about to
scenarios are listed in the following cases. give in so easily this time. With the help of Saytar,
landing in an Environ or stacking with military
units in an orbit box (see Case 9.31); its card is [28.11] Before starting play, each Player who knew the moods and desires of the province
returned to the Possession Deck. purchases military units with the Force Points as well as any rebel, the Empire deployed its
assigned to him at the start of the game. He may forces with an eye more towards those planets
[27.2] REPAIRING AN INOPERATIVE which were more politically influential than those
place them in any Environ or Orbit Box of any
POSSESSION with purely military value.
planets he controls, as he sees fit. A PDB is placed
As noted on their cards, the following possessions on the Political Track of each planet as described [28.21] Province Two is used. Place the PDBs as
may become inoperative after use: the Medi-kit of in the scenario. follows: Level 2 on Cieson (211), Level 0 on Etreg
Ptolus, Scrambler, Cervac Mk. V, and Norrocks.
[28.12] Each scenario assigns the Players certain (212), Level 2 on Quibron (221), Level 1 (Rebel
An inoperative possession may not be used at all
characters and spaceships. The Rebel Player may Controlled) on Angoff (222), Level 1 on Charkhan
until repaired; it may still be carried by a character.
also be able to draw a number of possessions from (223), Level 0 on Pronox (231), Level 1 on
An inoperative possession may be repaired by the
the Possession Deck. All these are then placed in Lysenda (232), and Level 2 on Orning (241).
Rebel character that owns it or by a Rebel
accordance with the scenario. [28.22] The Imperial Player receives Jin Voles,
character stacked with him at the beginning of the
Rebel Player's Mission Phase. The Player rolls the [28.13] Both Players receive Force Points each Gelba, Saytar, and Barca and two Imperial
die; if the roll is less than or equal to the character's Game-Turn. These may be spent to improve PDBs Spaceships. He may place the characters and
Intelligence rating, the possession is repaired; it is they control (ignore Case 16.16) or to purchase Spaceships in the Orbit Box or any Environ of
now as good as new. An elite military unit may not military units. Imperial military units purchased Orning.
attempt to repair one of these possessions. during the game must be placed on the capital [28.23] The Imperial Player receives 65 Force
Possessions lost after one use (as noted on their planet (or, in the Province One scenario, on the Points worth of military units (see Case 28.11).
card) may not be repaired. Throne Planet), see Case 19.31 and Case 19.33. He may build no more than three elite units and
Rebel military units purchased during the game one Suicide Squad with these Points.
[27.3] YARRO LATAC AND REPAIR
enter play from a space route connected to the
The Rebel character Yarro Latac may repair any province; again, see the scenario. Of course, Rebel [28.24] The Rebel Player receives Dr. Sontag,
number of spaceships and inoperative possessions Rayner Derban, Bridne Murcada, Ly Mantok,
military units created by rebellion appear on the
with which he is stacked at the beginning of the Adam Starlight, Zina Adora, Agan Rafa, the
planet in rebellion.
Rebel Player's Mission Phase (exception to Case Explorer and Interstellar Sloop spaceships, and
[28.14] As in the Star System Game, victory is two non-spaceship possessions (drawn at random
27.11). Furthermore, if the Rebel Player
determined by the number of Victory Points the from the Possession Deck). He may assign the
announces that Yarro Latac is repairing a
Rebel Player has earned at the end of the game. In possessions to any two characters, then assign the
spaceship or possession, it is automatically
the Province Game, the Victory Point schedule is characters to the two spaceships as he sees fit, and
repaired; no die roll is made.
different, but the other restrictions of Case 16.17 then place the spaceships in the Orbit Boxes of any
still apply. The Rebel Player earns Victory Points two planets in the province, except for Orning and
as follows: Cieson.
Planet Rebel Controlled 5 VPs [28.25] The Rebel Player may purchase nine
Planet in Rebellion Force Points worth of Rebel Urban military units
(but not Rebel-controlled) 3 VPs (no elite units) and place them in the Urban
Planet in Unrest Environ of Angoff.
(but not Rebel-controlled) 1 VP [28.26] The Imperial Player receives five Force
Imperial character captured 1 VP Points Per Game-Turn, except Game-Turn One.
Rebel Player completes Gather [28.27] The Rebel Player receives 35 Force Points
Information mission (as described on Game-Turn Two, see Cases 19.42 and 19.43.
on the Mission Card) 1 VP These units must enter play by Hyperjumping on
Planet at Patriotic –1 VP Game-Turn Two, all from one space route, as if
Rebel character captured –1 VP they began the turn in either the Ribex (32) or
Imperial Player completes Gather Corusa (53) Star System. On each Game-Turn
Information mission (as described thereafter, he receives 3 Force Points. Military
on the Mission Card) –1 VP
30
units purchased with these Points enter via either Points, the Rebel Camp is immediately eliminated Imperial Player may improve PDBs (i.e. place
of the above Space Routes. (see the Mission Card, Nr. 61). Until a Rebel a Down PDB Up) prior to Rebel Player placing
[28.28] The Rebel Player wins an instant victory Camp is destroyed by the Imperial Player, it may units on the Game-map.
if Orning, Cieson, and any other one planet are perform all Rebel Camp functions, as if it were C. Imperial Strategic Assignment Phase
Rebel-controlled at the end of any Game-Turn. created by the Mission.
The Imperial Player draws a Strategic Assignment
The Imperial Player wins an instant victory if, at [28.36] The Rebel Player may purchase ten Force card, which informs the Players how Imperial
any time after Game-Turn Two, there are no Points worth of Rebel subterranean military units units will be restricted in their movement this
planets that are Rebel-controlled or in rebellion (twice the amount listed on the planet) and place Game-Turn.
and there are no Rebel military units in play. them in the Subterranean Environ on Ownex. He
may not purchase elite units. 2. FIRST REBEL PLAYER-TURN
[28.29] At the end of the seventh Game-Turn,
assuming neither Player has achieved an instant [28.37] The Imperial Player receives three Force All the Phases of each Player-Turn are composed
victory, the Victory Point total is calculated. If the Points per Game-Turn, except for Game-Turn One. of the same Segments and are executed in the
Rebel Player has 15 or more Victory Points, he is same manner as those in the Province Game.
[28.38] The Rebel Player receives 50 Force Points
declared the winner. If he has fewer, the Imperial on Game-Turn Two, see Cases 19.42 and 19.43. A. Operations Phase
Player wins. These units must enter play by Hyperjumping on B. Search Phase
[28.3] ORLOG BESIEGED Game-Turn Two, all from two space routes, as if C. Mission Phase
Armageddon Scenario they began the Turn in any two star systems
3. FIRST IMPERIAL PLAYER-TURN
outside Province One directly connected to two
Playing Time: 5 Hours, 10 Game-Turns. different star systems in Province One. Each of the A. Operations Phase
The Empire had been pushed back to its core. The two groups must include at least 15 Force Points B. Search Phase
Emperor finally realized that the rebel military of units. On each Game-Turn thereafter, he
C. Mission Phase
organization spewing forth from the supposedly receives 5 Force Points. Military units purchased
overrated rebel secret base was anything but with these points may enter play from any of the At the end of this Phase, the Rebel Player checks
inconsequential. However, as usual, his brain ten Star Systems directly connected to Star to see if any planets are now Rebel-controlled.
worked too slowly. The outlying provinces were Systems in Province One. 4. SECOND REBEL PLAYER-TURN
lost, and the rebel hordes inevitably looked to the [28.39] The Rebel Player wins an instant victory A. Operations Phase
central province of the Empire as their next if the capital planet (Diomas, 152) and the Throne
conquest. But no longer was the Empire so B. Search Phase
Planet (Orlog, 162) are Rebel-controlled at the end
ignorant of the political effects that rebellions on of any Game-Turn. If the Rebel Player has not C. Mission Phase
the outlying worlds could have on staunch achieved this by the end of Game-Turn Ten, the 5. SECOND IMPERIAL PLAYER-TURN
Imperial supporters. And now the accursed rebels Victory Point total is calculated. If the Rebel
dared to venture into the areas of the Empire with A. Operations Phase
Player has 35 or more Victory Points, he is
which the Imperial leaders were most familiar and declared the winner. If he has less, the Imperial B. Search Phase
most eager to fight for. Even the Emperor could Player wins. There is no instant Imperial victory. C. Mission Phase
see what points needed protection, and what
planets he could afford to sacrifice to the rebels in At the end of this Phase, the Rebel Player checks
to see if any planets are now Rebel-controlled.
exchange for an eventual Imperial victory. The [29.0] INTRODUCTION 6. GAME-TURN INTERPHASE
Empire built up the Planetary Defense Bases,
organized its loyal troops, and waited. The Empire TO THE The Game-Turn marker is moved forward a space
was betting that the rebels would first show GALACTIC GAME on the Game-Turn Record Track to signal the start
themselves on Bajukai, the home of the influential of a new Game-Turn.
The Galactic Game allows the Players to pit the
Segunden race. They were right.
entire resources of the Empire against the full- Note: In addition to the Game-Turn Record Track,
[28.31] The showdown is Province One. All PDBs scale efforts of the Rebellion. It makes use of the there is also a Galactic Game Stage Track on the
on all 14 Planets are at Level 2 (including the entire map sheet, all 51 planets and five provinces. Game-map. The Players should keep record of
Rebel-controlled Planet of Ownex, 141). Included are rules for a Rebel secret base, Imperial what part of the Game-Turn they are currently
[28.32] The Imperial Player receives Telman, Taxation and expenditure of resources, Planet executing by using the Stage marker on this Track.
Redjac, and Redjac's spaceship in any one Environ Secrets (the Empire gleans the advantages of
on Diomas; Els Tarroff, Emperor Coreyuga, incumbency), Imperial Atrocities, and other
Thysa Kymbo and an Imperial spaceship in the adjustments that are necessary to play the game [31.0] PLANET SECRETS
Urban Environ of Orlog. “full scale.” The game takes about 20 hours to play
to completion, although it is quite possible to
[28.33] The Imperial Player receives 110 Force
reach a decision well before the end.
Points worth of military units (see Case 28.11).
He may purchase no more than five elite units and [30.0] GALACTIC GAME
one Suicide Squad. SEQUENCE OF PLAY
A single Game-Turn in the Galactic Game COMMENTARY:
[28.34] The Rebel Player receives Boccanegra,
Ran Jayma, Frun Sentel, Scott Rubel, Sidir consists of two entire Game-Turns as used in the Devious are the ways of the Empire! Through
Ganang, Onesta Woada, Odene Hobar, Vudot Province Game, preceded by a Galactic Stage. restriction of Galactic communications, they have
Vodot; the S-XIII, Planetary Privateer and Star 1. GALACTIC STAGE kept much of the galaxy's population ignorant of
Cruiser spaceships; and two non-spaceship many Imperial programs, discoveries and, yes,
A. Galactic Event Phase
possessions (drawn at random from the Possession weaknesses on worlds near and far. In Freedom in
Deck), in any Environs on Ownex (141) or The Rebel Player draws a Galactic Event card. the Galaxy, these cover-ups are represented by
Bajukai (122). The Players carry out its instructions immediately, Planet Secrets, which give certain planets in the
or, if it affects later phases of the Game-Turn, the game special properties outside their listed
[28.35] The Rebel Player also receives five Rebel card should be kept prominently displayed. attributes that can often only be discovered by the
Camp markers, which he may place in any one
B. Resource Phase Rebel Player at great risk.
Environ on each of the following Planets:
Mimulus (111), Magro (112), Kalgar (121), Jura The Imperial Player collects taxes from a province GENERAL RULE:
(151) and Icid (163). At the beginning of the Rebel and adjusts his Resource Tract accordingly. Then At the start of the game, 16 of the Planets on the
Player's first Mission Phase, the Imperial Player both Players may expend Force Points from their map are assigned Planet Secret counters. Each
may reveal the strength of his military units in an respective Resource Tracks to purchase military counter corresponds to a description in the
Environ occupied by a Rebel Camp marker. If he units or improve PDBs. Units purchased are Galactic Guide that details how the planet differs
has the requisite number of military Strength immediately placed on the Game-map. from all other planets in the game. The Rebel
31
Player will usually not know what a Planet Secret Imperial Archives planet secret, all Planet Secrets • If the Imperial Player taxes a planet at half its
is until his characters are actually on that planet, in the game are immediately revealed (see Planet resource value (rounded down), the Loyalty
ready to perform missions. All explanations of the Secret nr. 5 in the Galactic Guide). marker is not moved at all.
Planet Secrets in the Galactic Guide are self- • If the Imperial Player does not tax an eligible
explanatory, and, unless noted otherwise, are in planet at all, the Loyalty marker is shifted one
addition to the attributes of the planet listed on the [32.0] GALACTIC EVENTS space in his favor. However, the Loyalty marker
Game-Map. COMMENTARY: may not be moved to the left of the space on the
CASES: Fate plays an important role in all galactic Political Track marked S (Start Rebellion) by this
[31.1] DEPLOYING PLANET rebellions. Although the leaders of both the Rebel section.
SECRET COUNTERS and Imperial factions can plan their strategies for [33.11] If the capital planet of a province is not
Before the Imperial Player sets up his characters victory as much as they want to, there is no telling controlled by the Imperial Player when that
and military units at the start of the game, he when some unforeseen economic, political or particular province is scheduled to be taxed, he
places the Planet Secret counters. All 16 counters natural occurrence will strike a telling blow for may not tax that province at all.
should be mixed together in an opaque container one side or the other despite a Player's careful [33.12] If the capital planet of Province One and
such as a coffee mug. He then draws the counters scheming. the Throne Planet are not controlled by the
from the container one at a time, without looking GENERAL RULE: Imperial Player, he may not tax any province.
at them, and places one on the Orbit Box of each Before starting play, the Galactic Event deck [33.13] The Imperial Player does not undertake
planet listed below, with the “Planet Secret” side should be shuffled and placed facedown to the side taxation on Game-Turn One.
up. When he has finished doing this, he may of the game-map. During the Galactic Event Phase
inspect the underside of each counter, and look in [33.14] The Imperial Player receives a constant
of each Game-Turn, the Rebel Player draws the number of taxation Force Points from the Slave
the Galactic Guide to see what the special top card from the deck and places it face-up next
properties of each planet are. The Rebel Player World, the Industry World, and the Gem World
to the undrawn portion of the deck. The Players each Game-Turn, regardless of which province he
may not look at the underside of the counters until carry out the effects of the Event on the card
they are revealed in accordance with Case 31.2. is scheduled to tax; see Planet Secrets, Section
immediately. Some of the Events affect play 31.0. In addition, the Imperial Player may tax the
Planet Secrets are placed on the following Planets: throughout the entire Game-Turn or during Imperials Forever Planet at its maximum resource
Fliad (113), Tiglyf (131), Mitrith (143), Etreg particular phases of the Game-Turn, in which case value without incurring an unfavorable loyalty
(212), Quibron (221), Angoff (222), Tamset (312), the Players should keep the event card displayed shift (but only when the planet's province is
Squamot (331), Midest (341), Kelta (352), Tartio prominently. All the Galactic Event cards are self- scheduled to be taxed).
(442), Liatris (512), Aras (521), Capilax (522), explanatory, and their effects never last beyond
Scythia (531) and Anell (541). The Orbit Box of the current Game-Turn. Note that there are more [33.2] THE IMPERIAL
each of these planets is marked “Secret” for the cards in the deck than there are Game-Turns, so RESOURCE TRACK
Players’ convenience. that many cards will not be drawn at all during the Before starting play, the Imperial Player should
[31.2] REVEALING PLANET course of play. Whenever a card is drawn, it place his two Credit markers on the “0” space of
SECRET COUNTERS should be placed on top of the Galactic Event the Imperial Resource Track. As the Imperial
Cards drawn previously. Galactic Event Cards are Player receives taxes as described in Case 33.1, he
When Rebel characters are in any Environ on a
not returned to the deck after they are drawn. immediately records them on the Imperial
planet with an unrevealed Planet Secret counter at
Resource Track by adjusting the positions of the
the beginning of the Enemy Search Phase of the
markers. In this manner, the Imperial Player may
Rebel Player-Turn, the counter is flipped over,
revealing the Planet Secret for the remainder of the [33.0] IMPERIAL accumulate Force Points from Game-Turn to
Game-Turn.
game. RESOURCES AND
[33.21] As the Imperial Player declares the
[31.21] If the Rebel character Professor Mareg or TAXATION amount of tax he is taking from an eligible planet,
the Companion Possession Advisor Android is in GENERAL RULE: he moves the credit markers to show that this
the Orbit Box of a planet with a Planet Secret, it is
In the Galactic Game, the Imperial Player receives amount has been added to his current resources.
immediately revealed at the beginning of the
Enemy Search Phase of the Rebel Player-Turn. Force Points during the course of play by taxation. [33.22] The Imperial Player may accumulate up to
This ability is noted on the character's and the During the Resource Phase of each Game-Turn, 99 Force Points from Game-Turn to Game-Turn
Possession's respective cards. the Imperial Player taxes all the planets he controls on his Resource Track (which would be noted by
in one Province, and then spends the Force Points both credit markers on the “9” space of the Track),
earned from taxation on military units and PDBs, or he may spend acquired Force Points
or saves the Force Points to spend on a later Game- immediately, as described in Case 33.3.
Turn.
[33.3] SPENDING IMPERIAL
CASES: FORCE POINTS
[33.1] TAXING A PROVINCE During the Resource Phase, after the Imperial
During the Resource Phase, the Imperial Player Player has completed taxing the scheduled
may tax every planet he controls in the province province, he may spend any or all the Force Points
named on the Game-Turn Record Track (for on the Imperial Resource Track on Imperial
example, on Game-Turn 7, he could tax Province military units, on Atrocity units (see Case 36. l),
Two). A taxable planet may provide the Imperial and to improve PDBs he controls. The Imperial
Player with a maximum number of Force Points Player must spend Force Points on maintenance
equal to the sum of the resource values of all its (see Case 33.4).
[31.22] The Imperial Player may reveal any Planet Environs. On each such planet, the Imperial Player [33.31] The Imperial Player purchases military
Secret to the Rebel Player, if for some reason he declares whether he is taxing it at the full resource units and expends Force Points to improve his
thinks it would be a good idea. value of its Environs, half the value of its Environs, PDBs in accordance with the Force Point Cost
[31.23] If the Rebel Player completes a Gather or not at all. Chart (19.7), as in the Province Game.
Information mission by drawing two I's from the • If the Imperial Player taxes a planet at its full [33.32] The Imperial may place purchased
Action Deck, he may demand that two Planet resource value, the Loyalty marker on the planet military units only in any Environ or Orbit Box of
Secrets be immediately revealed by the Imperial is shifted one space in the Rebel Player's favor. If the capital planet in the province he is scheduled
Player (see Case 37.42). the planet is currently at Unrest, it would be placed to tax this Game-Turn, on the Capital Planet of
[31.24] If the Rebel Player completes a Gather into rebellion (with all the immediate effects). Province One, and on the Throne Planet
Information mission on the Planet with the (Exception: See Case 33.36).
32
[33.33] The Imperial Player may expend Force may accumulate up to 199 Force Points in this If the Environ’s resource value is modified in
Points to increase the Level of his PDBs only in manner or he may, during the Resource Phase of any way, such as by the Action Event
the province he just taxed and in Province One. He any Game-Turn, purchase military units with “Populace goes wild” or by a Planet Secret’s
may expend Force Points to place a Down PDB Force Points available on his Resource Track and special attributes, then this modified value is
Up in any province. place them on the planet he has designated as the added as Force Points to the Rebel Resource
[33.34] If the capital planet of a province is not Rebel secret base. The location of the Rebel secret Track. In general, whatever Force Points the
controlled by the Imperial Player he may expend base is unknown to the Imperial Player until the Rebel Player receives for immediate
no Force Points for military units to be placed Rebel Player chooses to buy military units (since expenditure to purchase military units as a
there or on PDBs (including placing a Down he must place them on the base), or until the result of the rebellion, he also receives for the
PDB Up) in the province. Imperial Player discovers the location by learning resource track; the only exceptions being the
Rebel secrets. Planet Secrets Gem World, Industrial World,
[33.35] If the Province One capital planet and the and Slave World. For example, if the Planet
Throne Planet are not controlled by the Imperial CASES:
Adrax (523) were placed into rebellion, the Rebel
Player, he may not expend Force Points at all. [34.1] HOW THE REBEL SECRET Player would receive a total of nine Force Points
[33.36] A purchased Imperial Atrocity unit (see IS CHOSEN worth of military units on the planet immediately
Case 36.1) may only be initially placed on the At the beginning of the game, before any of the and nine Force Points would be added to his
Capital of Province One or the Throne Planet. Imperial Player's units are placed on the map, the resource total on the Rebel Resource Track. In this
[33.37] The Imperial Player may not purchase Rebel Player should choose a planet as the Rebel manner the Rebel Player may accumulate up to
more than two Elite military units, one Suicide secret base. He should note his choice on a piece 199 Force Points with which to purchase military
Squad and/or one Atrocity unit. In addition there of scrap paper, keeping it secret from the Imperial units and build up PDB's that he gains control of.
is an absolute limit on what he may purchase by Player. He may choose any planet except one that
Note: The Action Event “Populace goes wild”,
the limits of the counter-mix; if a particular unit is is the home of a star-faring race or is assigned a
as stated on the Action Card, only doubles the
not available, it may not be purchased. Planet Secret (see Section 31.0), or is in a star
resource value for the Environ in which the
system that has a capital planet or the Throne
[33.38] On Game-Turn One, Imperial military mission was conducted. This holds true for the
Planet. This leaves the following 18 planets from
units are purchased and placed somewhat Planet Secrets Gem World, Industrial World,
which to choose: Magro (112), Kalgar (121),
differently, according to the scenario. and Slave World. The only exception is the
Ownex (141), Adare (142), Charkhan (223),
special Case 15.49, which provides the normal
[33.4] MAINTENANCE Pronox (231), Lysenda (232), Suti (322), Tsipa
Force Points for ALL Environs on the planet.
The Imperial Player must expend Force Points (323), Akubera (342), Lonica (421), Horon (431),
Solvia (432), Cercis (433), Rhexia (441), Barak [34.31] The Rebel Player records his current
each Resource Phase to maintain all Imperial Elite
(511), Adrax (523), and Niconi (551). number of Force Points on his Resource Track in
military units and all Imperial controlled Level 2
the same manner that the Imperial Player records
PDBs. He must expend one Force Point for each [34.2] HOW THE REBEL SECRET BASE
Force Points on the Imperial Resource Track (see
such unit or PDB currently in play, regardless of IS REVEALED
Case 33.2). However, the Rebel Player may
which province they are in. These Force Points The location of the Rebel secret base is revealed accumulate up to 199 Force Points (as opposed to
must be expended before spending Force Points to the Imperial Player when the Rebel Player 99 for the Imperial Player).
on any other items. wishes to place military units purchased with
Force Points from his Resource Track on the [34.32] When the Rebel Player wishes to record a
[33.41] If the Imperial Player cannot expend a
game-map. The Rebel Player simply announces number over 99 on his Resource Track, he flips
Force Point to maintain an Elite unit or Level 2
the location during the Resource Phase as he the 10 Credit marker over, so it reads 100 Credit.
PDB, either because he has no Force Points or the
places the military units on the planet (see Case When this marker is on the 0 space of the track it
conditions of Case 33.35 exist, the Elite unit is
34.4). represents 100 Credits (plus whatever space the 1
automatically replaced with a Veteran military
Credit marker is on). When the 100 Credit marker
unit or, if a Level 2 PDB, becomes a Level 1 PDB. The Rebel secret base may also be revealed if the is on the 10 space, it represents a 110 Credits;
He may not neglect to maintain an Elite unit or Imperial Player is able to find it by accumulating when it is on the 20 space it represents 120
Level 2 PDB voluntarily. If no Veteran military nine Rebel secrets. Credits; and so on.
units are available, the Elite unit is removed
[34.21] The Imperial Player learns a Rebel secret
with no replacement.
when he completes a Gather Information mission
[33.42] It is suggested that the Imperial Player by drawing the Mission Letter twice (as described
keep a tally on a piece of scrap paper of the on the Mission Card), or by completing a Question
number of elite military units and Level 2 PDBs Prisoner mission. Galactic Event Card nr. 112 also [34.4] PURCHASING REBEL
he has in play, to facilitate paying maintenance. reveals a Rebel secret to the Imperial Player. MILITARY UNITS
[34.22] Every time the Imperial Player learns a During the Resource Stage, the Rebel Player may
Rebel secret, the Rebel Player must name two
[34.0] REBEL RESOURCES planets from those listed in Case 34.1 that are not
purchase Rebel military units with the Force
Points on his Resource Track. These units are
AND THE the Rebel secret base. The Imperial Player may jot placed on the Rebel secret base planet. The first
REBEL SECRET BASE these planets down on a piece of scrap paper. The time the Rebel Player does this, the location of the
Rebel Player may not name the same planet more base is revealed to the Imperial Player, if it has not
COMMENTARY:
than once. been already. The Rebel Player may purchase elite
Hidden somewhere in a remote corner of the military units on his secret base. This is the only
[34.23] When eight Rebel secrets have been
galaxy, or perhaps right under the Emperor's way he may receive them. Unit’s purchased with
learned by the Imperial Player, 16 Planets that are
unsuspecting nose, is a secret stronghold where points from the Rebel Resource Track may only
not the Rebel secret base will have been named.
hopeful Rebels toil ceaselessly to create a military be of the Urban or Wild type. The Rebel Player
The Rebel Player must name the planet that has
force with which to attack the armed might of the may also expend Force Points from his Resource
the Rebel secret base when the next Rebel secret
Empire. Smuggling precious resources from Track during the Resource Phase to flip a Down
is learned by the Imperial Player.
Rebel planets to the base is handled with the PDB that he controls Up (see the Planet Control
utmost secrecy, but the eyes and ears of Orlog [34.3] THE REBEL RESOURCE TRACK
Summary, 15.8) or to increase the Level of a PDB
have sensed the existence of this factory for When a planet is placed into rebellion, the Rebel he controls.
freedom and are searching near and far. Player immediately receives the total number of
[34.41] Purchased Rebel military units may be
GENERAL RULE: Force Points from that planet's Environs for the
placed in any Environ of the Rebel secret base,
Rebel Resource Track. This is in addition to the
When a Planet goes into Rebellion, the Rebel regardless of the presence of Imperial military
military units that appear on the planet as a result
Player receives a certain number of Force Points, units or who controls the planet. However,
of the rebellion.
which he records on the Rebel Resource Track. He stacking restrictions must be observed at all times
(see Case 9.5).
33
[34.42] Any number of purchased Rebel military Assignment card if he learns an Enemy secret (see (except the one just drawn) and arranges them in
units may be placed in the Orbit Box of the Rebel Case 37.4). any order he desires (unless the conditions of Case
secret base, but only if there are no Imperial [35.2] MOVEMENT RESTRICTIONS 35.32 exist). This “mini-deck” is then used as the
military units in the Orbit Box and the PDB is not OF STRATEGIC ASSIGNMENTS Strategic Assignment deck for the remainder of
Imperial-controlled, or is Down. the game. The other cards are put aside.
Each Strategic Assignment card lists two
[34.43] If, according to the Planet Control Provinces; for example, “First Province to Third
Summary, the Rebel Player controls a Planet or is Province.” Units in these two Provinces are free to
eligible to place a Down PDB Up, the Rebel be moved from any planet in either of the two
[36.0] IMPERIAL
Player may expend a Force Point to do so. This provinces to any other planet in either of the two ATROCITIES
does not reveal the location of the Rebel secret provinces. If a Province is not named on the card GENERAL RULE:
base. currently in effect, Imperial military units and
The Action Event “Imperial Player may commit
[34.44] If a Rebel Control marker is on a planet characters in that province may not be moved out Atrocity” allows the Imperial Player to perform an
with a Level 1 or Level 0 PDB, the Rebel Player of that province and, within the province, may be act normally beyond the bounds of the rules and
may expend Force Points from his Resource Track moved only to a planet in a star system that good taste. He may do this with special Atrocity
to increase the level of the PDB according to the contains one of the following: A capital planet, a units, Level 2 PDBs or elite military units. The
Force Point Cost Chart. This does reveal the home planet of a star-faring race, or, if in the First effects of an Atrocity may inflict immediate
location of the Rebel secret base. Province, the Throne Planet. The Imperial Player wounds on characters, destroy certain military
[34.45] The Rebel Player does not pay is never required to move a unit, but if he chooses units, or even eradicate an entire planet from the
maintenance on any of his military units or PDBs. to, regardless of which planet in the Province it
game. Each type of Atrocity has a certain amount
begins the Game-Turn on, the unit must be moved
[34.46] If the Rebel secret base is destroyed (see of backlash, however, represented by Loyalty
to a planet that meets the above requirements
Case 36.34), any Force Points on the Rebel shifts on the affected planet in the Rebel Player's
(Exception: See Case 35.3). favor, and sometimes the Domino Effect in the
Resource Track are immediately lost (reduced to
zero). From this point on, the Rebel Player may Example: The Second Province is not named on Rebel Player's favor.
begin accumulating Force Points on his Track the current Strategic Assignment card. In this
again; however, he may not expend these Force province the Imperial Player may freely move his
Points on military units, he may only spend the units to or from any planets in the Gellas and
Force Points to a place a down PDB up or to Phisaria star systems (the former contains a capital
improve the level of a PDB. planet and the latter contains the home planet of a CASES
star-faring race). He may not move units from
either of these star systems to any planets in the [36.1] IMPERIAL ATROCITY UNITS
[35.0] IMPERIAL STRATEGIC Egrix and Ancore star systems (they do not There are three Imperial Atrocity units: Resolution,
contain any of the above named planets).) Any Peacemaker and the Planet Stabilizer. Atrocity
ASSIGNMENTS units that start the Imperial Player-Turn in the unit is a military unit with an Environ strength of
COMMENTARY: Egrix or Ancore star systems may be moved to any 0 and a Space Strength of 2. An Atrocity unit may
So sure is the Empire of its power and security that planets in the Gellas or Phisaria star systems, but be purchased by the Imperial Player in accordance
its military forces have, for a long time, operated not to any planets in the Egrix or Ancore systems. with the Force Point Cost Chart (19.7). He may
on a regular schedule of assignments and tours of [35.3] EXCEPTIONS TO STRATEGIC purchase only one Atrocity unit per Game-Turn
duty. Failing to recognize the Rebel threat, they ASSIGNMENTS and only if there is one available in the counter-
kept up this ordered method of policing their mix. A purchased Atrocity unit must be placed in
[35.31] Regardless of what Strategic Assignment
domain until the Rebels had built up a contending the Orbit Box of either the First Province Capital
Card is currently in effect, the Imperial Player may
military force, unrestrained by the rules of military (Diomas) or the Throne Planet (Orlog). Once in
always move his characters and military units
tradition. play, it may be moved to any other Orbit Box,
from any capital planet or the Throne Planet to any
within the restrictions of the Imperial Strategic
GENERAL RULE: planet on the game-map that is currently in
Assignments (see Case 35.2) and the movement
rebellion or Rebel-controlled, but not vice versa
At the start of the game, before any units have rules. An Atrocity unit may never be moved to an
(see optional Variant Rules).
been set up, the Imperial Player arranges the Environ.
Strategic Assignment Deck in any order he desires. [35.32] When the location of the Rebel secret base
[36.2] WHEN AN ATROCITY MAY BE
The Imperial Player is restricted as to where he is revealed to the Imperial Player (see Case 34.2),
COMMITTED
may move his military units and characters by the he no longer draws Strategic Assignment Cards.
He follows the restrictions of the current Strategic When either Player is resolving missions and
Strategic Assignment cards. During the Strategic
Assignment for the remainder of the Game-Turn, draws the Action Event, “Imperial Player may
Assignment Phase of each Game-Turn, the
then all movement restrictions imposed by commit Atrocity” the Imperial Player may
Imperial Player draws a Strategic Assignment
Strategic Assignment Cards on Imperial units are immediately do so on the Planet for which the
card, which tells him between what two provinces
lifted. Action Event was drawn (only). He chooses one
he may move his military units and characters. He
from the list in Case 36.3 and applies its effects to
may not move his units across any other province [35.33] There is no restriction on how the Imperial the planet and the units on it.
boundaries. Furthermore, if a province is not Player may move units within the confines of a
named on a Strategic Assignment card, the single planet. He may move units to and from the [36.21] An Imperial controlled Level 2 PDB or an
movement of characters and military units in that Orbit Box and Environs of a single planet freely, Elite military unit may also commit an Atrocity,
province is severely restricted. within the normal movement restrictions. although these are minor compared to the dread
power of the true Atrocity units. These are listed
CASES: [35.4] DRAWING AND EXHAUSTING in Case 36.3.
[35.1] ARRANGING THE STRATEGIC THE STRATEGIC ASSIGNMENT
CARDS [36.22] If the secret Rebel base has been revealed
ASSIGNMENT DECK
(see Case 34.2), and the Imperial Player has a unit
The Imperial Player may sequence the 14 cards of When a Strategic Assignment Card is drawn, it
there capable of committing an Atrocity, he may
the Strategic Assignment deck in any order he should be kept visible throughout the Game-Turn
do so whenever the Action Event is drawn,
wishes, but once he has done so, that order may as a reminder to the Players. During the Strategic
regardless of what planet missions were being
not be changed. After being arranged, the deck is Assignment Phase of the next Game-Turn, the
resolved on at the time.
placed to the side of the game-map facedown, with Imperial Player should draw his next Strategic
the first card the Imperial Player wishes to draw Assignment Card from the top of the deck, and [36.23] The Galactic Event “Emperor in a Rare
on top. The Imperial Player may always inspect place it on top of the previously drawn cards. Mood” allows the Imperial Player to commit an
undrawn cards to refresh his memory, but again, Immediately after the fourteenth card has been Atrocity on any planet when the Action Event is
may not change their sequence. The Rebel Player drawn (on the fourteenth Game-Turn), the drawn.
may only look at an undrawn Strategic Imperial Player secretly chooses any six cards
34
[36.24] The Imperial Player may only commit one The Steal Enemy Resources mission is totally [37.4] ENEMY SECRETS
Atrocity each time the Event is drawn. The Rebel explained on the Mission Card; the others require [37.41] If the Rebel Player must reveal a secret
Player may never commit an Atrocity, and would further explanation. (see Case 37.14 and Case 37.2), he reveals the
never even dream of it. CASES name of two planets that do not contain the Rebel
[36.3] TYPES OF ATROCITIES [37.1] QUESTION PRISONER MISSION secret base (see Case 34.2).
When an Atrocity may be committed, the Imperial This mission may be performed only by one [37.42] If the Imperial Player must reveal a secret,
Player may choose one from the following, if the character who is stacked with a captured Enemy the Rebel Player may choose one of the following
appropriate unit is present on the planet. character. The two characters may be stacked with for the Imperial Player to reveal:
[36.31] Imperial Elite military units in military units and may be in an Orbit Box or • All Imperial military units in a Rebel-named
Environ: May make a sneak attack by declaring Environ. Only one Question Prisoner Mission province are revealed. After the Rebel Player has
an immediate determined assault on Rebel may be assigned per Environ, Planetary Orbit inspected them to his heart’s content they are
military units. It is resolved as in Case 22.3 except Box, or Star System Drift Area during any flipped back over.
that only Rebel losses are doubled. Unless a leader given Mission Phase. • Two planets (chosen by the Rebel Player)
is already stacked with a Player's military units, he [37.11] When resolving the Question Prisoners have their Planet Secret revealed permanently.
may not name a leader for the combat. After missions, only bonus draws are received, as stated
resolving the attack, shift the Loyalty marker one • The Rebel Player may look at the next
on the Mission Card; and when drawing the
space in the Rebel Player's favor, if possible. Only Strategic Assignment card to be drawn (the one on
Action cards, the Player resolving the mission
Imperial elite units may be involved in a sneak the top of the deck.)
looks at all three Environ sections of the card for
attack. the Mission Letter, ignoring all Events (exception
[36.32] Imperial-controlled Level 2 PDB on to Case 13.32)
Planet: May strafe the planet. All of both Player's
[38.0] GALACTIC GAME
[37.12] If the Imperial Player announces Torture
military units on the planet are eliminated; all when one of his characters is performing the
CAMPAIGN SCENARIO
missions currently being resolved on the planet are mission, he receives the extra Bonus Draw stated GENERAL RULE:
aborted; all of both Player's characters on the on the card. However, before drawing any Action The full Galactic Campaign Game is up to 20
planet receive one wound; Reduce PDB to Level l, Cards he must roll the die and subtract the Game-Turns long and takes about 20 hours to play.
down; Shift the Loyalty marker two spaces in the prisoner's current endurance rating from the die It is of course, a start Rebellion scenario. Before
Rebel Player's favor. If the Planet is at Unrest, it is roll result. If this number is positive, the prisoner starting play, the Players set up their units and
placed into rebellion. The Domino Effect may be immediately receives twice that number of prepare the cards according to the following cases,
initiated. wounds; if this number is Zero or less, the in order. The Victory Conditions are expressed in
[36.33] Resolution or Peacemaker in Planet's prisoner immediately receives 1 wound; record terms of Victory Points earned by the Rebel Player,
Orbit Box: May release selectively deadly them on the Endurance Sheet. If this should except in the event of an instant victory by the
chemicals. All Rebel military units from special cause the character to be dead, the mission may Imperial Player.
Environs are destroyed; all of both Player's non- not be carried out and the prisoner is removed
CASES:
Rhone characters receive two wounds each. Shift from play. The Imperial Player may forgo the
Loyalty marker as in Case 36.32. Or may induce Question Prisoner Mission during his mission [38.1] PREPARING FOR PLAY
mass hypnosis on the Planet's populations, Place phase to allow the Rebel prisoner to heal (see [38.11] Place the Loyalty markers for all 51
the Atrocity unit on the Loyalty marker. The Case 13.71), but it’s the Rebel Player’s decision planets on the space marked “S” on each planet's
Planet's Loyalty may not be changed by anything. whether to heal – if the Rebel Player declines to Political Track. All planets in the game are
Characters are not affected. When the Atrocity heal, the Imperial Player may resume the considered Imperial-controlled at the start of the
unit is removed (by Imperial choice, completed Question Prisoner Mission immediately. play.
Spaceship Quest mission, or military combat), the [37.13] The Imperial Player is not required to [38.12] Place a PDB marker on each of the 51
Planet's Loyalty is immediately shifted as in Case declare Torture when he is questioning a prisoner; planets at Level 0, Down.
36.32. he may perform the mission merely by [38.13] Place the Game-Turn marker on the first
Note: When Resolution or Peacemaker is placed questioning the character, The Rebel Player may space of the Game-Turn Record Track. Place the
on the Loyalty marker, it is still considered to be never declare Torture. Stage marker on the Galactic Stage space of the
in the Orbit Box for purposes of movement, [37.14] If a Player completes a Question Prisoner Galactic Game Stage Track.
combat and missions. However, it may not be used mission, he learns one of the Enemy secrets
to commit another Atrocity while on the Track. [38.14] Place the two Imperial Credit markers on
described in Case 37.4. the “0” space of the Imperial Resource Track and
[36.34] Planet Stabilizer in Planet's Orbit Box: [37.2] GATHER INFORMATION the two Rebel Credit markers on the “0” space of
May commit one of the Atrocities listed in Case MISSION the Rebel Resource Track.
36.33 with the same effects on the Planet's
If a Player completes the Gather Information [38.15] The Imperial Player places all 16 Planet
Loyalty; or may halt the planet's rotation on its
mission by drawing the Mission Letter twice, he Secret markers on the Game-map in accordance
axis, which destroys everything on the planet and
learns one of the Enemy secrets described in Case with Case 31.1.
in its Orbit Box (including the Planet Stabilizer).
37.4. He does not earn a Victory Point (as in the
Remove the Loyalty marker, PDB marker and all [38.16] The Imperial Player arranges the Strategic
Star System and Province Games).
other units on the Planet Track. The planet no Assignment deck in accordance with Case 35.1.
longer exists for game purposes. The Domino [37.3] SPACESHIP QUEST MISSION
[38.17] The Rebel Player secretly chooses a planet
Effect is immediately initiated as if the planet had The Rebel Player may have characters in a as the Rebel secret base in accordance with Case
just become Rebel-controlled. spaceship perform this mission with the aim of 34.1.
destroying an Imperial Atrocity unit (see Case 36.
[38.18] The Galactic Event Deck and the Action
l). The mission is resolved as described in Section
[37.0] MISSIONS IN THE 24.0, but the Rebel Player must draw the Mission
Deck are shuffled and placed to the side of the
game-map.
GALACTIC GAME Letter twice to succeed in destroying an Atrocity
[38.2] INITIAL IMPERIAL MILITARY
unit. If the Mission Letter is drawn only once, the
GENERAL RULE: DEPLOYMENT
mission has failed, but the Rebel Player does not
In the Galactic Game, the Players may have their roll the die to see how the spaceship and the The Imperial Player receives all his military units
characters perform all the missions available in the characters aboard are adversely affected; this die and determines the state of his PDBs at the start of
Province Game. In addition, characters may roll is performed only if no Mission Letters are the play by spending Force Points. In the First
perform the Question Prisoners and Steal Enemy drawn. The Rebel Player may attempt this mission Province, he may purchase 70 Force Points worth
Resources missions, and the Spaceship Quest and in an Orbit Box only, regardless of the presence of of military units and PDBs. In each other Province
Gather Information missions are more detailed. other Imperial military units or characters. he may purchase 35 Force Points worth.
35
[38.21] The Force Points allocated to a province shuffles the remaining cards in the two decks and met, the Imperial Player is immediately declared
may be spent only on military units to be placed in draws cards from them at random to form the the winner and the game is over.
that province or to improve the condition of PDBs following four groups:
in that province. • Boccanegra, the Planetary Privateer, two PLAYER'S NOTES
[38.22] The Imperial Player may expend no more Rebel characters and one possession.
than half the Force Points for a particular province Freedom in the Galaxy is not organized to show
• Ly Mantock, the Explorer, and three Rebel how the Rebel player can foment Galactic
on PDBs (rounded down).
characters. Rebellion or how the Imperial can win by
[38.23] In the First Province, the Imperial Player annihilating all the Rebels. Rather, the game
• Kogus, Zina Adora, Rayner Derban, the Star
may only purchase two elite military units with his shows how the Imperials can hold off the Rebels.
Cruiser and one possession.
initial Force Points. In each other Province he may Except in the Star System Scenarios, there is no
only purchase one elite military unit. • Tourag, the Solar Merchant, three Rebel
point at which the Imperial player can sit back and
characters, and one possession.
[38.24] The Imperial Player may not purchase say that he's won before the end of the game. If
Suicide Squads or Atrocity units with his initial [38.41] The Rebel Player should declare which there were no limit to the number of game-turns a
Force Points. group he is drawing a character or possession for scenario could last, the Rebel Player would win
before he knows the identity of the card. every time.
[38.25] After purchasing military units and
placing PDBs at the Levels he has paid for, the [38.42] If the Rebel Player draws a spaceship from Imperial Player. Your power is in your military
Imperial Player places his military units on the the Possession Deck when drawing one of the units, and it is the use of these units that will win
map. He may place them on any planets in the random possessions, he must return it to the deck or lose the game for you, and not so much your
appropriate province, so long as there is at least and draw again. characters' missions. The best time of the game for
one military unit (of any type) per planet. This [38.43] After the Rebel Player has completed you is the beginning. It is relatively easy to keep
restriction will, of course, affect what he forming his character groups, and after the most of the planets Patriotic despite Rebel efforts.
purchases, so care must be taken to purchase a Imperial Player has finished deploying his But as the game progresses, and the Rebel Player
number of military units at least equal to the military units and characters, the Rebel Player begins to contest with you militarily, more and
number of planets in a province. places the four groups on the Game-map. He must more of those Patriotic systems will find their way
[38.26] The Imperial Player is not required to place one group in each province except the First into Rebellion.
spend any Force Points to improve a PDB but, if Province. Within a province, the Rebel Player may To have the best chance of winning the game, it is
he does, he must expend one Force Point to place place a group in any one Environ on any planet best to try to keep the early game advantage for as
it Up, before he can expend Force Points to place except the following types: a capital planet, a long as possible. You can keep the planetary
it at Level 1 or 2. The Imperial Player may expend home planet of a star-faring race, or a planet with loyalties in your favor for quite a while in the
Force Points to place a PDB at Level 2 even a Planet Secret. Galactic Game by taxing those worlds with
though it started at Level 0 (exception to [38.44] There are no Rebel military units deployed loyalties at their respective start positions at half
Case19.22). at the start of the game. their Resource Value and those planets with
[38.3] IMPERIAL CHARACTER loyalties more in the Rebel favor not at all, so that
[38.5] VICTORY CONDITIONS
DEPLOYMENT you can get the loyalty shifts. You don't need very
Victory Points are awarded to the Rebel Player many troops in the beginning of the game anyway,
After he has deployed his military units, the (only) for the control of individual planets (only). since troop combat will not be a major concern —
Imperial Player deploys his characters as follows: Players must maintain a running total of the Rebel searches and firefights will.
• Thysa Kymbo and Emperor Coreguya in the player's Victory Points. This running total will
Those characters who have good Leadership
Urban Environ of Orlog (162). change as the Rebel Player gains (or loses) control
ratings should start out the game leading, or at
of planets. For example, if a capital planet
• Dermond in the Urban Environ of Diomas least accompanying a stack of military units. True,
becomes Rebel-controlled, the Rebel Player's
(152). such characters are more vulnerable to
Victory Point total is increased by four points;
• Jon Kidu in the Urban Environ of Chim Assassination missions and the like but, unless
should the same planet revert to Imperial-control
(311). you have a large stack of powerful units, it is
(or be destroyed by a Planet Stabilizer), the Rebel
difficult at best to successfully find Rebel
• Gelba in the Urban Environ of Trov (542). Player's Victory Point total would be reduced by
characters — and you want to kill or capture as
four points. The Rebel Player gains Victory Points
• Barca on the stack of military units in the many of them as possible.
according to the following schedule:
First Province with the highest total space strength. The main purpose for your characters is to lead
If there is more than one stack of military units Throne Planet or capital planet of
military units. When there is a character like
with identical and highest totals, he is placed on First Province Rebel-controlled: 5 VP's each.
Dermond who obviously cannot lead but can
the stack of the Imperial Player's choice. Capital planet (except First undertake effective Diplomacy Missions, by all
• Redjac, Jin Voles, Vans Ka-tie-a and Els Province capital) Rebel-controlled: 4 VP's each. means use him for that. But no character should
Taroff each with a spaceship (Redjac with his Home planet of a star-faring race ever go out on a mission alone (unless he has a
own) on any four planets that are either the home Rebel-controlled: 3 VP's each. Combat of at least 5 and you are extremely
of a star-faring race or have a Planet Secret. Each Any other planet Rebel-controlled: 1 VP each. desperate). Diplomacy is the main mission you
character and his spaceship must be placed in a should be performing.
different province, and may not be placed in the [38.51] If the Rebel Player has a current Victory
Point total of 26 or more at the end of any Imperial Gather Information is a good mission for a
First Province. character if he can't do anything else. At least it
Player-Turn, he is immediately declared the
• Saytar and Telman do not begin the game on winner and the game is over. will help pinpoint where the Rebel Secret Base is.
the game-map, but may be acquired only by But if you decide to pursue the Rebel Secret Base,
[38.52] If the Rebel Player has not achieved a do so aggressively and at the beginning of the
performing a Gain Characters mission during play.
current total of 26 or more Victory Points by the game, so that you can build an Atrocity Unit and
[38.4] REBEL CHARACTER end of Game-Turn 20, the Imperial Player is destroy that planet. It is always worth the loyalty
DEPLOYMENT declared the winner. shifts to destroy the Rebel Base, but it doesn't do
While the Imperial Player is deploying his military [38.53] The Imperial Player may win an instant much good if the Rebel has already spent most of
units and characters, the Rebel Player takes the victory in one of two ways: if all 20 Rebel his available Force Points.
following characters from the Rebel Character characters are killed and/or captured at any time
deck: Boccanegra, Ly Mantock, Kogus, Zina At the beginning of the game, especially in the
or, if at any time after the Rebel secret base is Province Scenarios, you should buy your Elite,
Adora, Rayner Derban and Tourag. He then takes revealed (see Case 34.2), there are no Rebel
the following spaceships from the Possession Suicide and other valuable units before you start
controlled planets on the game-map (see optional the game. Afterwards you won't have enough
Deck: The Planetary Privateer, the Explorer, the Variant Rules). If either of these conditions is
Star Cruiser and the Solar Merchant. Then he Reinforcement Points to do so, and these high-
36
powered units are very effective for finding and Since your power is in your characters, you must lose in five Game-Turns, and a loss is ten times
firefighting Rebel characters. High-powered units note their characteristics, special abilities, and more likely.
are essential, since they can be very difficult to their possessions carefully. If you have Oneste There is a lot of randomness in the game, which
damage by Rebel troop units. Woada pilot the Interstellar Sloop trying to get affects the Rebel Player more than the Imperial
Because of his special Environ advantages, the past a Level 2 PDB while Detected, you deserve player since the Rebel Player must deal with such
Rebel Player's force can usually defeat an equal to lose the spaceship and all aboard. Note which things as Action/Event Cards, Planet Secrets, and
Imperial force of military units unless your units characters can perform which missions best, and the like more than the Imperial does. But skill and
are all Elite Army or Navy. You want to avoid the try to send them where they will do the most good. planning can offset even the worst bad luck.
Rebel Player acquiring any military units, but if he To win, you'll need a well-timed, well-planned Bill Seligman
does so, you'll be wishing you had more 5-4s. Rebellion. A well-planned Rebellion is not: Go to
There is one big disadvantage to high-powered a Planet, do Diplomacies, do Start Rebellion, go to
military units. They are very vulnerable to another planet, etc. The Imperial player will DESIGN CREDITS
Sabotage, and to Events like “Locals Raid merely follow you with his military units, wiping Game Design: Howard Barasch, John H.
Opposing Forces.“ A good place to keep units is out the troops as you go along. Butterfield
In Orbit — if you can at least damage the Rebel's Instead, you should try to get as many planets in Physical Systems and Graphics: Redmond A.
spaceship by supporting the PDB with your Unrest as possible before trying even one Simonsen with John H. Butterfield
military units, you've got him trapped on that Rebellion. The Domino Effect helps a lot, but the
Developmental Assistance: Bill Seligman
planet. And you may be able to destroy a good Imperial player is likely to be guarding Home
number of his characters in a ship, but that is Planets and Capital Worlds quite closely, and Background: Neil Shapiro
unlikely unless the Rebel player does not know you'll have to be content with planets that are Play-testing: Robert Gerena, Jacob Edwards,
how to look at the Detection Chart. merely colonized by a star-faring race. You don't Jon Degan, Mitchell Eitel, Tom Peccorini,
Try to keep your PDBs operational. A level 0 PDB want to do too many Missions on one planet. Get Richard Hom, Randy Rock, Dan Raspler
is better than no PDB at all, but a level 1 PDB will a planet into Unrest, then move to another one.
Rules Editing: Eric Goldberg, Brad Hessel, Jim
provide some real protection. Try to place level 2 Again, a reminder — once you get a planet into
Dunnigan
PDBs on planets you don't want the Rebel player Unrest, the Domino Effect of the Imperial player's
Diplomacy Missions will not get it out again. Production: Orhan Agis, Rosalind Fruchtman,
to try landing on — or on planets that you wish to
Ted Koller, Manfred F. Milkuhn, Bob Ryer
decoy him to, if you are that sneaky. When you have gotten a substantial number of
planets in Unrest in one province, it is time for Second Edition Rules: Professor Mareg, Yarro
At the beginning of the game, while setting up,
Rebellion. If you gain control of the planet, you'll Latac
there is a temptation to spread out your units so
that all the planets in the game are evenly start forcing all those planets at Unrest (and a few
protected. This is usually a mistake. You don't that are on Dissent) into Rebellion as well. If a lot VARIANT RULES
have enough forces to prevent Rebel spaceships of these troops show up at once, the Imperial (General Vol 20, Num 4 - 1983 - Nicky Palmer)
from landing on all of your planets. The best thing player will probably not have enough forces to
tackle them in one Game-Turn. Then you move These variant rules were geared towards
to do is look for weak spots, and put quality troops mitigating play balance issues with the original
In Orbit and on the planet and build up the PDB. for the Capital supported by your troops, and there
goes the Imperial Player's taxes. game - makes local Rebel victories easier and
Weak spots are easy to identify — Home planets eliminates the danger of a quick knockout if a
of star-faring races, because of the Domino Effect; The disadvantage of troop units, for you, is that captured Rebel character reveals the Secret Base
Capital Worlds; the Throne World; and in the you don't really have the characters to spare to lead early. Second Edition players may ignore these
Galactic Game, certain Planet Secrets. them. You should not force the military aspect of variant rules or choose any to play as optional
The Domino Effect is the Rebel's best friend, and Rebellion on yourself until you are ready to slow rules prior to beginning the Galactic Game.
towards the end of the game almost every star down on mission performance to lead military
units. The Rebel Secret Base should not be [7.22] (amendment) Once inspected, mobile units
system can be affected by it. If the Rebel Player are left face up.
gets on a Home Planet of a star-faring race, get revealed until you feel that you don't need to
him off fast! Once he gets planets into Unrest you perform many missions. [15.52] (amendment) The state of the PDB is
cannot get them out again via the Domino Effect. As you move those Loyalty counters in your favor, irrelevant to the conversion of Rebellion to Rebel
And if he establishes control of a Home Planet, don't neglect the other missions available to you. Control; if there are only legal Rebel military units
you are in serious trouble. If you don't want that Imperial Military unit on the planet at the end of an Imperial Player-Turn,
searching for you, try Sabotage or Subvert Troops that planet becomes Rebel controlled.
You'll have to decide which planets you are going
to let the Rebel Player have, at one point or (figure out which one will give you more Bonus [23.2] (amendment) A planet may be placed into
another. At the beginning, in the smaller scenarios, Draws before you assign one—which is a good or out of rebellion as a result of the “Domino
you can interdict all of them, but sooner or later idea for all missions). Feel you should be Effect” of starting or stopping a rebellion.
you'll have to let one go. Let it be the one with performing more missions? Try Gain Allies— [35.31] (amendment) Imperial units may never
smaller Environs, or one with no star-faring race. especially at the beginning of the game, when the cross province boundaries in violation of a current
Remember, it is twice as hard to stop a Rebellion pressure of performing Diplomacies all the time is Assignment, even if the target planet is in
as it is to start one, so via Search, via Detection, not so demanding. Need to get off a planet, or feel rebellion or rebel-Controlled. This restriction no
via your own Diplomacy Missions, try not to let you're not visiting enough planets? Try Scavenge longer applies once the Secret Base is revealed.
even one get started if you can help it. for Possessions. Got Bridne Murcada, and that Note that units within the province may still be
Leader on that stack of Military units is bothering moved to planets in rebellion or rebel-Controlled
Rebel Player. Much of the game appears to be in you? Try Assassination. There are no useless
the Rebel's favor, but don't become complacent. from the local capital.
Missions—each has its time, place, and purpose.
The benefits in the rules will reward only the [38.53] (amendment) The Imperial player cannot
carefully-planning Rebel, and not the Rebel who Don't stay too long in any one Environ or planet. win merely by eliminating all Rebel Control after
lands on any planet and does nothing but Sooner or later the Imperial player will build up a the Secret Base has been revealed.
Diplomacy and Rebellions. stack of military units strong enough to take you
on. Attacking Squads are deadly. If it is difficult
Your power is in your ability to perform missions. to leave a planet, remember that Sabotage can MAP CORRECTIONS
Because you have more characters, and can knock down the PDB.
perform such missions as Gain Allies and The 2nd SPI Map printing and the Avalon Hill
Scavenge for Possession without limit, you can Above all, do not try for the instant win. Those Map printing have a couple map errors. Liomax
have your characters continually performing conditions are for unusual Events, or stupid (161) has a creature attack with the Lomrels, this
effective Missions while the Imperial player is Imperial Players. A Rebel Player who starts out was omitted from the map in error. Fliad (113)
resting between every other Diplomacy Mission. trying to get Rebellions on Capital planets only is Liquid Environ has a non-Star-faring resource of
looking for a really short game—he will win or 4, the double printed star should be ignored.
37
Example of Play
Galactic Game, Turn 11
First Rebel Player Turn, Mission Phase
Strategic Assignment: Province 1 to Province 3
Rebellions on Akubera (342), Adare (142), and
Ownex (141) have drawn a swift Imperial
response. Escaping the relentless pressure and
hopefully to expand their freedom loving message,
battered Rebel forces have shifted to the relative
quietness of the Ancore (23) system in the Second
Province. Successful missions have shifted loyalty
on both planets the previous turn, and a concerted
effort this turn may be able to push Pronox (231)
over the edge. At least the Rebels believe it so.
The Rebel plan will utilize two mission groups,
one in each Environ. The first mission being a
Diplomacy in the Urban Environ, followed by a
Start Rebellion in the Special (Air) Environ. Both
mission groups are currently undetected.
See Figure 1a
The Explorer mission group led by Ly Mantok
pre-planning mission analysis is as follows:
Normally the Explorer group can handle two
missions simultaneously, but since this mission
success is critical for the follow on mission in the
other Environ, and they are unsure of enemy
38
strength due to the hidden Mobile unit, they will
use the entire group for this Diplomacy mission.
They may be easier to find as a large group in this
small Environ (hiding value of 4; Intelligence 4
plus 3 Environ Size minus 5 for total characters
plus 2 for Murcada bonus), but their combined
combat strength of 16 should be enough to power
through any encounter that may occur. During
mission execution, they will draw 3 Action Cards
and execute any events under the Urban Environ;
following this their Bonus draws would be a total
of 6 (Diplomacy 3 plus 4 for other characters plus
1 for current loyalty minus 2 for Imperial
Sovereign). With the 30 card Action Deck,
statistical analysis gives a 73% chance for success.
First card drawn is Action Card #80
– Plus one Bonus Draw.
See Figure 1b
Second card is Action Card #85
First Bonus Draw is Action Card #81 The Interstellar Sloop mission group led by Zina
– Populace goes Wild! Adora pre-planning mission analysis is as follows:
– Nothing.
Third card is Action Card #87 Zina Adora with Kogus and the Sniper’s Rifle
Second Bonus Draw is Action Card #94
– No Bonus Draws; Ignore since card #80 provide a combat strength of 8 which should be
supersedes this event. – Bingo, a “D” result. adequate against an Irate Locals or Sentry Robot
None of the initial 3 cards completed the mission The Diplomacy Mission is a success and the attack.
and the mission has not been aborted , so 7 Bonus Loyalty Marker is moved to Unrest. There is no During mission execution, they will draw 3 Action
Draws will be taken (6 + 1 for card #80). reason to draw the other Bonus draws since the Cards and execute any events under the Special
Loyalty can’t be shifted further, so the mission is Environ; there are no Bonus Draws for this
over. Action Deck is reshuffled.
39
mission in this Environ, so their statistical analysis
gives a 41% chance for success.

First card drawn is Action Card #81


– One wound received, Kogus will take it.
Second card is Action Card #76
– Creature attacks; One Sentry Robot (4-2)
The mission groups combat strength is now 7
(8 minus one wound on Kogus)
Sentry Robot is a 4; attacks on the –3 column of
the Character Combat Results Table; mission
group will not attempt break-off and the Imperial
rolls for the Sentry Robot on the –3 column with a
die roll of 5; one wound to Kogus; mission group
rolls a 4 and does two wounds to the Sentry Robot
eliminating it; combat over.
Third card is Action Card #82
– No Searches; Bingo, an “R” result.

See Figure 2
The Start Rebellion Mission is a success and the
Loyalty Marker is flipped to its Rebellion side.
Zina Adora and Kogus have been successful,
though Kogus took two wounds making it happen.
The Rebel Player now purchases Rebel Military
units for both Environs, the Urban Environ
receiving double its resource value due to the
Populace goes Wild event that occurred during the
Diplomacy Mission.

5 Resource points for the Special Environ;


purchase a 2-3 Air unit.
6 x 2 = 12 Resource points for the Urban; purchase
a 4-3 and 2-3 Urban units.

The Rebellion also does a Domino Shift on all


planets in the same system; Lysenda (232) has
Loyalty Marker shifted one space to Dissent.

The Domino Shift may also occur on other planets


outside the system with the Star-faring races
Yesters and Rhones (not shown).

See Figure 3
Ly Mantok takes charge and immediately attacks
the Imperial military units which are now revealed
to be Line and Militia units; 6 to 4 rounds to 1-1
combat odds with 4 shifts total in favor of the
Rebels (3 for the Leader and 1 for the Rebel Urban
units in an Urban Environ). Rebel Player rolls a 2
on the die and looks under the 5-1 column on the
Military Combat Results Table; four damage
which eliminates both Imperial units; Imperial
rolls a 2 which does one damage but doesn’t
eliminate any Rebel units.
The Rebels have succeeded in their plans and
eliminated all Imperial presence on the planet’s
surface.

The Rebel Mission Phase is now complete.


40
Galactic Game, Turn 11
First Imperial Player Turn, Operations Phase
Strategic Assignment: Province 1 to Province 3
The Rebels have been working the Second
Province hard the last two turns, this is the second
Galactic Game Turn that Province 2 has not been
listed on Strategic Assignment. A rag tag rebel
fleet escaping the Atriard (14) system has settled
around Pronox (231) while Rebel mission groups
have just incited rebellion on the planet surface,
eliminating the Imperial Line and Militia.

See Figure 1
A Naval Elite around Lysenda (232) is unable to
respond due to Strategic Assignment restrictions.
Imperial Forces available to respond to this crisis
are two Patrol and two Line units at Orning (241),
a Veteran on Chim (311), and the Emperor with
an Army Elite at Orlog (162)
The Imperial response must get a military unit
onto the surface of Pronox by the end of this
Imperial Player Turn to prevent the planet falling
to Rebel control. To do this, the Imperial Player
must be careful not to have all his military units
intercepted as they move into the Orbit Box, and
the uncertainty of Hyperjump makes it difficult to
plan this exactly, so he will move his units in one
at a time.

See Figure 2
Imperial Player begins the Interplanetary
Movement Segment by leading with one Line unit
out of Orning , Hyperjump distance of two, rolls a
4 and makes it – tries to move to the surface of
Pronox but is intercepted by the 2-3 Rebel unit.
Next is a Patrol out of Orning, rolls a 2 and makes
hyperjump – decides to just enter the Orbit Box of
Pronox – Rebel declines to intercept since it didn’t
attempt to move to surface.
Imperial moves his last Line unit out of Orning,
rolls a 5 for Hyperjump and goes to Drift 1.
The Imperial Player winces, pauses for a second,
then decides it’s time to bring in the Army Elite,
flips it over to show the Rebel player so he doesn’t
need to roll hyperjump. It stops in the Orbit Box
and Rebels decline to intercept since it didn’t push
to the planet surface.
The Imperial Player flips over the Veteran on
Chim so he doesn’t need to roll hyperjump, and
attempts to push through the Orbit Box – Rebels
intercept with 2-1 Rebel unit.
Finally, the last Patrol on Orning rolls a 2 and
makes hyperjump and moves into the Orbit Box,
the Rebel Player declining to intercept.

The Military Space Combat Segment begins with


space combat in the Interception stack with the
Rebel units attacking. Four to six which rounds to
a 1 to 2 combat odds, Rebels roll a 3 which inflicts
no casualties, Imperial rolls a 4 which inflicts
three strength points – Rebels remove the 2-3 Wild
unit.
Imperial Player then decides to attack the Rebel
units in the Orbit Box not in the Interception stack.
Eight to six, Leader shifts cancel out, 1 to 1
41
combat odds, Imperial rolls a 2 which inflicts no
casualties, Rebels roll a 5 which inflicts no
casualties.

During the Character Movement Segment, the


Imperial Player declines to move any spaceships
with characters into this system.

See Figure 3
The Surface Military Movement Segment begins
with the Rebel Player deciding whether to Block
any of the Imperial Military units in the Orbit Box,
not in the Interception stack, from moving to an
Environ. He may block up to the number of
military units he has in the Orbit Box, not in the
Interception stack. Rebel Player has two units
capable of blocking, and he decides to block two
Imperial military units. The Imperial Player
chooses both Patrols to be blocked, and then he
moves the Elite Army with the Emperor to the Air
Environ.
During the Enemy Reaction Segment, the Rebel
Player moves the 4-3 Rebel military unit with a
Leader (Ly Mantok) to counter the Imperial
intrusion.

See Figure 4
The Environ Military Combat Segment begins
with the Imperial Player declining to attack the
Rebel units (The odds are not favorable with 5 to
6 odds and two shifts against him, one for the
Leader difference and the other for a rebel unit in
its Environ, for a final 1-4 combat odds).
That doesn’t stop Ly Mantok from counter
attacking with both Rebel units, 6 to 5 odds which
rounds to 1-1 with 2 column shifts making it 3-1
combat odds.
But the Rebels have one more card up their sleeve,
Professor Mareg sitting back in the Explorer
employs the Cervac MK V to fog the mind of the
Emperor – he now contributes no leadership to his
troops, and the final odds become 5-1 in the
Rebels favor. The Rebel Player rolls a 5 (doing six
damage) and routes the Elite Army, with an
Imperial die roll of 2 inflicting no damage. The
Emperor is captured by the Rebels. The Cervac
MK V makes it’s inoperative die roll with a 3.
42
See Figure 5
During the Orbit Organization Segment, all units
in the interception stack reorganize back into their
own respective stacks in the Orbit Box (Rebel
units in one stack and Imperial units in the other
stack).
With the Imperial failure to place military on the
planet surface by the end of his Player turn,
Pronox will become Rebel Controlled.
43
44
45
46
47
48
49
50
51

Kogus special characteristic of increasing ratings if


with Zina Adora cannot be modified by the “Helian
Drug”.
52
53
54
55

The title “Knight of the Empire” is not a title of Royalty


- not considered Royalty on Home Planets.
56

The title “Knight of the Empire” is not a title of Royalty


- not considered Royalty on Home Planet. The title “Knight of the Empire” is not a title of Royalty
- not considered Royalty on Home Planet.

The title “Knight of the Empire” is not a title of Royalty


- not considered Royalty on Home Planet.
57
58

The Helian Drug can be used to increase any one A Level 0 Up PDB becomes a Level 0 Up PDB with a
characteristic rating or special characteristic listed two column shift to the right on the Detection Table.
on the Character Card. It cannot increase a “0”
value characteristic.
59

Scrambler cannot be used in the Orbit Box. Character


must be in an Environ to place Enemy PDB Down.

May only disable one character per Phase. If the


Imperial Player has only one character in a character
combat that is disabled by “Cervac MK V”, that
character automatically suffers capture or death
(Rebel Player choice).
60
61

The Action Event “Populace Goes Wild!” will only


double the Force Points for the Environ where the
mission occurred.

The Action Event “Populace Goes Wild!” will only


double the Force Points for the Environ where the
mission occurred.
62

If the Planet Secret Trap! is revealed as a result of a


successful Gather Information mission on the Planet
Secret Imperial Archives, Trap! is immediately
removed from play and has no further effect in the
game – planet does not retain ability to guard
prisoners.

The Action Event “Populace Goes Wild!” will only


double the Force Points for the Environ where the
mission occurred.
63
64
65
66
67
68
69
70
71
72
73
74
75

Moments in the Galaxy left behind by the long-defunct the secrecy of the state religion; but there
Interstellar Concordance. was no open rebellion.
Galaxies dot the universe like
grains of spiraled sand; some host beauty Soon enough Janis and his Six hundred years passed before
and life, others strife and unrest. In one, followers had displaced the native priests the Empire began to change, subtly at first
the sentient races of the Order of Beings and had taken the shrine for their own. and then ever more quickly and violently.
have endured the absolute and oppressive The Idol of Unarpha proved to be just one Perhaps it was the in-breeding of the Janis
rule of the Eternal Empire for centuries. of the technological wonders that had lain dynasty. Then again, as many Rhones
The cruel yoke of the Empire stretches hidden for so long. To Janis, the use of who were not lucky enough to have Janis'
from star to star, encompassing every such gifts seemed quite obvious. He blood pointed out, "Absolute power and
known race of that troubled galaxy within would found an empire, one that would knowledge are their own corruptions."
its firm grasp. Proud Leonids, quick- last forever. Janis was never a modest Taxes were raised. The Imperial
witted Saurians, even the Piorad space man. elite lived in a truly mind-boggling style,
raiders are forced to bow to the self- Using the shrine's secrets, it was a style difficult for even a galaxy to
named Eternals. All pay homage – and not long before Janis' ships scattered to support. The Imperial navy, called the
heavy taxes – to the great and powerful the stars; well-armed seeds of Imperial Eternal Will, in the past had been called
Empire. pollination. Most of the races in the on only once or twice to put down alien
The first Emperor, Janis the budding empire were smart enough not to incursions by force. Now the Eternal Will
Lucky, had not planned on founding a resist the inevitable. World after world was felt as a heavy hand of internal
dynasty when he left his home planet, yielded and became subject races in the security under many skies. Then came the
frozen and asleep in a slower-than-light Eternal Empire. fearsome arrival of the Resolution and the
Rhone colony ship. When the ship finally What had begun as a small cult Planet Stabilizer, devices whose
touched down, after years of travel, Janis became a state religion, with Janis at its existence alone was threatening.
and the others found themselves on the head. Yet, the true secrets of the shrine on Technological races that could raise their
planet Unarpha, under the bright silvery Unarpha and of the idol were never quota of taxes were allowed to keep some
skies of the Ribexian sun. After being met known to more than a handful in all the form of their own governments intact.
by a native delegation of curious galaxy. Often their leaders were mere puppets,
Saurians, the colonists thought to re-enter but at least they were their race's own.
Janis the Lucky was not an evil Less fortunate races, those who were
their cold-pods and find a world man. In fact, the galaxy prospered under
completely their own. But the Saurians insufficiently developed and could not
his rule as more and more of the ancient meet harsh quotas, had their governments
offered friendship to the Rhones, and secrets were put to practical use. As the
invited them to live on Unarpha in forcibly toppled and taskmaster
faster-than-light drives were self- governments set up in their stead.
biracial peace – a peace that lasted only contained units, and could be tampered
two short revolutions of Unarpha around with only if one wished to be at the center Even then things could have
Ribex. It was Janis who, engaged in of a multi-megaton explosion, the races of changed. All it would have taken was for
studying a native religion, stumbled onto the galaxy depended on the Eternal the galaxy to fall under the sway of a
the secret of the Idol of Unarpha, part of a Empire not only for governance but for gentle, understanding and empathic
shrine in the depths of the Unarphan continued communication. Even at the Emperor. Instead, the next in line was
jungle. Janis, a trained physicist, soon beginning there were grumblings about Coreguya! Emperor Maxtross, who
divined the true purpose of the small idol the Empire's power, the centralization of fathered Coreguya, often erred on the side
– a self-contained faster-than-light drive authority, and there was even talk against of over-reaction and harsh strength. But
76
his son, Coreguya, was a weak, pitiable He immediately began to seek the traitors Fearing Mantok, Telmen had tried to
creature. who had released the secret information, dispose of him. In a better political
As the galaxy grew increasingly the holy information, to the rebels. His position than the Saurian, Telmen
hostile to the Empire, Coreguya turned agents seemed omnipresent. fabricated charges for which Mantock
further away from it all until the cries of The priest Oneste Woada fled his was tried and then released in disgrace
dozens of outraged races seemed to him small parish on his home world of Horon. from the service. Before he could be
like the whimperings of lower animals. Oneste had believed in the Idol of placed under house arrest, Ly Mantock
He was the Emperor of the Eternal Unarpha. In fact, he had believed so well, fled with a few loyal aides aboard a small
Empire and, as he often thought under the and seemed so loyal, that the higher craft, vowing that he would have revenge.
multi-colored leaves of his garden rest, he officials of the church had decided to Senator Vudot Vodot became one
was more than just a Rhone, he was little reveal to him the Truth and assign him to of the rebels' most outstanding crusaders
less than a god. He began to delegate one of the church's research squads. in the diplomatic arena. Vudot had once
more and more of his authority, leaving Unfortunately for the Empire, Oneste had been among the most respected of the
himself time for godlike enjoyments. If he always been an honest man; and an Imperial Senators, until he had the
had chosen the proper individuals to trust, honest man who held his own council. temerity to crusade on the floor of the
the galaxy might have known peace When he found that the Unarphan Idol – Senate for a weakening of the Imperial
again. But Coreguya was not a god, nor the center of the religion he had dedicated Knights.
even a fair judge of character. his life to – was a sham, it tore at his Others, such as Professor Mareg, a
Early in Coreguya's reign, the heart, but he hid his feelings under the botanist, and Doctor Sontag, a physician,
Order of the Imperial Knights, composed sound of a lively tongue. When at last he fled to the rebels for more intellectual and
of a handful of the Empire's finest was privy to the final secret – the faster- less physically pressing reasons. Still,
soldiers above the authority of even the than-light drive – he decided to start his their commitment to the cause was no less
Eternal Will, was placed under the control own reformation. than others'. For once having declared
of one man: Redjac. In his confused state The precepts of the religion he themselves as rebels, their lives too were
of mind, Coreguya saw viciousness as still felt were good. So, in his priestly on the line.
strength, cunning as wisdom, fanaticism fashion, he managed to contact a small To aid in his search for the rebel
as devotion, and unreasoning wrath a band of rebels and to them gave the secret upstarts, Redjac summoned Els Taroff to
velvet fist in an iron glove. Redjac. The of the drive. In this way, he hoped that the his side. Taroff, a Rhone from Liomax
name was whispered in countless Light of Ribex would truthfully help and an Imperial Knight, was an excellent
languages under the light of a hundred illumine the darkness. He had hoped to pilot and totally dedicated to Redjac.
stars. No matter what race, what planet, stay on Horon, but as Redjac's agents Though Redjac was an altogether evil
wherever that name was heard, terror drew closer, he had no alternative but to man, he had a mystique about him that
followed. flee. The rebels gladly received him, and often attracted the loyalty of his betters.
Though every Imperial starship his good will opened more hearts than the Redjac chose Els and one other, Jin Voles
had a sealed faster-than-light engine Empire's ever had. (a Segunden Imperial Knight), to seek out
(copies of the Unarphan Idol), and often By the time the rebels were almost a rebel stronghold and report back.
reports had come of fiery death met by ready, but for the lack of a decent war Redjac knew that if any could carry out
hapless souls who tried to open those fleet. Though they had the galaxy's finest the mission, it would be Voles and Taroff.
engines, at last word came that the worst technicians, such as the blue-skinned No sooner had they left his
of Coreguya's fears had been realized. Yarro Latac, still it would take much audience chamber than Redjac summoned
Imperial sub-commanders Saytar and work and time for the rebel cause to even the head of the Eternal Will, Admiral
Telmen brought news that at least one approach parity with the Eternal Empire. Barca. The Kayn entered, bowing to
band of outlaws had found the secret of Word went forth from star to star. Redjac, who in turn introduced Barca to
the drive. As this secret was the catalyst From Zakir to Luine, from Corusa to another Knight, Vans Ka-Tie-A. "We
of the Empire's power, the news threw Rorth; soon every world in the Eternal have learned," Redjac began, "that Prince
Coreguya into a complete and utter panic, Empire knew of the rebel dreams. Odene Hobar has fled Heliax with a rebel
during which he turned to Redjac. Especially affected were the less contingent, and others yearn to join him. I
"Loyal one," he addressed Redjac, technological races who slaved under the have already dispatched two Knights to
squinting his regal eyes against the effect Imperial taskmasters. The new Rebels seek out these criminals; but once a few
of one or another drug, "to you I do assembled from every star in the Empire of them have been hunted down, we
bequeath this power." Then, with shaking and for every reason, good and bad, that should use diplomatic means to learn their
hands he passed to Redjac his scepter of might drive an intelligent creature. intentions.”
authority. "Take this, and rid my Empire Prominent figures of royalty such as "Diplomatic?" Barca asked,
of these vermin." He fell back into his Drakir Grebb, Odene Hobar, and Zina aghast. Redjac shrugged. "An opponent
throne and once more began to hum the Adora allied themselves with the rebels. who thinks you are negotiating with him
Piorad-inspired ballad upon which he was Then there was Ly Mantok, a will fall all the swifter to your first blow".
working. Redjac smiled, his black eyes Saurian battlefleet commander who had
glittered, he bowed and clasped the "And gentlemen," spoke a soft
once been a prospective Imperial Sub- voice from the doorway, as alluring as it
Imperial symbol close to his sinewy Commander – which led to his personal
chest. Now, with power over both state was Imperial, "our blow will be less than
feud with Sub-Commander Telmen. gentle!" All turned to regard Thysa
and war, Redjac knew himself supreme.
77
Kimbo as she entered the chamber. cleared to an invisible transparency while eyes as she added, "No matter what the
Illegitimate daughter of Emperor the room lights dimmed. In holographic cost!" Redjac laughed as the stars above
Coreguya, she saw herself as the galaxy's wonder, the stars of the Eternal Empire flickered; they seemed to him like candle
pre-eminent female. Some said that she appeared, blazing down on the assembly flames waiting to be snuffed. "Let us,"
sought the throne. Even Redjac bowed as if they were all suspended, weightless Thysa declared, "plan our total victory."
gallantly to her, his thoughts concealed. aboard a glass-hulled starship. And there was no longer peace in
She strolled languorously across "These are ours," Thysa motioned the galaxy.
the room to a control console and touched in a sweeping gesture to the projected
a switch-sensor. The ceiling seemed to stars. "They will remain so. They will be
take on a hemispherical shape, then ours eternally!" She looked into Redjac's

Galactic civilization prior to the Interstellar


Concordance was a fleeting, transitory event. The Hyper- The Interspecies Genetics Project was the grand
dimension, and thus faster-than-light drive, had been triumph of genetics research. Founded at the height of the
discovered but there was no method of faster-than-light Interstellar Concordance by the legendary Doctor Ptolus,
communication. The fastest way to send a message – was its goal was to successfully mix traits of races that had
by spaceship, which, due to the untamed currents of evolved separately. After forty years of experimentation,
Hyper-space, could take months to get to its destination. the Project was an unqualified success. It was found that
While individual planets became highly civilized, there Rhone genetic structure had a peculiar relationship with
was no real galactic community – merely groups of the genetic structures of almost all the other races in the
traders, who formed the only means of contact between Concordance; with a little prodding, the genes of Rhones
star systems. could unite with genes of the other races to produce
This all changed when the Segundens discovered a healthy, viable offspring.
new use for the Hyper-dimension; a means of These hybrid races had all the essential qualities of
instantaneous interstellar communication, and with it, their parent race, but the addition of the Rhonish genetic
greater control of the dimension itself. Soon the material made them all bipedal, with two arms, and
possibilities for interstellar trade, economic competition, capable of breathing a nitrogen/oxygen atmosphere in
and technological achievement spurred the galaxy's races addition to the atmospheric mixture of the parent race....
from their isolationist slumber. With Hyper-space now The Segunden and Piorad hybrids came to look so like the
acting as a vast interstellar highway network, a galactic Rhones that for a time the Interspecies Genetics Project
stock exchange came into being, along with many was accused of substituting Rhone fetuses in the
interstellar businesses and trade ventures. The desire for experiment, but this was disproven after analysis by
exploration burned in the minds of peoples who had not independent observers.
built spaceships for thousands of years.
A look at the parent Saurian race and the hybrid
With interstellar commerce came interstellar Rhone/Saurian race gives a good example of what radical
government. Five hundred years after the Segunden changes had been made. The parent Saurians had eight
discovery, the Interstellar Concordance (often referred to limbs, a large under slung jaw, and foot long fangs
now as the Golden Age) was formed. Never has a characteristic of the reptilian phylum. The hybrids were
democratic system of such scope existed. erect bipeds, with an anatomical structure that was
— All About the Galaxy identical to the Rhones' except for the head, which retained
5775, Tamset Univ. Press its reptilian features with the fangs sizably reduced.
— Genetics of the Golden Age
5759, Adare Digest, Vol.
XI, Nr. 3
78

As the Genetics Project produced ever greater In this 500th Year of the Empire, the Order of
numbers of hybrids, they left their breeding grounds and Imperial Knights is hereby established. Its members shall
traveled to the worlds of their respective parent races. They never falter from their purpose on pain of death; that
were not met with the acceptance they hoped to find. purpose being to protect the person of the Emperor Eternal,
While a few parent races accepted their new relatives and to protect and preserve the Eternal Empire, and to give
calmly, others thought the hybrids ugly, repulsive life, fortune or honor, if need be, to accomplish these
travesties. Most of the hybrids found themselves restricted goals.
to tiny areas, cut off from the outside world. — Buel Terlif, Most Senior
But the hybrids had the same vigor and the will to of the Imperial Knights
live that the Rhones possessed. They tended to breed
prodigiously despite their cramped relocation camps. Soon
they could not be contained, and began taking what they
thought was rightfully theirs, if it was not being
provided ... thus began the Galactic Extermination Wars.
The hybrids and the elder races battled with one another, ... The most popular conception people have
each growing to hate the other more as time went on. It nowadays of the Galactic Rebellion is that it was indeed
was not an interstellar war, but a simultaneous civil war on galactic in scope. It is a romantic image, of populaces
almost every planet in the Concordance. flocking to the Rebel banner, of brave people dying as
The Rhones were not immune to the consequences martyrs so that others could be free, of the daring exploits
of the Wars. It was a foregone conclusion that the highly of people to convince the Empire that they were being
adaptable hybrid races would win their struggles and cruelly suppressed.
become the new race of Segundens, Saurians, Suvans, and This is false. The vast majority of planets could not
so forth. But as each race established its dominance, it laid produce spaceships that would slow down an Imperial
the blame for the cause of the holocaust on the Rhones. Dreadnought for more than two seconds. Also, most
Soon the accusation spread across the Concordance that planets were not important to the Empire in any case. The
the Rhones, unable to conquer the galaxy by military only worlds suppressed were those for which suppression
means, had done so genetically. was merely convenient. There were only two dozen
The Extermination Wars continued for years of systems, some four dozen planets that really made the
ever increasing destruction, drawing even those who had difference.
no complaint or reason to be involved into the conflict. The As for the martyrs – despite their brave efforts, only
Interstellar Concordance faltered and fell as all member those who knew what they were doing, who had been
planets utterly destroyed everything of value and beauty in planning for the Rebellion and had formed a course of
their fanatical drive for local domination. When it was action, were of any use in the Rebellion at all. There were
finally over, the Concordance was already fading to only a dozen of these individuals on the Rebel side when
legend, its greatest achievements now mysterious relics. the Rebellion started, and very few others joined them in
The survivors, mostly hybrids and Rhones, once again the conflict.
lived on planets isolated from one another by the vastness
of space. My mother was one of those influential people ...

— Genetics: Threat or Menace? …There are those who say that the Empire's defeat
5761, Adare Digest, Vol. was inevitable, and I agree. So why would we have been in
XIII,Nr. 18. such a panic over the Rebellion, why should it dominate
our histories and our minds the way it does?
The Imperial arm cracked down hard whenever it
could, mostly on those most readily available – the
innocent. Every week that the Empire stood inviolate after
the Rebellion started meant that millions of people had
been executed, or worse. It was the moral responsibility of
those who rebelled to assure that it was swift, and that as
few as possible felt the unjust lash of Imperial retribution.
To this day, it is scarcely to our credit that so many
had to die for freedom, not knowing what they were dying
for, or why the Imperial troops destroyed their homes and
their loved ones ....
— Zina Adora: A Biography
By Zan Adora, 5849
79
DREAMS OF EMPIRE moving down to the planet’s surface. by just asking properly (i.e. with a single “D”
[20.71] (amendment) Character spaceships mission letter). Of course, an “R” mission letter
(A Charles Duke variant) will also work if the loyalty marker is in Unrest.
First introduced in The Boardgamer Magazine, undergoing a fleet detachment attack may add
their Cannon rating to their Shield rating before The two-column shift in combat still occurs and
January 2002. A variant for the Galactic Game represents the population going to extremes to aid
Campaign Scenario. Replaces action draws with subtracting this value from the single highest
Space Strength of an Enemy military unit. the Rebel cause. Otherwise, treat exactly like the
dice rolls, increased mission success, simplified Welcome Rebels planet, coup ratings and
interception and space combat mechanics, [22.0] (amendment) For Space Combat there is Sovereigns remain in effect, it participates in
expanded involvement with Sovereigns, massive no separation of interception and non-interception Dominos, loyalty marker moved to Dissent, etc.
battles, and much more… All 2nd edition rules stacks. If there is an interception stack in the Orbit
remain in effect with the following amendments: Box, one global combat must occur during the Drug World: Ignore the part about a wound every
Space Combat segment between all opposing turn. However, wounds caused by other events
[6.0] (amendment) Characters that are eliminated still cannot be healed while on the planet, and
through the course of play are dead and never military units in the Orbit Box, after which
surviving forces are no longer considered in an characteristics are still increased.
return to the game. However, for every character
that dies a substitute becomes available in the form interception stack; if the non-phasing player Clone World: Eliminated characters are dead and
of a Promising Young Rebel Officer (PYRO) or intercepted every enemy unit present in the Orbit gone forever. The Clone World now represents the
an Unknown Junior Imperial Knight (UJIK). In Box, then he is the attacker, otherwise the phasing place where the best livestock of the Empire is
fact, replacements are received for dead PYRO’s player is the attacker. If there was never an cloned; the Imperial receives 3 resource points
and UJIK’s as well, as long as the total Rebel interception stack in the Orbit Box, the Phasing every Resource Phase that he controls this planet.
characters don’t exceed 20 and the Imperials don’t Player may declare space combat between The Rebel gets double resource points for his
exceed 12. However, a maximum of 5 PYRO’s opposing military units in the Orbit Box. If he Resource Track when this planet rebels, after
and 3 UJIK’s can be in play at any given time. declines, the non-Phasing Player may declare which the attribute is lost.
space combat. If such a combat is not declared, the The Galactic Event “Radical Cloning Experiments”
Once available, substitute characters are acquired Phasing Player (only) may declare space combat
as normal through either a Gain Characters (G) is now interpreted as follows: Three randomly
on an Enemy-controlled PDB. selected eliminated characters from either side,
mission or as an event on the Missions Table.
[22.12] (amendment) There may only be one weren’t dead after all, but only lost or captured or
An UJIK can receive an Imperial spaceship. combat in a single Orbit Box in a single Space grievously wounded. They have now been found
[10.3] (amendment) Massive Battles: If the total Combat Segment: one global combat between all (if lost), escaped (if they had been captured), or
added strength points of both sides in Environ or military units in the Orbit Box or combat between were nursed back to health in secret by charitable
Space Combat is 20+, double combat results. If the Phasing Player’s military units and an Enemy- locals (if wounded), and are now available to their
the total is 40+, triple combat results. controlled PDB. respective players. Note: if you draw one of these
[12.16] (amendment) Squad strength for [22.21] (amendment) A PDB may aid the defense and the total character limits would be exceeded,
character combat will be based off the unit type of military units undergoing attack during the one remove the corresponding PYRO/UJIK from play.
generating the squad. After a successful search, global combat in the Orbit Box if defending; a [33.32] (amendment) Militia Units (1-0) can be
use the squad from the best unit present. For PDB may never aid an attack. built on any friendly-controlled planet, one per
random events, choose randomly among the units [23.0] (amendment) Any domino effect that planet each Resource Phase, even if the province
present to see which one generates the squad. +2 allows the player to move the loyalty markers on is not currently being taxed.
to squad endurance if a leader is stacked with the two distinct same-race planets (such as going into [34.41] (amendment) Militia Units (1-0) can be
military unit generating the squad (does not apply rebellion), may instead choose to move the loyalty built on any friendly-controlled planet, one per
to random event squads). Squad Chart Variant marker on the race's home planet. planet each Resource Phase, without the need to
[13.31] (amendment) Missions will be executed [25.1] (amendment) Sovereigns may now be reveal the Rebel Secret Base.
with dice rolls on the Missions Table in lieu of summoned on planets in any control state (i.e. [36.2] (amendment) When either Player is
drawing Action Cards from the Action Deck. One Imperial Control, Rebellion, Rebel Control, and resolving missions and rolls the Action Event,
2d6 roll is made for each “Action Draw” that Rebellion Stopped.) Rebel Sovereigns summoned “Imperial Player may commit Atrocity” the
would have been made from the Action Deck. on planets with the loyalty marker in Unrest will Imperial Player may immediately do so on any
Colored d6 represents the tens column, white d6 cause a “Rebellion”. Imperial Sovereigns Planet.
represents the ones column. Dice rolls can be summoned on planets in Rebellion or Rebel
repeated (i.e. the same result rolled, thus earning [36.23] (amendment) The Galactic Event
Control will cause a “Rebellion Stopped”. “Emperor in a Rare Mood” allows the Imperial
the same mission letters repeatedly).
[25.2] (amendment) Summoned Sovereigns will Player to commit one Atrocity per Player Turn on
[13.4] (amendment) New Action events include also provide the +2/–2 bonus draws for Diplomacy any planet without the need for the Action Event
“Gain Ally”, “Find Possession”, and “No Abort missions performed in their Environ (a previously “Imperial Player may commit Atrocity” being
Mission”. “Gain Ally” has the same effect as a neutral Sovereign would give the bonus for its side rolled.
successful Gain Characters (G) mission, “Find if summoned). Dead or captured Sovereigns do
Possession” the same effect as a successful [36.34] (amendment) When the Planet Stabilizer
not provide the bonus. halts a planet’s rotation on its axis, everything on
Scavenge for Possessions (P) mission, and the
“No Abort Mission” prevents the mission from [25.24] (amendment) Summoned Sovereigns, the planet’s surface is destroyed and only the
being aborted by any subsequent random event. although always detected for Assassination Planet Stabilizer in the Orbit Box is destroyed. No
Case 13.42 applies to these new events as well. purposes, are not subjected to searches when alone other units in the Orbit Box are affected. The Orbit
not stacked with military units. They are attacked Boxes of destroyed planets are still usable and
[13.6] (amendment) Bonus dice rolls are made in by an enemy squad when all the military units Space Combat can still occur in them.
lieu of drawing “Bonus Draws” for those mission stacked with them are eliminated in combat, and
that qualify for Bonus Draws. [38.5] (amendment) Variant Victory Levels
also become vulnerable to wounds and capture
[15.52] (amendment) The state of the PDB is when going along on friendly missions. Captured Imperial Absolute: 0 VP’s
irrelevant to the conversion of Rebellion to Rebel Sovereigns are still removed from play. Imperial Decisive: 1-9 VP’s
Control; if there are only legal Rebel military units Imperial Substantial: 10-17 VP’s
[31.0] (amendment) Specific planet secrets are
on the planet at the end of an Imperial Player-Turn, modified as follows: Imperial Marginal: 18-25 VP’s
that planet becomes Rebel controlled. Planet Rebel Marginal: 26-33 VP’s
Control Summary Variant. Mutant Planet: The races on the planet still exist,
Rebel Substantial: 34-41 VP’s
although altered, and can participate in domino
[20.31] (amendment) If opposing forces still effects. Rebel Decisive: 42-50 VP’s
occupy the Orbit Box during the Surface Military Rebel Absolute: 51 VP’s
Movement Segment, every non-phasing military Living Planet: Ignore the part about a living
sentient being. This is a Super-Welcome-Rebels Victory scored after 20 Galactic Game Turns;
unit may Block one phasing military unit from there are no instant victory conditions.
population, which will be sparked into Rebellion
80
81

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