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15 Ship Miniatures 12 Ship Cards 48 Outfits (4 Each

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(LoS) it attacks with a d8 Missile. and has a clear Line of Sight on this card. 2,000cR Bounty Bounty Bounty on starts with +1,000cR tScoundrel innocent, place%FGFODF*GBUUBDLFE.with one d8 shield. rel kills an Defence: If attacked Enforcer defends FSDIBOUEFGFOETXJUIPOFd8 tIf Scount shield. one d6 shield. the Enforcer. To kill: 15 s with Damage this card. destroys Markers rel defend or Markers or higher 12 Damage To kill: d Scound rel. higher destroys the Merchant. attacke s the Scound On kill: Defence: If Collect destroy any card +2Fp. Credits this higher on thisAdd any Credits on s or Collect card +1Fp. Add +1,000 On kill: Bounty. e Marker Cargo +1Fp.are dropped Cubes Bounty. To kill: 10 Damag where Merchant this card and on +2,000cR died. © Far Off Games Credits any 037/200 036/200 LLC On kill: Collect LLC 1,000 cR 3,000 cR d20 d6 1,000 cR 2,000 cR 3,000 cR d8 d6 d12 » 2,000 cR d8 2,000 cR d12 3,000 cR 2,000 cR 1,000 cR d6 d8 © Far Off Games d12 © Far Off Games » » » » 1,000 cR player on your right. your right. nd player on Passengers from: Steal: Fly adjacen Target: Seco Pick-up: t to target ship and make a theftship. attempt from(d20) pickup to the target by distanceroll destroydetermined andPayment Hunt: Find Payment determin delivery. ed by amount of targeted ship. goods stolen. tier of the ined by the 1-5 Detected! 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Ever.” off to Red Gulch. and head they don’t Target: Second Make sure 52 Mission Cards d8 48 Outfits (4 each) Victory Marker Fame Point Track 19 Sector Tiles 4 Dice 24 Markers 1,000 cR 60 Damage Markers 18 Exploration Tokens 60 Cargo Cubes 35 Credit Chips 058/200 076/200 (In a 3 player game don’t place TK-421). Xia is a 3-4 player sandbox style competitive space adventure. Each player starts as a lowly but hopeful captain of a small starship. Players fly their ships about the system, completing a variety of missions, exploring new sectors and battling other ships. Captains vie with each other for Titles, riches, and most importantly Fame. The most adaptive, risk taking, and creative players will excel. One captain will rise above the others, surpassing mortality by becoming Legend! Ignore NPCs: Remove the NPCs from the game and ignore all NPC related cards. Strategies / Outfits: For your first playthrough here are some basic strategies and Outfit combinations. We recommend each player pick one and try it with the goal being understanding the mechanics of the game, rather than flat-out victory. • Explorer: Buy Uber Engine. Your goal is to explore new Sectors and collect as many Exploration Tokens as possible. • Trader: Buy Lite Engine & Lite Shield: Fly to Azure and purchase pink Cubes with your 1 remaining Credit. Fly to Kemplar II and sell for profit. Use Shield incase of being attacked. Because of the complexity of the game we have the following recommendations for the first time you play: • Worker: Buy Engine & Lite Shield. Fly to nearest Mission Point, Draw Missions. Look for Research and Shuttle Missions to complete. Read all the rules first: I highly recommend this. You will be much happier! • Pirate: Buy Lite Engine & Blaster. Attack everything that moves. Focus on ships with Cargo Cubes or Bounty. Play to 5 Fame Points: This will keep the game short and sweet. Starting Sectors: Use the following Sector tiles instead of random ones: Azure, Burning Horse, Kemplar II, TK-421. While at first some of these strategies may seem stronger than others, keep in mind the random nature of the board layout (during regular play) players will have to adapt and change strategies to succeed. 1. Take the Sector Tiles. Shuffle and place face down in a stack within reach of all players. 2. Deal the top four (or three for a three player game) sectors face up one at a time, lining up the edge symbols to the previously laid sector as shown. 3 2 • If the Xia or Lost Sector are drawn, re-shuffle them into the deck and draw another tile. 3. Take the Exploration Tokens. Shuffle face down in the play area within reach of all players. Place a Token on any starting tile with an Exploration Point. 4 1 4. Take the Mission cards. Shuffle and place the deck face down in play area within reach of all players. 5. Take the Title cards. Shuffle and place them face down in play area within reach of all players. 6. Deal out one How To Win card to each player. 7. Take the 3 NPC cards. Shuffle and deal one face up to each player. (In a 4 player game the dealer doesn’t get one.) Players take the corresponding NPC miniature and place it on the NPC card for now. 8. Set the 4 dice in the play area within reach of all players. The dice will here on be referred to as: d6, d8, d12 and d20 respectively. 9. Place the Cargo Cubes in the play area within reach of all players. 10. Place the Damage Markers in the play area within reach of all players. 18. In the same order as ship selection, each player may now spend their Credits to purchase Outfits. The Outfits are placed in their Ship Card’s Hold. Players may only purchase what will fit in the Hold. Players do not have to spend all or any of their Credits at this point. 19. The game is now ready to start! The player who picked their ship last takes the first turn. Player’s turns consist of three phases: 1. Take Actions The Actions phase includes fighting, flying, using abilities, collecting, trading, and missions. A player may continue taking actions until they cannot, or do not, wish to take more. When player is done taking actions they may do Business. 2. Do Business (optional) The Business phase is done only if a player ends his Action phase on a planet space. Doing Business includes recharging/repairing your ship, buying/exchanging Outfits, and purchasing a new ship or Fame Points. If the player is not on a planet then the Business phase is skipped. 3. Update Status The player’s turn always concludes with the Status phase. During Status, players re-arm their Markers, Draw Titles, count Fame Points, and possibly claim Victory. Once a phase has been started a player cannot go back to a previous phase (ex. A player cannot do Business then go back to Actions). After updating Status the player’s turn is over. Play continues clockwise around the table until a player achieves Victory. 11. Take the Credit chips. Give 3,000 cR (3 white chips) to each player. Place the rest of the chips in the play area within reach of all players. 12. Take the Outfits, separate them and set them in the play area within reach of all players. 13. Set the Fame Point Track in the play area. 14. Take the Victory Marker. Players now decide how many Fame Points to play to by placing the Victory Marker upon the chosen number on the Fame Point Track. 15. Take the Ship Cards and matching Special Ability Cards. Separate the Tier 1 cards (Swamp Rat, Numerator, Easy Tiger, and Puddle Jumper). Set the Tier 2 and 3 cards aside for now. 16. Each player now rolls the d20 for ship selection. The player with the highest roll chooses a Tier 1 Ship Card and takes the matching Special Ability Card and Miniature. • The Miniature is placed on the Spawn Point on the sector closest to the player. Spawn Point • The player with the next highest roll then picks and so on until all the players have selected their starting Tier 1 Ship Card, Special Ability Card, and Miniature. 17. Each player now takes a set of Markers. • Players place one of their Markers on the Fame Point Track at 0 (Unknown). • One Marker is placed on highest number on their Ship Card's Energy meter. • The remaining four Markers are placed on their Ship Card under Armed. 1. Take Actions The first phase of a player’s turn is taking Actions. To take an Action a player follows these steps: • Declare: Player declares which action he is taking. • Spend / Roll: Player spends any required Energy or Armed Markers and rolls any dice. • Resolve: The action is then resolved. (ex. Player 1 first declares he will take a Move action using his Engine Outfit. He spends an Armed Marker on his Engine and rolls the corrisponding die with a result of 5. He then resolves the action by moving his ship 5 spaces on the game board. The action is now over and he may proceed to take another action.) A player may continue taking actions until either they do not wish to take any more actions, or they are unable to take more actions. (These actions will be covered in more detail later) The available actions are: Move • Engines: Armed Markers can be spent on Engine Outfits to move. • Impulse: A player may move spaces equal to her ship's Impulse. Attack • Blasters: Armed Markers can be spent on Blaster Outfits to attack. • Missiles: Armed Markers can be spent on Missile Outfits to attack. • Ram: Armed Markers can be spent on Engine Outfits to attack. Missions • Draw Missions (Minor): A player on a Mission Point may draw Mission Cards. Provided the player has no current Active Mission. • Mission Objectives: A player may complete the objectives stated on their Active Mission card. • Complete a Mission: A player may turn in their completed Mission for payment at the final Mission Point shown on the card. Cargo Cubes • Buy Cargo Cubes: Players may purchase Cargo Cubes from a planet’s “Buy” space. The cost is 1,000cR for 2 Cargo Cubes. • Mine / Salvage / Harvest: Players may Salvage, Mine, or Harvest Cargo Cubes from the correspondingly marked spaces on the board. • Sell Outfits: A player may sell any undamaged Outfits for half the cost of the Outfit rounded up. • Rearrange Hold: Players may rearrange any items in their ships Hold except Damage Markers or Outfits with Damage Markers. • Buy New Ship: Players may purchase a ship that is one tier higher than their current ship for the Credit (cR) price displayed on the ship's card. • Buy Fame 5,000cR: A player may purchase 1 Fame Point for 5,000 Credits (cR). When the player is done with the Business phase they move on to Update Status. • Sell Cargo Cubes: Cargo Cubes can be sold at planets “Sell” spaces. The player receives 1,000cR per Cube. • Collect Cubes: Cubes that are on a board space can be collected by a ship in same space as the Cubes. Explore • Scan Sector: A player adjacent to an unexplored edge may draw a new Sector tile from the deck at a cost of 1 Energy. • Blind Jump(Minor): A player adjacent to an unexplored edge may draw a new sector from the deck and move into it. • Collect Exploration Tokens (Minor): Players can collect Exploration Tokens from Exploration Spaces. Tokens might hold: 1 Fame Point, 1,000cR, or nothing. Other • Special Abilities: Some special abilities are designated to be used as an action. Once used, abilities are exhausted, and must be refreshed before using again. • Rescue a Stranded Player: A player may rescue an adjacent player who has no Energy/Armed Markers by giving them 2 Energy. • Jettison Cargo (Minor): A player may discard their current Mission card or jettison any Cargo Cubes in their Hold. Minor Actions Of these actions some are marked (Minor). Minor actions may be taken during a Move action without ending the movement. 3. Update Status Status is a brief update phase. When the Action and Business phases are complete the Status phase begins. During the Status phase the player will complete these steps in order: 1. Claim Fame: The player claims any unclaimed Titles and Fame Points that he has acquired this turn. If at this time the player reaches the Victory Marker, the game ends and the player claims Victory. 2. Draw Titles: Titles are drawn the first time a player’s Marker reaches a purple space on the Fame Point Track. (ex. The first player to reach 3 Fame Points will draw a Title Card, but the next player to reach 3 Fame Points will not.) 3. Refresh Special Ability Cards: Any exhausted Special Ability cards are now refreshed by flipping them face-up. 4. Arm Markers: The player may Arm any spent or disarmed Markers by moving them onto the Armed spaces of his Ship Card. • Each Marker costs 1 Energy to move to an Armed space. • If a Marker is not armed, it is placed on a Disarmed space (no markers should be left on Outfits). • When Arming Markers while on a planet, players do not have to spend Energy. (ex. You use an Engine as a Movement action, roll a 5, move 3 spaces, Blind Jump, move 1 space, collect an Exploration Token and move one final space. However, if you were to Scan the sector instead of Blind Jump, you would have to end your Move action, thus discarding the remaining 2 movement.) After the action phase, the player may move on to the Business phase. 2. Do Business (optional) To do Business, a player must be on a planet space (inside of a Planetary Shield). If the player is not on a planet this phase is skipped. Once a player starts the Business phase, they may not take any more Actions this turn (The ship is considered to have landed on the planet). Players may do as much business as they wish or have Credits for. Players may do the following during the Business phase: • Recharge Energy: A player may recharge his Energy meter up to its maximum for free. (When Arming Outfits while on a planet, players do not have to spend Energy) • Repair Damage: A player may spend 1,000 cR to remove all Damage markers from their ship. • Buy Outfits: A player may purchase new Outfits. (Provided there is space in their Hold.) Players achieve Victory through a Fame Point system. Players can earn Fame Points in a variety of ways. Completing missions, besting ships in combat, purchasing higher tier ships, selling Cargo Cubes and claiming Titles are all ways that players can earn Fame Points. When a players Marker on the Fame Point Track reaches the Victory Token the game is over and that player wins the game. The winning player receives eternal glory(!) and proceeds to read aloud the Victory Story on the back of their Ship Card. Ships take up one space on the board. Ships are moved on the board by Engines, Impulse, and Special Abilities. No more than one ship may occupy a single space on the board at a time, however ships may move through occupied spaces. Fame Point Track At the beginning of the game, each player places one of their Markers on the Fame Point Track at “0 - Unknown”. As players claim Fame Points they advance their Marker up the Fame Point Track. Victory is achieved when one player’s Marker reaches the Victory Token. • Variable Game Length: At the beginning of the game, the players specify the number of Fame Points needed for Victory. They do this by agreeing on a number and placing the Victory Token on the Fame Point Track at that number. The recommended number for beginners is 10 Fame Points, however players may choose to play shorter games to less points, or longer games to more points. How to Earn Fame Points There are a variety of ways that players can gain Fame Points (Fp): • Explore: Players may collect Exploration Tokens, some of which are worth one Fame Point (Adventurous pilots can earn a name for themselves exploring new Sectors). • Missions: Each mission completed is worth a Fame Point (Earn a reputation by doing jobs). • Combat: Destroying another ship is worth Fame. The higher the Tier of ship the more Fame Points they are worth. Tier 1 ships are worth 1 Fp, Tier 2 are worth 2 Fp, Tier 3 are worth 3 Fp (Become known for your fierce prowess). • Trade: Selling all the Cargo Cubes in a ship’s Hold is worth 1 Fp. Even if the player is only selling one Cube, it still counts as “all the Cubes in the Hold”. (A clever capitalist can be just as famous as a vicious pirate.) When taking damage: Spend 2 Energy and roll d20. Each ship in the game has a unique Special Ability Card. Special Abilities are powers that help the player in a unique way. 1-4 Nothing happens. 5-11 Dodge up to 5 damage. 12-19 Dodge up to 8 damage. 20 Dodge all damage. Dodge works against all kinds of damage taken (with the exception of unblockable damage). Energy Cost E © Far Off Games LLC E 009/200 Use: At the top of each card it will specify how the ability is to be used (ex. As an Action, or As Defense). To use the player spends the Energy specified then follows the directions on the card. Most special abilities require the player to roll the d20 to determine the outcome. Exhaust: After a Special Ability has been used the card is flipped face-down, it is exhausted and cannot be used again until it is refreshed. Refresh: During the Status Phase of the players turn all Special Ability cards are refreshed and flipped face-up to indicate they are ready for use again. New Ship: When a player purchases a new ship they will retain the Special Abilities of their previous ship(s).(ex. When a player reaches Tier 3, his ship will have 3 unique Special Abilities.). Players may use each Special Ability Card once per turn. (Read each Special Ability Card for more details.) • Ships: Purchasing a new ship is worth 1 Fp. During the Business phase of a players turn, if the player purchases a new ship, they also earn 1 Fame Point ( A ship directly correlates to one’s status). • Wealth: Players may purchase 1 Fame Point for 5,000 cR (Money can buy a great deal). • Kindness: Rescuing a Stranded player is worth 1 Fp (It’s not always tooth and nail to get ahead. People remember mercy). • Titles: Claiming Titles is worth 1, 2 or 3 Fame Points. (A Title is a mark of fame) Markers are used to keep track of Fame, Energy, and are spent to use Outfits. At the start of the game one Marker is placed on the Fame Point Track, one is placed on the player’s Energy Meter, and four are Armed to be used on Outfits. Outfits: Each ship holds 4 Markers that can be Armed and subsequently spent to use Outfits. These 4 Markers are kept separate from the Marker keeping track of Energy. (See: Outfits - for more details) Spending: To spend the player moves one Marker from an Armed space on the Ship Card to a Use space on the Outfit being used. The player then rolls the corresponding die for that Outfit and resolves the roll. Ships are the player’s representation in the game. Each ship has a Ship Card, Ship Miniature, and Special Ability Card. Ship miniatures occupy one space on the game board at a time. Ship Cards are set infront of the player and contain valuable information. Ship Special Abilities allow the player to perform unique and powerful actions. (Each player only controls one ship, this isn’t a fleet battle...) Spending Armed Marker Arming: During the Status Phase a player may spend Energy to rearm Markers at a cost of one Energy per Marker. To Arm the player simply spends one Energy and places the Marker on one of the Armed spaces on their Ship Card. Disarmed: During the Status Phase, Markers that have been spent but have not been Armed are placed on Disarmed spaces. The Ship Card is placed face up in front of the player who owns the ship. The ship card contains information about the player’s ship. Displayed on the ship card are: 2 1 5 1. Name This is the name of the ship. 2. Tier Ships are either Tier 1, 2 or 3. 6 0 2 4 6 8 10 12 1 3 5 7 9 11 4 3. Hologram This is an image of the ship. 4. Impulse / Hold Size / Price • Impulse represents the number of spaces that ship may move for “free”. (See Movement for more details) • Hold Size is a quick reference for how many spaces are in the Hold. • The Price of a ship is the amount of Credits a player has to pay to purchase the ship. 5. Hold The cargo Hold represents the physical capacity of the ship. 8 2 7 3 E Spending: To spend Energy, a player simply moves their Marker down the Energy Meter the number of spaces required. Impulse: 3 Hold: 13 Price: 5,000cR Recharging: During the Business phase, if a player is on a planet, he may replenish his Energy for free. The player moves his Marker up to the maximum number on his Energy Meter. Stranded: If a player has no Energy and no Armed Outfits they are Stranded. A stranded player cannot do anything except move their ship’s Impulse. STARFRAME Make: Bu-Tech Model: Prowler Class: *Deprecated-Scout-Navy Time Since New: 58,527 9 A ship’s Energy is a rechargable resource. Energy is spent to arm Markers, use Special Abilities or Scan new Sectors. POWER CORE Core: Rook Mk VII Cycles Since New: 37218/44760 AVIONICS Flight System: NAV G-EFIS Comm: Quad Herst MultiFrq Navs: Peery - VectorCalculator™ Transponders: NAV G-CRF Ship AI: MilGrade I - Non Sentient INTERIOR Brown leather with metal floor grids, crew seats with 5 point harness systems. EXTERIOR Kemplarian Navy Camo. OPTIONS - Automated turreting system - Fully refurbished kitchen 10 11 Usually captains pick their ships, but, on special occasions, a ship will pick it's captain. Or that's what the salesman told you. At first you could hardly stand to part with your first ship, you always were a softie at heart, but you couldn't pass up this "once in a lifetime" offer. The Prowler is an ex-military patrol ship, usually used for scouting missions, and perfect for a freelance captain such as yourself. You rode the Prowler like a horse to victory! Fame has washed up on your shore, and crowned you with power! In the halls of the officials of Kemplar II minstrels are writing ballads of your deeds. You use your newfound fame to better the galaxy! When your mortal frame has long since left this existence, your name and deeds will live on! 6. Energy Meter This meter keeps track of the ship’s Energy. 7. Armed / Disarmed Spaces Armed spaces are used to hold player Markers that are currently ready to be spent on Outfits. Disarmed spaces hold Markers that are waiting to be Armed. 8. Bounty Bounty credits are placed here. 9. Ship Technical Information Here are the statistics for the ship. These have no bearing on the game's "mechanics", but that doesn't mean they aren’t important. 10. Back Story The ship's back story is located here. This is intended to be read when a player first purchases the ship. 11. Victory Story This story details the events that take place if this player obtains Victory, like an epilogue. It is intended to be read aloud to all the players only once the player has won the game. The Hold is the ship’s cargo hold grid. It represents the physical capacity of the ship. Outfits and Cargo Cubes are kept in the Hold. Each ship has a unique layout of Hold spaces. Players may arrange Outfits in the Hold for maximum use of space. A player may not have more Cargo Cubes or Outfits than she has space for in her Hold. • Damage: When a ship takes damage, Damage Markers are placed into the Hold, one damage marker per space. Each space that is damaged is no longer useable. If a ship takes damage equal to or exceeding the number of Hold spaces, the ship is destroyed. After a ship is destroyed all damage markers are removed for respawning. • Repairs: During the Business Phase of a players turn they may spend 1,000cR to repair their ship completely by removing all Damage markers. There are certain illegal acts that will earn a player a Bounty of Credits on their Ship Card. Having a Bounty is a sign that the ship is wanted for illegal acts. A Bounty should remain separate from a player’s earned Credits. Innocent: Ships without any Bounty are considered Innocent. Outlaw: Ships with Bounty are considered Outlaw ships. Outlaw ships may not enter Lawful Planet Entrances. Players will earn Bounty for: • Evading: Whenever a player crosses through a Planetary Shield, instead of using the legal Planet Entrance, there is a chance that their Bounty will be increased by 1,000cR. • Crime: Illegal Missions specify a Bounty for either completing or failing that mission. The rules and amount for Bounties are different for each type of Illegal Mission. • Raiding: Destroying an Innocent ship will add 1,000cR Bounty. Other rules for Bounty: • Claiming: When a ship with a Bounty is destroyed by another ship, all Credits on the Bounty area of their Ship card are immediately claimed by the attacking ship. However, if the attacking ship was also destroyed, the Bounty remains, the attacking ship cannot claim it, as they are dead. • Removing: If a ship has Bounty, it is only removed if another ship destroys them and claims it, or the player purchases a new ship. During thier Business phase: A player may purchase a ship that is one Tier higher than their current ship. Players may not skip ship Tiers. To purchase, a player spends the Credit (cR) price displayed on the new ship's card. Once purchased the old Ship Card and Miniature are replaced by the new Ship Card and Miniature. The old Card/Miniature are set aside for the rest of the game. All previous Special Ability cards are kept. All Outfits, Cargo Cubes and Credits from the previous ship are transferred to the new ship’s Hold. Damage and Bounty are not transferred. Use Spaces: Use Spaces represent how many times an Outfit may be used in one turn. Players may spend their Armed Markers on any free Use spaces of an Outfit to use it. A free Use space is one without Markers or Damage. If an Outfit does not have any free Use spaces then it cannot be used again that turn. (ex. This Lite Blaster has been used twice this turn and cannot be used again.) No Free Use Spaces Outfits are the primary focus of the Action phase. Players use Outfits to move, defend and attack with their ship. Outfits come in four types: Engines, Shields, Blasters and Missiles. Engines are used for movement, Shields for protection, Blasters and Missiles for attacking other ships. Each type of Outfit comes in 3 tiers. The tiers go from cheaper, smaller and weaker, to more expensive, bigger, and more powerful. Each Outfit contains: 1. Name: The name of the outfit (ex. Blaster). 2. Price: How many Credits the player has to spend to purchase the Outfit. (ex. 2,000cR for this Blaster) 3. Die: The die that is rolled for the particular Outfit, denoted by d#. (ex. d8 is a 8 sided die.) 4. Use Spaces: The Use spaces represent how many times an Outfit may be used in a turn. (ex. This Blaster has 2 Use spaces and so may be used twice in one turn.) 1 3 2,000 cR d8 4 Outfits in the Hold: Outfits take up space in the Hold. Weaker Outfits are smaller, while the more powerful Outfits are larger. Outfits do not have to be “right side up” in the Hold, and therefore can take on a variety of positions. Ships may only hold Outfits if there is enough space in the Hold. Players will need to be creative to fit certain configurations of Outfits in their Hold. 2 Purchasing: Outfits can be purchased during a player’s Business phase for the price listed on the Outfit. Players may not purchase more than they can fit in their ship’s Hold. Rearranging: Players may rearrange their configuration of Outfits in their Hold only during the Business phase of their turn. Outfits with Damage cannot be rearranged. Selling: Outfits can be sold during the Business phase of a players turn. Outfits are sold for half of their cost rounded up. (Tier 1 sell for 1,000cR, Tier 2 1,000cR, and Tier 3 2,000cR.) Damaged Outfits cannot be sold. Damage: Damage Markers placed on an Outfit cause that Outfit to become less effective. Use spaces that have Damage cannot be used, in addition each Damage Marker on an Outfit reduces its rolls by -1. This ship cannot use its Lite Blaster, and all rolls for the Lite Engine are -1. 2,000 cR d8 Outfits: Correct Outfits: Wrong! Order: When using Outfits, players do not have to follow any specific order. (ex. A player may use an Engine, then a Blaster, then another Engine.) A player may use any, all, or none of his Outfits during the Action Phase of his turn. Using: During a players Action phase he may spend any of his Armed Markers to use his Outfits. (with special rules for Shields). To use an Outfit a player moves the Marker from the Armed space on the Ship Card to a Use space on the Outfit of choice. The player then rolls the corresponding die for that Outfit. The action is completed by resolving the die roll. Arming: During a player’s Status phase, they may move unarmed Markers to Armed spaces on their Ship Card.Arming a Markers costs 1 Energy per Marker. If the player has no Energy to spend, he may not Arm any unarmed Markers. Engines can be used as a Move action during a players Action Phase. To use the player spends an Armed Marker by moving it to a free Use space on the Engine. The player then rolls the corresponding die for that Engine. The number rolled determines the number of spaces the players ship miniature may move on the board. Players do not have to use all of the rolled movement but any unused movement is discarded. (See: Movement – for more detail) Ramming: Engines may be used in a desperate situation as an attack. Ramming has a Range of 1 space. The attack is carried out similar to a Blaster, with the exception that damage dealt is also applied to the attacking ship. The damage to the attacking player is unblockable, while the target ship is free to use shields or defensive abilities. Also, the attack always does full damage to the attacker, no matter how much damage the target takes (even if the target is destroyed). If the attacker combines ramming with other attacks, only the ramming damage is applied to the attacker. 1,000 cR d6 Blasters are used as an Attack action to deal damage to adjacent ships. Blasters have a Range of 1 space. To use the player must first declare which ship he is attacking. Strike fear into your foes through Combat! Destroy ships for Fame, collect Bounties, recover and sell any Cargo Cubes that are dropped, and take on Assassin or Bounty Hunter missions! The player spends one or more Markers from the Armed spaces of their Ship Card by moving them to the Use spaces on the Blaster. The player then rolls the corresponding die for that Blaster. The total of the attack roll(s) is the damage is done to the target ship (in Damage markers). (See: Combat – for more detail) Combat is carried out in five steps: 3,000 cR d20 Missiles are used as an Attack action to deal damage to ships at a distance. Missiles have a Range of 6 spaces. To use the player must first determine if he has Line-Of-Sight on the target (explained in the Combat section). The player then declares which ship he is attacking. The player spends a Marker from an Armed space of their Ship Card and moves it to the Use space on the Missile. The player rolls the corresponding die for that Missile. The total of the attack roll is the damage is done to the target ship (in Damage markers). (See: Combat – for more detail) 3,000 cR Shields are used as Defence, and allow players to defend against most kinds of incoming damage. d12 When a player is being attacked he has the option to use Shields for his defense. To use the player spends a Marker from one of the Armed spaces on their Ship Card by moving it to a free Use space on the Shield. The player rolls one die for each Marker spent. The numbers rolled are subtracted from the incoming damage. If Shields roll equal to or higher than the incoming damage, no damage is taken. Special Rules: Shields can protect players in more than just combat situations. Players may use Armed Shields to mitigate incoming damage from Asteroid Fields, or protect against Energy loss from Nebulas. • Directly after rolling Energy loss from a Nebula, a player may use Shields to reduce the amount of Energy lost. The player rolls once for each Marker spent on the Shield. The number rolled is subtracted from the amount of Energy being lost. (This works for Nebula Borders as well as Harvesting.) • Directly after rolling Damage from an Asteroid Field, a player may use Shields to reduce the amount of Damage taken. The player rolls once for each Marker spent on the Shield. The number rolled is subtracted from the amount of Damage being taken. (This works for Asteroid Borders as well as Mining.) • Shields do not help defend against Planetary Shields, Debris Fields, Stars or Unblockable Damage. 1. Acquire Target: The attacker must first determine if he can actually attack the target ship: • Range: The attacker must first be close enough to the target ship to make an attack. Blasters have a Range of 1 space. Missiles have a Range of 6 spaces. Some Special Abilities can be used as attacks and specify their range. Range is counted from the attacking ship to the target ship in the most direct line. If the target is within range the attacker must then determine if he has Line-of-Sight. • Line-of-Sight: A ship is within Line-of-Sight if a straight line can be drawn from the center of the attacking ship’s space to the center of the target ship’s space without crossing through an impenetrable border. The impenetrable Borders are: Asteroids, Debris, Stars, Planetary Shield/Entrance and Unexplored Edges (that is players cannot shoot through any space that has not been explored). If the attacker is within range and has a clear Line-of-Sight, he may Line-of-Sight Example: Numerator has Line-of-Sight on Gaiden (red) and Easy Tiger (white), but not on Slow Leak (orange) or Swamp Rat (green). proceed with the declaring the attack. 2. Declare Attack: The attacker declares his target and how many Blasters, Missiles, Engines or Special Abilities he is going to use for this attack. The Attacker now spends any required Markers and / or Energy. Players can combine offensive attacks into one attack, or spread them out into separate attacks. (ex. A player could use 2 Armed Markers on a Blaster and 1 Armed Marker on a Missile all in one attack action. Or a player could spread them out into separate attack actions, possibly attacking different ships with each Armed Marker.) 3. Declares Defense: Any players being attacked are now given the chance to declare any Shields or Special Abilities they will use to defend themselves. The Defender(s) now spend any required Markers and / or Energy. If defense is not declared now it cannot be used against this attack. 4. Roll: All participants now spend any required Markers or Energy and roll their dice. Attacker rolls first then the defender(s). 5. Resolve: The defending rolls and/or Special Abilities are calculated and subtracted from the attack roll and/or Special Abilities. The remaining number is taken as Damage by the defending ship(s). (See: Damage for more details) In the case of multiple defenders, each defender Resolves the attack separately. Damage Markers (DMs) are used to keep track of how much damage a ship has sustained. When a ship has taken too much damage the ship is destroyed. 1. Acquire Target: Brandon’s ship is adjacent to Oliver's, so he is within range for his Blaster. There is a Nebula Border between them, but that does not affect Line-Of-Sight, so he can proceed with the attack. Taking Damage: Ships take damage in the form of Damage Markers (DMs). Each DM represents one point of damage. The player receiving the damage places Damage Markers into their ship's Hold. Each DM takes 1 Hold space. Wherever DMs are placed in the Hold, those spaces are unable to be used until repaired (See: Business Phase). The player receiving the damage chooses where to place the DMs in the Hold. Cubes: If the Hold space where the Damage Marker is being placed is occupied by a Cargo Cube, the Cube is immediately Jettisoned (set on the board in the same space as the ship) where it could be picked up by another ship. 2. Declare Attack: Brandon declares he is attacking Oliver with his Blaster twice, spending two Markers in one attack. Use Space: If the DM is placed on a Use space of an Outfit, any Markers are are immediately set on a Disarmed space, and the Use space is no longer usable until repaired. Outfits: Damage Markers placed on an Outfit cause that Outfit to become less effective. Each Damage Marker placed on an Outfit reduces rolls by -1. (ex. A blaster with 2 Damage Markers rolls a 5, the calculated roll is a 3.) Damage on an Outfit only affects rolls for that Outfit. 3. Declare Defense: Oliver declares he is defending with one Shield and his ship’s Evasive Thrusters Special Ability. Destroyed: When a ship has received Damage Markers equal to (or more than) their Hold spaces, the ship is immediately destroyed. 4. Roll: Oliver spends 2 Energy for his Special Ability. Both players then roll their dice. Brandon rolls the d6 once for each Marker placed on the Blaster’s Use spaces. Brandon gets a 6 and a 5 for a total of 11. Oliver rolls the d8 for his Shield and gets a 3. He rolls the d20 for his Special Ability which succeeds and allows him to ignore 5 damage. 6 NPCs: NPC ships have a slightly different damage system (See: NPCs – for more detail). 5 3 5. Resolve: Oliver subtracts his Shield roll (3) and his Special Ability (5) from Brandon’s attack roll (11). The remainder (3) is then taken as Damage Markers. Oliver chooses to place all three in empty spaces in his Hold. The Attack action is now over. 1. Death: If a ship is destroyed it is immediately removed from the game board and placed on the owner’s Ship Card. Any active Missions are discarded incomplete and all Cargo Cubes are dropped in the space the ship was destroyed in (with the exception of Star spaces, in which case the Cubes are discarded as destroyed). If it was that player’s turn their turn ends immediately. 2. Reset: Once destroyed, the ship is reset to full Energy, all Markers are Armed, and all Damage Markers are removed. 3. Lose a Turn (except Tier 1): The player’s (or NPC's) next turn is skipped. However, players with Tier 1 ships do not lose a turn but Respawn and take a turn instead. 4. Respawn: Ships respawn by rolling a d20. The roll determines the Spawn Point the ship will be placed on. Each sector has a numbered Spawn Point (1-20) the Spawn Point with the number closest to the roll is where the ship is placed. In the Spawn Point #2 case of a tie, the higher number wins. If a Spawn Point is currently occupied it is ignored. 5. Take Turn: Immediately after Respawning the player (or NPC) takes a turn as normal. Nuances: Players do not lose: Outfits, Credits, Fame etc. Only Active Missions and Cargo Cubes are lost. Dying While Ramming: When making a Ramming attack, if both the attacker and defender are destroyed, the attacker does not receive credit for the kill. No Bounty is collected and no Fame Points are awarded. Move Actions: Both Engine Outfits and Impulse can be used as move actions. 5. Symbols: Each of the 6 sides of the Sector Tile has a Symbol. When a player draws a new Sector Tile the Symbols are used to line up the new tile to the player’s current tile. Symbols are only used for lining up the tiles when they are drawn, after that they may be ignored (Often Symbols will not line up with other surrounding tiles, this is normal). Impulse: Impulse engines allow a player to move without spending Energy. To use Impulse the player simply declares a Move action and may move a number of spaces equal to or less than the ship’s Impulse. Impulse may only be used once per turn. Spaces and Borders Each Sector Tile is made up of 19 hexagonal spaces. These hex spaces are divided by different kinds of Borders, each with their own set of rules (See – Borders for details). Engine Outfits: Engine Outfits are the primary means of moving your ship about the board. To use the player declares the Move action. Engines require the player to spend an Armed Marker on a free Use space on the Engine. The player rolls the corisponding die; the ship may be moved a number of spaces equal to or less than the number rolled. Some sectors have special spaces for Cargo Cubes (See: Cargo Cubes for details). These are the rules that govern ship movement on the game board: Minor Actions: A player may take Minor Actions without ending a Move action. In this way a player may move some spaces, take a Minor Action, then continue moving. (See: Action Phase - for more detail) Other Ships: A ship may move through spaces occupied by other ships. However, they may not end their movement in an occupied space. Borders: There are 9 types of Borders on the game board, each with its own rules for ships moving through them (See: Borders - for details) Special Abilities: Some ship Special Abilities can move or help movement of ships. (Read the Special Ability cards for more detail) A player who has no Energy and no Armed Markers is considered Stranded. A Stranded player may only use Impulse movement and take no other actions. Unstranded: A player becomes unstranded when they refill their Energy meter, either by being Rescued or Recharging at a planet. To explore new sectors of the system, a ship needs to first be on a space with an unexplored edge, and there has to be at least one sector left in the deck. Unexplored Edge: An unexplored edge is any edge space that does not touch another sector tile. Once positioned on an unexplored edge, there are two options for exploration: 1. Scan: As an Action: The player spends 1 Energy then draws a tile from the unexplored sector deck. The tile is flipped face up and the edge symbol of the drawn tile is matched up with the edge symbol from the player’s tile (Only the tile the player is exploring from is matched, other surrounding edge symbols are ignored). Rescue a Stranded Player: A player may rescue another player who is stranded. The rescuer must be adjacent to the stranded player. As a Rescue action the rescuer transfers 2 Energy to the stranded player. The stranded player cannot refuse. The rescuer reduces his Energy meter by two, the stranded player increases his Energy by 2. The unstranded player may immediately Arm Markers with his newly received Energy. The rescuer then receives 1 Fame Point. Nebulas: Nebulas can cause Energy loss and instantly leave a ship Stranded. If the ship was taking a Move action it is immediately ended. The ship is now Stranded. 1 The game board is made up of Sector Tiles. 1. Name / Type: Each sector has a unique name. Just below the name is the sectors type. 2. Mission Point: For drawing and completing Missions. (See: Missions - for details) 5 3 5 5 2 3. Spawn Point Where ships spawn. (See:Death - for details): 4. Exploration Space: Where Exploration Tokens are placed. (See: Exploration - for details) 4 Scanning from unexplored edge. Draw and place new Sector Line up matching edge Symbol 2. Blind Jump: As a Minor Action: The player declares an adjacent unexplored space to move into and draws a tile from the unexplored sector deck. The tile is flipped face up and the edge symbol of the drawn tile is matched up with the edge symbol from the player’s tile. The ship then moves to the declared space - and accepts any consequences for that movement. (ex. Blind Jumping into a star will immediately destroy the ship.) Remember, Blind Jumping is a Minor Action, so it can be done durring a Move Action allowing the player to continue movement after exploring a new tile. There are 9 types of Borders which define the galaxy board (In fact there are 14, but some have the same rules). Borders have rules for passing through them as well as determining Line-of-Sight. In addition, some Borders have different rules for Entering and Exiting (ex. Nebulas take Energy from a ship when it Enters, but does nothing upon Exiting). If Entering and Exiting are not specified then the same rules apply for both. In the middle of a Move Action Moving into unexplored space. Normal Space Normal: Normal space is represented by dashed white lines. Normal spaces are simply empty areas of the star system. Ships may move through Normal space without any consequence. Normal space does not affect Line-of-Sight. Star Border Star: Star borders are represented by solid red lines. Star borders surround a Star. Stars block Line-of-Sight, ships cannot attack through Stars. If a ship moves into a Star the ship is immediately destroyed (The ship melts in the intense heat). Draw tile accept consequences. Nuances: If a player’s ship is on a space that has more than one unexplored edge, she must declare which edge she is exploring before drawing the new tile. Edge symbols are only used when drawing a new tile and are only important to match with the exploring player’s tile of origin. Edge symbols are not intended to match up with all surrounding tiles. (If this annoys you, sorry!) Asteroid: Asteroid fields are represented by jagged solid orange lines. Asteroids block Line-of-Sight. Ships may move through them: • Entering: Flying into an Asteroid space is dangerous and carries these consequences: If a player enters an Asteroid space, he must immediately roll the d20. Asteroid Space 1-10= 11-20= o On a 1-10 the ship is receives the number rolled as damage (an asteroid has collided with the ship). Shields can be used directly after the Asteroid roll to mitigate this damage. Exploration spaces represent areas of interest in a Sector where a captain might make a discovery increasing his fame, or find a treasure trove of credits! Placing: When a newly drawn Sector tile has an Exploration space, an Exploration Token is taken face-down from the pile and placed on the space face-down without revealing the face of the token. Exploring: The first player to the Exploration space claims the token, flipping it face-up and placing it on their Ship Card. There are 3 possibilities on the bottom of an Exploration Token. 1,000cR: The player immediately receives 1,000cR. 1,000 cR o On a 11-20 the ship passes through the border without taking damage (skillful flying has saved the ship). • Exiting: Once inside, a player may stay in the Asteroid space or exit without consequence. 1. Planetary Shields: Planetary Shields are represented by solid glowing blue, red or green lines (These rules are the same for all 3 colors). Planetary Shields block Line-of-Sight. Ships may attempt to move through Planetary Shields. Moving through Planetary Shields is a dangerous and illegal act with these consequences: • If a ship attempts to move through a Planetary Shield the player must immediately roll the d20. 2 X: The player receives nothing. Exploration spaces do not “respawn” tokens, so a Exploration space will only recieve one token per game. Sectors without Exploration spaces do not receive Exploration Tokens. Undiscovered Exploration Token 1-10= move X 11-17= 1,000cR o On a 1-10 the Planetary 18-20= Shield blocks the attempted movement. The ship does not move through the Shield and it receives unblockable damage equal to the number rolled (the ship crashed into the pulsing Shield). The movement is counted as being used, even though the ship remains in the same space. Fp: The player immediately receives 1 Fame Point. Nuance: Once a token has been claimed by a player, it cannot be claimed again by another player. 1 o On a 11-17 the ship passes through the Planetary Shield but is detected and 1,000cR is added to that ship’s Bounty. (This illegal act was detected!) o On a 18-20 the ship passes through the Planetary Shield with no consequences. (The ship was not detected.) 2. Planet Entrances: These are represented by soft glowing dashed blue, red or green lines. Planet Entrances block Line-Of-Sight. Ships may mostly move through them without consequence. (See – Planets for details) Nebulas: Nebulas are represented by solid pink lines. Nebulas do not affect Line-of-Sight. Ships may fly through Nebulas. Entering a Nebula can be hazardous and carries these consequences: Nebula Border 1-10= E 11-20= • Entering: If a player enters a Nebula he must immediately roll the d20. o On a 1-10 the number rolled is subtracted from the ship’s Energy meter (The ship hit a volitle electro-static gas cloud). Shields can be used directly after the Nebula roll to mitigate the Energy loss. If the player does not have enough Energy to satisfy the roll it must be subtracted from his Armed Markers as well; if a ship loses all Energy and all Armed Markers have been disarmed, then the ship is immediately Stranded and may only use Impulse. o On a 11-20 the ship enters the Nebula with no consequences. • Exiting: Once inside a Nebula, players may stay in, move around, or exit the Nebula without consequences. Debris Space Debris: Debris fields are represented by solid blocky yellow lines. Debris fields block Line-Of-Sight. Ships may move through Debris fields. Entering a Debris field is hazardous and carries these consequences: There are 6 Planets Sectors in the game. Two Lawful planets, three Neutral, and one Outlaw. Planets are the only place on the board where players may initiate the Business phase of their turn (See – Business for details). Planets have “Buy” and “Sell” spaces for buying and selling Cargo Cubes (See – Cargo Cubes for details). Planets have powerful shields surrounding them, but ships are normally allowed in through the Planetary Entrance. Players don’t have to use the entrance, they may try to illegally sneak through the Planetary Shield. A player is considered “on” a planet when their ship is on any space inside a Planetary Shield. Players on a planet are not considered adjacent to players outside, as there is a powerful shield separating the ships. Determining Adjacency: If a Planetary Shield or Planetary Entrance is separating two ships, they are not considered to be adjacent to each other for the purpose of Attacks, Missions, and Special Abilities. As a rule of thumb, to interact with a ship on a Planet, players must also be on that Planet. 1-10= 11-20= • Entering: If a player enters a Debris space he must immediately roll one d20. o On a 1-3 the ship is immediately destroyed (an old space Mine or unstable nuclear reactor has detonated). Ships are not adjacent. There are three types of planets: • Lawful planets have a blue Planetary Shield and are marked Lawful. Any Outlaw ship (a ship with a Bounty) is not allowed through the Planetary Entrance. Outlaw ships may still try to enter illegally through the Planetary Shield. o On a 4-20 the ship passes through the border without any consequences. • Exiting: Once inside, a player may stay in the Debris space, or exit without consequences. Gates • Outlaw planets have a red Planetary Shield and are marked Outlaw. Any innocent ship (a ship without a Bounty) that enters through the Planetary Entrance receives +1,000cR Bounty (for associating with Outlaws). Gates: Gate borders are represented by solid green lines. Gates do not affect Line-of-Sight. Ships may move through Gate spaces. • Use Gates: A ship on a Gate space may spend 1 movement to travel to any space on another Gate (ships can travel long distances through the gates from one Gate to another). These rules only apply to ship movement. • Other than the special movement between Gates, the Gate spaces should be treated like Normal Space. Inner Borders: Inner Nebula Borders (dashed pink) and Inner Planetary Borders (dashed blue, red and green) are considered Normal Space. Ships may attack and/or move through them without any consequence. Applying Border Effects: As soon as the ship moves through the border, the roll must be made and applied. (ex. A player uses an Engine, rolls a 5 and moves one space into a Nebula. The d20 roll is an 8, this drains the ship of all Energy and Armed Markers. The ship is immediately Stranded and may only use Impulse. The ship does not get to use the remaining 4 movement from the Engine.) Double traversal: When a ship moves through two borders in one movement the player applies the appropriate rules for both of the borders for that move. (ex. A player moves one space. The player exits through a Planetary Shield and enters a Nebula. The player must first roll for the Planetary Shield, then the Nebula.) Ships are adjacent. • Neutral planets have a green planetary shield and are marked Neutral. These planets have no special rules. These special rules for planets apply in addition to the rules for Planetary Shields and Entrances. To claim this Title, be the first player to: Be the first player to have completed one of each mission type. (Missions completed before this Title count.) Titles are a mark of Fame for pilots who complete certain exploits. Once a Title is drawn, all players compete to complete its objective and claim the Title for their own. Titles are unique and range in difficulty and reward. Titles are worth 1 to 3 Fame Points and grant small abilities called Skills. Once the Title has been claimed it is no longer available for other players to claim. Titles are drawn the first time certain spaces on the Fame Point Track are reached. Once claimed, this Title grants: Add +2 to one attack roll per turn. © Far Off Games LLC 017/200 Drawing: The purple spaces on the Fame Point Track are Title spaces. The first time a player Marker reaches a Title space, a new Title is drawn (ex. The first player to reach the "3" space on the Fame Point Track draws a Title, but the next player to reach the "3" does not draw a Title). The Title card is read aloud and placed face up in the play area within view of all players. It is now available for any player to claim. Claiming: The first player to complete the Title’s objective may claim it during their Status phase. The player takes the Title and places it face-up in front of them. The player receives the Fame Point(s) and Skill on the Title card. Players may claim multiple Titles on their turn as long as they meet each objective. (Once a Title has been claimed, it cannot be taken or claimed by another player). Skills: In addition to granting a player Fame Points, each Title gives a player a Skill. Skills are immediately available to the Title holder. These Skills help to enhance a player’s actions or provide new abilities. (See the Title cards for more details.) A woma n in a hot "Capta -pink lab in, coat gre told you I'm in need of some oce ets you at the were goo procee an sam airl ded you d at menial ples, and ock. tasks!" . I was Your rep utation to: has t ng to visi Research “I’m tryi I’m the . you to : Ga upthe dles r dacycles, andcut of his jib man wad in a few ta bythe y rol bald Pay rt hda ling d2 me A sho hisntbirt det tell him you like 0. ther, it’sof ined by .” Youerm my bro rollhe’s got the the qua d20) tha ily lity of the t is col only fam Go: Fly lected. data (th 1-5 e 6-10 Mo gers from: 1,0 cR to Passenderate da p:17 11ta: 2,000 00 kup Pick-u Excelle cRpic nt e from 18-20 The OGA data: anc militia 3,000gcR is lookin Breakt d by dist for ine some prison hro erm help. ers hijack “We had ug da ship det ta: 5,000 and escape, we’re some Payment short hande ha guard d while a cR bit y. we’re hunting them Deiver del liver: Tak down...” R e da 2,0ta00c Track to: tors:: Find and R destroy any Outla 1-2 Sec s: 3,000c w ship. tor 3-4 Sec 4,000cR Colle s: Pick torct: up Sec remains by rollin 5+ g d20. Legal Missions are a great source of income and Fame for upstanding citizens. There are three kinds of Legal Missions: Shuttle 1. Fly to Mission Point. 2. As an Action: Pick-up passengers at Mission Point. 3. Reveal mission. (And place cR on card, if distance is known). 4. As an Action: Deliver passengers to final Mission Point. 5. Payment determined by shortest flyable distance from pickup to drop-off, measured in Sector tiles. Payment determ ined by how intact remains are. (the 083/ to: the 200 fugitiv e’s sengersroll of the d20) liver: Pas De 1-7 In piece s: 2,000cR 8-14 Fully intact , 15-20 Alive and but dead: 3,000cR unharmed: 5,000 cR Deliver: Take remains to: 058/200 050/200 1 1. Type 2. Story Text 3. Objectives (different for each Mission type) 4. Pay (determined by different factors per Mission type) 5. Deliver (Final mission point for completing Mission) Completing Missions is one way for players to earn Credits and Fame Points. Missions come in a variety of types, payment amounts, and are either legal or illegal. These are the basic rules for missions: Research 1. Fly to Mission Point. 2. As an Action: Conduct research at Mission Point (d20 roll). 3. Reveal mission. (And place cR on card.) 4. As an Action: Deliver research to final Mission Point. 5. Payment determined by quality of research. 2 3 A Speaker for the House is hoping that you can conduct some long-range recon. "I think I'm being cheated! If you can just find some evidence..." Go: Fly to: Research: Gather data by rolling d20. Payment determined by the quality of the data (the roll of the d20) that is collected. 1-5 6-10 11-17 18-20 4 5 Bounty Hunter 1. Destroy any Outlaw ship (any ship with a Bounty). 2. Collect remains (d20 roll). 3. Reveal mission. (And place cR on card.) 4. As an Action: Deliver remains to Mission Point. 5. Payment determined by Tier of ship destroyed. (Scoundrel is Tier 1 for determining payment.) No significant data: 1,000cR Moderate data: 2,000cR Excellent data: 3,000cR Breakthrough data: 5,000cR Deliver: Take data to: © Far Off Games LLC Draw: As a Minor Action players can choose to draw Mission cards. To draw players must be on a Mission Point and cannot currently have an Active Mission. The player then draws the top three cards from the Mission Deck. The player looks at the three cards and may choose one to accept. The player does not have to accept any of the Missions. Any Missions the player does not wish to accept are placed on the discard pile. Players may draw once from each Mission Point per turn. 082/200 for a problem to remove plague. ain asks you about the A militia capt s too much l pilot know Ever.” him. “A loca talk. they don’t Make sure t. nd player on Target: Seco A your righ shady resort owner wants ship to. procure a shipme of cabana-bots beforetarget you nt roy the they arrive at his hotel. destional. look and profess If this works, I can . “Make it ship claim insurance and targeted tier of the Hunt: Find • Accept: If the player chooses to accept a Mission, it kept secret and placed face down in front of them as their Active Mission. Players may only have one Active Mission at a time. the rmined by Target Payment dete : Second player on your Bounty right. +1,000cR 4,000cR, ship: Fly 00cR Bounty Tier 1 Steal: +1,0 adjace 0cR, nt to target 5,00 shipnty and make a ship:attem 00cR Bou Tier 2theft , +2,0 pt roll 0cR (d20) : 6,00 Your blinks to life. A woman who keeps hiccupping 3 ship TierCOM accostsPayme you, “I nt want you to getby me *hic* and my family determ ined to: amount of goods stolen. Take remains Deliver:1-5 Objectives: Each kind of Mission has different objectives. Objectives are written in bold and located on the top half of the card (Deliver is written in bold but is separate from “Objectives”). Most Objectives are taken as Actions. These objectives must be completed before a player can Deliver the Mission and receive the payout. Specific Objectives are explained a little later in more detail. R you must make a detection roll (d20). Detected! Mission fails: +1,000cR Bounty. 1-12 Delive r: Goods to: 13-20 Undetected. Complete mission for payment. Payment determined by distance from pickup to delivery. 1-2 Sectors: 4,000cR 3-4 Sectors: 5,000cR 5+ Sectors: 6,000cR Deliver: Goods to: Deliver: As an Action: Once the Mission Objective(s) have been met, the player must go to the specified “Deliver” Mission Point to complete the Mission and collect the Pay. Once the player has reached the Mission Point, she announces that she has completed the Mission. Payment: The player then collects the payment of Credits, one Fame Point, and if applicable Bounty is increased. The Mission is completed and the card is flipped face-down and set to the side; it is no longer the Active Mission. Completed Missions are not discarded but kept for reference. Abort Mission: Players can "Jettison Cargo" as a Minor Action. Effectively this means players can discard their current Mission. There are no repercussions for discarding Missions. Discard Pile: When the Mission Deck is depleted, the discard pile is shuffled then placed faced down and becomes the new Mission Deck. Smuggler 1. As an Action: Pick-up contraband at MP. 2. Sneak through planetary detection (d20 roll). (Sneak is done immediately upon entering the planet, regardless of using the Planet Entrance or entering through a Planetary Shield.) 3. Reveal mission. (And place cR on card, if distance is known.) 4. As an Action: Deliver contraband to MP. 5. Payment determined by shortest flyable distance from pickup to drop-off, measured in Sector tiles. nod. You’re moreDetect than happy to help,Failed: for the right price... ed! Mission +1,000cR Bounty 6-12 Stole some: 3,000c R Pick-up: Goods from: 13-17 Stole most: 4,000c R 042/200 Sneak:18-20 WhenStole youall: enter the destination planet 5,000c Reveal: Immediately after the Objective(s) have been completed the player must flip the card face-up and declare the Mission. At this time the Pay (amount of Credits to be received) is placed on the Mission card (The Mission must still be “Delivered” before the player receives the Credits). Death: When a player is destroyed, if they have an Active Mission it is immediately discarded as incomplete. A player can make more money outside of the law, but at greater risk. There are three kinds of Illegal Missions: 076/200 067/200 Thief 1. Fly adjacent to target ship. 2. As an Action: Try to acquire goods (d20 roll). 3. Reveal mission. (And place cR on card.) 4. As an Action: Deliver goods to MP. 5. Payment determined by amount of goods acquired. Assassin 1. Destroy target ship. Player targets determined by seating at table (ex. second player sitting to your right). 2. Reveal mission. (And place cR on card.) 3. As an Action: Deliver remains to MP. 4. Payment determined by Tier of target ship. (Merchant and Scoundrel are Tier 1, Enforcer is Tier 2 for determining payment.) Harvest Action: The roll represents the ship’s attempt to harvest the elusive gasses that collect near the nebula’s more volatile regions. Cargo Cubes represent various goods that are traded about the system. Cubes can be acquired and sold for Credits and Fame. Cargo Cubes are stored in the Hold of a ship. There are three ways to acquire Cubes: • Buy: Cubes can be purchased from a planet’s “Buy” space. Each planet sells a different color Cube (with the exception of Planet Loath which sells none). Cubes can be bought 2 for 1,000cR. To purchase Cubes you must have enough space in your Hold, one space per Cube. • Mine/Salvage/Harvest: Cubes can be obtained from natural sources in the system. Asteroids can be Mined for minerals and alloys, Nebula gasses can be Harvested, and tech can be Salvaged from Debris fields. • Collect: Cubes that have been Jettisoned onto the game board can be collected as an Action by simply being in same space as the Cubes. As always, there must be room in the ship's Hold for the Cubes. • 1-10: The ship loses Energy equal to the number rolled (An electro-static anomaly has absorbed the ship’s Energy). The Energy loss is blockable by Shields. • 11-20: The ship receives 1 Cube of the color displayed on the Harvest space (harvesting was successful). Players may Harvest as many times as they like in one turn. Salvage Action: The roll represents the ship’s attempt to pick through the remains of past battles and derelict ships to try and find something of value in the old wreckage. • 1-3: The ship is immediately destroyed (A leftover space-mine or unstable reactor has detonated). This is not blockable by Shields or defensive abilities. • 4-20: The ship receives 1 Cube of the color displayed on the Salvage space (salvage was successful). Players may Salvage as many times as they like in one turn. As always, there must be space in the Hold to put the Cargo Cubes in. When a player acquires Cubes, the Cubes are placed into the players Hold. Once placed Cubes may only be rearranged during that players Business phase. Once acquired Cubes can be sold or jettisoned: • Sell: Cubes can be sold at a planet's "Sell" space. Once acquired Cubes can be sold for Credits at a price of 1,000cR per Cube. When a player sells all the Cubes in his hold he also receives 1 Fame Point. Each planet buys a different color cube (with the exception of Planet Loath which buys all colors). Cargo Cubes in the Hold • Jettison Cargo: As an action, players can jettison cargo cubes from their Hold. The cubes are removed from the ship’s Hold and placed on the game board in the same space as the jettisoning ship. • Damage: If a Damage Marker is placed in a Hold space currently holding a Cube, the Cube is immediately Jettisoned. Credits (cR) are the currency of the game. Credits are represented by Credit chips. Credit chips come in increments of 1,000cR (white) and 5,000cR (red) and 10,000cR (blue). Players can acquire Credits in several different ways. Credits can then be spent to purchase repairs, new Outfits, new Ships and even Fame Points. Credits are not lost or stolen when a player dies. There are many ways to acquire Credits: There are 3 ways to collect Cargo Cubes from the environment. The ship must be on a Mine, Salvage, or Harvest space and have at least one free space in the Hold. The player then declares he is taking a Mining, Harvesting or Salvaging action (respectively). The player then rolls the d20 to determine the outcome: Mine Action: The d20 roll represents the ship’s dangerous attempt to match velocity and trajectory with an asteroid in order to mine the valuable minerals and alloys. • 1-10: The ship receives the number rolled as Damage (The ship collided with an asteroid). The damage is blockable by Shields or defensive abilities. • 11-20: The ship receives 1 Cube of the color displayed on the Mine space (mining was successful). Players may Mine as many times as they like in one turn. • Exploration: Players can seek out un-claimed Exploration Tokens. Some Exploration Tokens have 1,000cR as their reward. • Missions: Each Mission specifies how many cR the player will earn by completing it. • Cubes: Cargo Cubes can be acquired in a number of ways and then sold to planets for Credits. Cubes sell for 1,000cR regardless of the type of Cube. • Bounties: Ships that have a Bounty on them are another way to acquire Credits. By destroying an Outlaw ship, a player (or NPC) claims all the Bounty on the ship’s card. • Free Trade: Players can give their Credits to other players. In this way Credits can be used to bribe other players or forge alliances. (Bribes and alliances can be broken and are not considered binding.) • Ship Special Abilities: There are some ship abilities that will help players get Credits. Non Player Ships or NPC’s (Non Player Characters) are autonomous ships that are controlled by sets of rules. There are three unique NPC’s. Each NPC has a card that outlines their actions for each turn. Each player dealt a NPC card will be responsible for carrying out that NPC’s turns. The player does not have any affiliation with the NPC they control. NPC Turns At the beginning of the game the 3 NPC cards are shuffled and dealt to the first three players. Players take a turn for the NPC they control directly after their own turn has concluded. NPC's turns do not have phases like player’s turns. To take an NPC turn the player simply reads their NPC card from top to bottom following the directions. A round of Player and NPC turns will look something like this: Example of turns in a round 1. Player 1’s turn. 2. Player 1 takes a turn for the Scoundrel. 3. Player 2’s turn. 4. Player 2 takes a turn for the Enforcer. 5. Player 3’s turn. 6. Player 3 would take a turn for the Merchant, but the turn is skipped because the Merchant hasn’t spawned yet. 7. Player 4’s turn. 8. Back to Player 1’s turn. NPC Specific Rules Damage: When taking damage NPCs simply place Damage Markers on their card. When the number of Damage Markers is equal to or higher than the ships specified number, the NPC is destroyed. Death: When NPCs are destroyed, the NPCs ship is immediately removed from the game board and placed on the NPCs card. The player who destroyed the NPC takes any Credits and Fame Points specified on the NPCs card. If one NPC is destroyed by another NPC, then the Credits are taken and placed on the attacking NPCs card. (ex. The Enforcer destroys the Scoundrel. Any Credits on the Scoundrel’s card are taken and placed on the Enforcer’s card.) Respawn: NPCs respawn like players. NPCs loose one turn, then on their next turn they will Respawn and take a turn as normal. Movement: NPCs will avoid Asteroids, Debris, Planetary Shields, and Stars. Nebulas do not affect NPCs. NPCs cannot scan or blind jump into undiscovered sectors. NPCs always take the most direct route to their targets. Enforcer: The Enforcer is a type of police officer. The Enforcer targets nearby Outlaw ships, moves towards them, then attacks. If there aren’t any nearby Outlaw’s the Enforcer patrols between Lawful Planets. If attacked the Enforcer will try to retaliate. The Enforcer cannot get a Bounty (for example by entering an Outlaw planet). Scoundrel: The Scoundrel is a pirate of sorts. The Scoundrel will hunt down any nearby lawful or innocent ships. Once the Scoundrel attacks, it will run away towards its home planet of Loath. If attacked the Scoundrel will try and retaliate. The Scoundrel cannot enter Lawful planets, as it always has a Bounty. sell. Merchant: The Merchant ship is a trader. The Merchant flies the trade routes of the system earning Credits with each trade. Each turn the Merchant will move along the trade route, and if possible sell or buy Cargo Cubes. The Merchant does not have to stop movement to buy or For more details on the actions each NPC will take, please read the NPC’s card. A ship on a Gate space may spend 1 Gates Line-Of-Sight Debris Line-Of-Sight movement to travel to any space on another Gate Player Turn Phases 1. Take Actions Move • Engines • Impulse (Even if Stranded) Attack • Blasters • Missiles • Ram Missions • Draw Missions (Minor) • Mission Objectives • Complete a Mission Cargo Cubes • Buy Cargo Cubes • Collect Cubes • Mine / Salvage / Harvest • Sell Cargo Cubes Explore • Scan Sector • Blind Jump (Minor) • Collect Exploration Tokens (Minor) Other • Special Abilities • Rescue a Stranded Player • Jettison Cargo (Minor) 2. Do Business (if on planet) • Recharge Energy • Repair Damage • Buy Outfits • Sell Outfits • Rearrange Hold • Buy New Ship • Buy Fame: 5,000cR for 1Fp 1-3 the ship is immediately destroyed 4-20 the ship passes through the border without any consequences. 1-3= X Asteroids Line-Of-Sight 4-20= 1-10 the ship is receives the number rolled as damage. Shields can be used directly after the Asteroid roll to mitigate this damage. 11-20 the ship passes through the border without taking damage. 11-20= Stars Line-Of-Sight Nebulas Line-Of-Sight X If a ship moves into a Star the ship is immediately destroyed. 1-10 the number rolled is subtracted from the ship’s Energy meter. Shields can be used directly after the Nebula roll to mitigate the Energy loss. 11-20 the ship enters the Nebula with no consequences. 1-10 the ship does not move through the Shield and it receives unblockable damage equal to the number rolled. 11-17 the ship passes through but the ship gets +1,000cR Bounty. 18-20 the ship passes through the Planetary Shield with no consequences. Lawful: Any Outlaw ship is not allowed through the Planetary Entrance. 1-10= E 11-20= Planetary Shields 1-10= 11-17= 18-20= Planetary Entrance Outlaw: Any innocent ship that enters through the Planetary Entrance receives 3. Update Status 1. Claim Fame 2. Draw Titles 3. Refresh Special Ability Cards 4. Arm Markers X 1-10= +1,000cR Bounty. Neutral: These planets have no special rules. Normal Space Ships may move through Normal space without any consequence. Line-Of-Sight X move X Line-Of-Sight X = move X Line-Of-Sight