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Unknown to Earth, for centuries a war has waged in the skies above. Launched from their carrier-bases,
fleets from the hated Empire and the feared Skiritai stalk one another between the stars, hurling their
ships in a gambit to claim supremacy. The war has gone on so long, that the only edge each side has in
this conflict is their admirals.
Rules
At the beginning of the game, five hexes are dealt to each player, as well as a base hex. The remaining hexes are
set in between the players as the draw pile.
Each player starts with a hand of five hexes and fourteen pieces in their reserves and a base hex set five hexes
across from their opponents base hex.
The back of the hexes Skiritai Base Hex Empire Base Hex
The game is won by occupying your opponents base hex for one whole turn.
Each turn, a player draws three hexes from the draw pile, up to twelve hexes per hand at the end of a turn. Players
then take as many actions as they are able.
If the draw pile is exhausted, the discard pile is reshuffled and placed into the draw pile.
If at any point there are no cards available to draw at the beginning of a turn, both players lose.
Marks the defense value Marks the attack value Marks the movement cost
Players can:
Place a hex in which they would have an unbroken connection from their base: A connection is broken if the
opponents pieces cross the path to the space in question. Placed hexes remain face down until a player
moves into the hex.
Example:
The movement cost is the number of movement points required for one unit to exit a hex. Any movement points
not used by the end of the turn are lost.
Combat
Combat is performed by attempting to move units into a hex occupied by another player. The number of units on
the hex multiplied by the attack value of the hex they are exiting is the total attack. The number of units in the
defending hex multiplied by the defense value of the hex is the total defense. The greater value of the two is the
winner.
If the attacker wins, their pieces move into the defending hex.
Hexes can be attacked by more than four units. If the attacker wins, the attacker picks which pieces move into the
conquered hex.
If a player enters a black hole, the players units are unable to leave the black hole. Starting the next turn, one unit
is moved back to the players reserve until no other units are in the black hole.
When a supernova is revealed, all of the hexes and units immediately surrounding the supernova are revealed and
then moved to the discard pile. The only hex unaffected by the supernova is the base hex, however, units in the
base hex are removed to the players reserves.
Player pieces:
Empire
Skiritai
Actions: Actions:
Place a hex in an unbroken chain from their base hex Place a hex in an unbroken chain from their base hex
Discard a hex to spawn a single unit on their base hex Discard a hex to spawn a single unit on their base hex
Discard a hex to gain two movement points Discard a hex to gain two movement points
Spend movement points to move units out of a hex Spend movement points to move units out of a hex
Discard three cards to move a hex they occupy into the discard Discard three cards to move a hex they occupy into the discard
pile pile
Combat: Combat:
(Attack of hex) x (number of ships) vs. (Defense of hex) x (Attack of hex) x (number of ships) vs. (Defense of hex) x
(number of ships) Ties go to the defender (number of ships) Ties go to the defender
Black hole traps players ships with one ship going back to the Black hole traps players ships with one ship going back to the
reserve per turn reserve per turn
Supernova reveals and moves all hexes around it into the Supernova reveals and moves all hexes around it into the
discard pile discard pile
Defense Attack Move Defense Attack Move
Actions: Actions:
Place a hex in an unbroken chain from their base hex Place a hex in an unbroken chain from their base hex
Discard a hex to spawn a single unit on their base hex Discard a hex to spawn a single unit on their base hex
Discard a hex to gain two movement points Discard a hex to gain two movement points
Spend movement points to move units out of a hex Spend movement points to move units out of a hex
Discard three cards to move a hex they occupy into the discard Discard three cards to move a hex they occupy into the discard
pile pile
Combat: Combat:
(Attack of hex) x (number of ships) vs. (Defense of hex) x (Attack of hex) x (number of ships) vs. (Defense of hex) x
(number of ships) Ties go to the defender (number of ships) Ties go to the defender
Black hole traps players ships with one ship going back to the Black hole traps players ships with one ship going back to the
reserve per turn reserve per turn
Supernova reveals and moves all hexes around it into the Supernova reveals and moves all hexes around it into the
discard pile discard pile
Defense Attack Move Defense Attack Move