Turn Summary
Fantasy Flight Edition
1. (Start Turn) Regroup - Retrive a ship from the Warp.
2. Destiny - Draw from the Destiny deck.
3. Launch - Load and point the Hyperspace Gate.
4. Alliance - Offense, then Defense invite. Allies accept/decline.
5. Planning - Cards are chosen, and played face down.
6. Reveal - Cards are revealed.
7. Resolution - Resolve encounter and discard played cards.
Eon Edition
1. Collecting Lucre:
At the start of your turn collect one
Lucre from the box to your Star Disc. You do not col-
lect a Lucre on your second challenge during that turn.
2. Buying Tokens for Lucre:
You may use Lucre to buy
(on a one-for-one basis) your tokens back from the
Warp to any of your bases and/or to buy your tokens
from the Praw back up to the Warp. Lucre payments
are made to the box.
3. Regaining Lost Tokens:
If you have any tokens in the
Warp or the Praw, you may either take one out from
the Warp and put it on any of your bases, or you may
raise one token from the Praw up to the Warp. If you
have no bases, you may release a token from the
Warp or the Praw into the cone. You may move a
token in one of these ways just before each of your
flips of the Destiny Pile. (If you are playing a game
without the Praw, you may regain a token only at the
start of each challenge.)
4. Turning the Destiny Pile:
Now, turn over the top disc
in the Destiny Pile. The color of this disc indicates the
defensive planet system in which you will now make a
challenge. For example, if your color is red and you
turn over a green disc, you must make a challenge
somewhere in the green system. Note: If the Star Disc
has a "reverse cone" sticker on it, turn the cone so the
Reverse Cone side is up. If if does not, make sure the
cone is right side up.
5. Deciding: Planet or Moon Challenge:
You must now
announce if you are going to challenge a planet or a
Moon, so that the defensive player can be determined.
If you decide on a planet challenge, you must chal-
lenge the player whose color you turned up on one of
that player's home planets. If you decide on a Moon
challenge, you may occupy an unoccupied Moon in
that system or you may challenge any player on a
Moon in that system.
6. Gathering Tokens:
You now take from one to four of
your tokens from any of your bases and place them on
the offensive (oval) end of the cone. You may take
tokens from your home planets or from bases you
have established elsewhere.
7. Pointing the Cone:
Point the cone at the Moon or
Planet you choose in the defensive system.
8. Buying Cards for Lucre:
Either main player (offensive
or defensive) may buy up to four cards from the deck
for Lucre on a one-for-one basis during the challenge.
9. Defending:
If you are the defensive player, you must
defend the planet or Moon at which the cone is now
pointing with whatever tokens you have there. You can
neither add tokens to nor subtract tokens from the
tokens you already have on the defending planet or
Moon.
10. Inviting Offensive Allies:
If you are the offensive
player and are challenging a planet, you may now
invite offensive allies, if you wish. You choose which (if
any) players you wish to have as allies by naming
them. Those players must wait for the defensive play-
er's invitations (if any) before deciding whether or not
they will ally with you.
11. Inviting Defensive Allies:
If you are the defensive
player and are defending a planet, you may invite
defensive allies after the offensive player has made
alliance invitations (if any). You may invite any players
you wish to have as allies by naming them.
12. Accepting Alliance Invitations:
Players accepting or
declining invitations to ally do so, in order, starting with
the player to the left of the offensive player. So long as
you are not one of the two main players in the chal-
lenge, you may accept an invitation to ally with one of
these players, but not with both of them. To do so,
place one to four of your tokens, taken from any of
your bases, onto the cone.
OFFENSIVE ALLIES
place their tokens in the oval end of the cone along
with the offensive player's tokens.
DEFENSIVE ALLIES
place their tokens on the ring around the
pointed end of the cone, NOT on the challenged
planet itself. Of course, you may choose not to ally at
all.
13. Playing Kicker Cards:
Kicker cards are played face
down just before challenge cards are played in a chal
lenge. Each main player may play one Kicker in a chal
lenge and only main players may play Kicker cards.
You must announce
that you are playing a Kicker as
you do so. If one player plays a Kicker, the other player
as a chance to play a Kicker as well. Kickers are dis-
carded along with other non-challenge cards before
collecting a new hand.
14. Playing Challenge Cards:
After alliances have been
formed and Kickers (if any) have been played, the
offensive player and the defensive player each choose
a Challenge card (Attack or Compromise) from their
respective hands and play them face down.
15. Revealing Challenge Cards and Kickers:
Both
Challenge cards are revealed simultaneously. Kickers,
if any, are revealed along with the Challenge cards.
Mayfair Edition
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1. | Collect Lucre
Advance one level in a Tech of your choice
Advance or bump Planetoids
Raise a token from the Warp
Raise a token from the Praw to the Warp
Raise a Prisoner from opposing player's Star (optional Rule)
Advance Quark State Indicator one space
Rotate Asteroids
Rotate Macroscope
Draw Hazard (if making a second challenge) |
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2. | Draw from the Destiny Pile
Prisoner Exchange
Move Dreadnaughts
Announce type of challenge (planet, moon, etc) |
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3. | Place tokens on the cone and select the base to challenge
Offensive player may hire Rogues |
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4. | Offensive player tries to recruit allies |
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5. | Defensive player tries to recruit allies
Defensive player may hire Rogues |
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6. | Players accept or decline alliance invitations |
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7. | Main players play Challenge Cards (and Kickers) face down |
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8. | Reveal Challenge Cards simultaneously, resolve the challenge, apply results
Reinforcements may be played by any player involved in the challenge
If both cards are Attack Cards, the higher total of tokens and cards wins (Defense wins ties).
If one card is an Attack Card and the other is a Compromise Card, the player with the Compromise loses, but gets to take consolation.
If both cards are Compromise Cards, the main players have one minute to make a deal, allies go home.
If one card is a War Card, and the other an Attack card, the player with the Attack card loses, but gets to take consolation.
If one card is a War Card, and the other a Compromise Card, the player with the War Card loses, and the player with the Compromise Card not only wins, but gains consolation as well.
If both cards are War Cards, both players lose.
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9. | Discard the Challenge Cards (as well as Kickers and Reinforcements) that were played |
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10. | Play passes to the offensive player's second challenge or to the next player |
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