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Page 1: Draft Version 1.48 - Galactic Era · 2020-05-05 · 11.7 Ancient Relics.....29 12. Glossary.....30 1. Introduction The Galactic Era is the greatest cycle of time. Beings of the light

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Draft Version 1.50.1

galacticera.net

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Table of Contents1. Introduction.............................................22. Overview..................................................23. Contents..................................................34. Game Concepts.......................................3

4.1 Board...........................................................34.2 Alignment....................................................34.3 Star People..................................................44.4 Population...................................................44.5 Home Star...................................................44.6 Ships............................................................44.7 War/Peace..................................................54.8 Technology..................................................54.9 Era...............................................................54.10 Population Track......................................5

5. Setup.......................................................66. Play.........................................................8

6.1 Move/Combat Phase.................................86.1.1 Movement...................................................96.1.2 Combat........................................................96.1.3 Handling Fleets........................................10

6.2 Growth Phase...........................................116.2.1 Select Counters........................................116.2.2 Switch Alignment.....................................126.2.3 Change Turn Order...................................126.2.4 Resolve Other Growth Actions................136.2.5 Gain Star...................................................136.2.6 Grow Population.......................................146.2.7 Build Ships................................................156.2.8 Research...................................................156.2.9 “Free” Growth Actions..............................16

6.3 Trading Technology Phase......................166.4 Scoring Phase...........................................16

7. Additional Details..................................16

7.1 Propulsion Special Effects.......................167.2 Blocking....................................................17

7.2.1 Blocking Action Execution.......................177.2.2 Blocking Additional Actions....................177.2.3 Blocking Movement.................................17

7.3 When to Declare War................................177.4 Domination Cards.....................................18

7.4.1 Scoring......................................................187.4.2 Drawing/Exchanging Cards.....................19

7.5 Stars Becoming Uninhabited...................197.6 Emergency Reserve..................................19

8. Game End..............................................198.1 Game End Scoring....................................198.2 Winner.......................................................19

9. Variants.................................................209.1 Deterministic Setup..................................209.2 Two-Player Game.....................................209.3 Handicap...................................................21

10. Strategy Tips.......................................2111. Special Effects Tables.........................22

11.1 Star Peoples...........................................2211.2 Technologies..........................................23

11.2.1 Military....................................................2311.2.2 Spirituality...............................................2411.2.3 Propulsion...............................................2411.2.4 Robotics..................................................2411.2.5 Genetics..................................................25

11.3 Domination Cards..................................2511.4 Galactic Stories......................................2611.5 Galactic Goals........................................2811.6 Sector Starting Bonus............................2811.7 Ancient Relics.........................................29

12. Glossary..............................................30

1. IntroductionThe Galactic Era is the greatest cycle of time. Beings ofthe light incarnate to experience the material world.They create great civilizations to explore and conquerthe galaxy. The greatest one will determine the destinyof the galaxy, before returning to the light.

You are a fledgling space-faring civilization exploringand expanding into the galaxy. Before meeting othercivilizations you must decide upon your morals. Willyou respect others and cooperate peacefully or willyou only strive for your own goals?

2. OverviewThe object of the game is to score as many “destinypoints” (DP) as possible. To do this, players mainlyneed to have a large population. Additionally, they canfulfill personal objectives and various conditionsdepending upon what story and goal is being playedfor additional points. There are both peaceful andwarlike paths to victory.

The game is played over 8 rounds. Each round playersfirst take turns moving their spaceships and fightingbattles. After that players pick two actions to growtheir galactic civilization. This is how they get newtechnologies, more stars, more population and moreships. Players can then also trade technologies andthen finally score some points for the round.

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3. Contents• 10 ancient relic counters• 12 square turn order change counters (6x “up”

and 6x “down”)• 13 domination cards• 15 star people tiles• 114 hidden ship chips (30x ‘0’, 36x ‘1’, 12x ‘2’, 6x

‘3’, 6x ‘4’, 18x ‘5’, 6x ‘10’)• 96 ship miniatures (16 each in the 6 colors:

blue, green, purple, orange, red, yellow)• 2 combat summary/icon index• 234 city miniature discs (for population, 39 in

each of the 6 colors)• 3 galactic story tiles• 30 advanced fleet tactic counters• 30 round war/peace counters (in the 6 colors)• 30 square technology counters (6 sets of 5

counter types)• 30 fleet counters (5 in each color)• 36 oval “growth” counters (6 sets of 6 counters)• 4 white discs (for special effects)• 51 round star counters (21x “uninhabited”, 15x

“primitive neutral”, 15x “advanced neutral”)• 30 cubes (for the technology tracks) 5 in each

of the 6 colors• 6 emergency reserve counters (1 in each color)• 6 octagonal turn order counters• 6 population tracks (1 in each color)• 6 home star miniature (1 in each color)• 6 wooden discs (DP markers) in each of the 6

colors• 6 transparent chips (reduced population

markers – 1 in each color)• 6 technology track + fleet pads (1 in each color)• 6 player reference cards• 6 wormhole counters• 3 50+/50- DP counters• 3 50+/100+ DP counters• 8 galactic goal tiles• 9 sector boards• 1 gray pawn (round counter)• round & DP track• rulebook• background book• solo variant book• 2 dice (for solo variant only)• Slavers’ offboard power track (for solo variant

only)Note: The Kickstarter basic version has fewercomponents (see separate leaflet).

Components LimitationComponents are limited as listed above except forhidden ship chips and white discs. If you run out ofthese, use suitable replacements.

4. Game Concepts

4.1 BoardThe board consists ofmultiple “sector tiles”(the tiles with 5hexagons on each side)laid out together. Oneach sector there are anumber of hexagons(hexes), some of whichcontain a star symboland a name next to it. These are the “stars”. They arecolor-coded according to their distance from thecentral star of the sector. The center star’s name isalso used as the sector name. All specially markedhexes that are not stars are “space anomalies”.

These tiles have two sides. One is the “A” side and theother is the “B” side (see designation in the bottomcorner hex). The “B” side has more “nebula” spaceanomalies than the “A” side.

Left of each “A” or “B” marking are two numbersseparated by a slash. The first one indicates thenumber of stars and the second one the maximumpossible population by normal growth for this sectortile (excluding effects of neighboring sectors).

4.2 AlignmentThe Universe offers two fundamental spiritualpathways individuals and planetary populations cantake. One is to recognize everything as one being andthus love others and the self alike. The other is todisregard this and only act for the self.

Every player has an “alignment”in the game. This is either“service-to-others” (STO) or“service-to-self” (STS). Playersindicate this by having theappropriate side (light = STO,dark = STS) of their star peopletile facing up. Players have different options in thegame depending on their chosen alignment. Players

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may also change their alignment during the course ofthe game.

As a STO player in this game, you are held to highmoral standards and must therefore play mostlypeaceful. You cannot fight other STO players and canonly attack STS players under very specificcircumstances. Your advantage is, if you discover anyadvanced civilizations, you can easily get them to joinyour alliance due to your great reputation. Anypopulation you liberate from those evil dark empireswill gladly join you, too.

As a STS player in this game, you are not limited to anyof the pesky morals of the light side. You have thefreedom to be as aggressive as you want. Also youcan easily subjugate any primitive civilizations youencounter by awing them with your great powers.

4.3 Star People

Every player chooses to play a certain star people atthe start of the game. This star people gives a certainunique special ability to the player.

4.4 PopulationThe population of a star systemis represented by the coloreddiscs (city miniatures). They are

placed in the middle of a hex where a named star is. Ifmore than one disc needs to be placed in a hex thenstack them on top of each other. There can only beone color of discs on a star. The color of thepopulation discs indicates whoowns the star.

4.5 Home StarEvery player has a “home star”which is marked by the miniatureof his color.

A home star miniature counts as six population for allpurposes.

4.6 ShipsThe cigar shape is a commonly used formfor spaceships as it minimizes the exposedarea in the direction of travel.

Ships are used to explore the galaxy, mineasteroids, colonize and take over starsystems, and fight space battles. They arealways in a hex on the board. Ships arerepresented in two ways. One way is by the coloredminiatures (called “ship pieces”). The other way is as“hidden ship” chips underneath a fleet counter (seebelow).

The hidden ship chips (i.e. black chips with a numberon them) are used to represent ships. They are alwaysplaced face down in a stack beneath a fleet counter.Players may look at their own chips but may not showthem to other players. Each chip indicates that thereare that number of ships of the player in that “fleet”.

Example: Ellen has the following counters in her fleetA: “1”, “3” and “5”. The total number of ships in herfleet is thus 9.

At any time a player may combine smaller counterdenominations into larger ones or split up a chip intosmaller denominations. He must reveal all the chipshe is exchanging to the other players though.

Tactical Tip: Include some chips with smaller

4

0 1 2 10

alignmentname specialeffect

opportunities todeclare war flavor text

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denominations in your fleet stacks. You will less likelyneed to exchange chips then when you want to splitoff ships or reveal ship amounts.

Ship counters with a “0” are called dummy chips andare used to mask the number of ships in a fleet. Everyplayer has his own set of dummy chips in his color.

FleetA “fleet” is all the chips in a stackbelow a fleet counter (including thecounter itself). Whenever ship piecesjoin a fleet they are converted into chips. Wheneverships leave a fleet they are converted into ship pieces.See chapter 6.1.3 for more details.

There must be at least one actual ship in every fleetbeing used though (i.e. a fleet may not consist entirelyof dummy chips).

Every fleet also has a “tactic” which corresponds tothe letter of the fleet counter. This is a special effectthat only applies to the ships that are currently in thatfleet. Fleet counters stay face down wheneverpossible.

Note: The term “fleet” in this game only refers to acollection of ships using chips underneath a fleetcounter. Players may use any combination of “fleets”and ship pieces.

4.7 War/PeaceEvery player mustkeep track of whichplayers he is “at war”with and which he is“at peace” with. Forthis purpose everyplayer has one war/peace counter for every otherplayer in the game. When a player is “at war” withanother player he must have the war side of hiscounter with that color face up and otherwise the “atpeace” side when not.

Note: The corresponding war/peace counters of anytwo players must always show the same side.

Declaring WarPlayers must “declare war” beforethey can do certain things againstanother player. This includes takinganother player’s star or combatingships. Whenever a player declares

war on another player then both players flip theircorresponding war/peace counters to the “at war”side face up. See chapter 7.3 for more details.

Note: STO players may only declare war in rarecircumstances and only on STS players. STS playerscan almost always declare war whenever they want it.

Making PeaceIf two players agree, they may flip their correspondingwar/peace counters to the peace side up anytime.

4.8 TechnologyEvery player has a level of technology in five fields(Military, Spirituality, Propulsion, Robotics, andGenetics). Players usually start with these at level 1(some star peoples and sectors allow starting at ahigher level). The maximum level that a player can getin each technology is 6. Whenever a player gains atechnology level then the effects of the new level areimmediately applied. See the table 11.2 for details.

4.9 EraEvery game has three “eras” as marked on the roundtrack. A first “Era of Light”, then an “Era of Darkness”,and then a second “Era of Light”. Each era lasts acertain number of rounds and is associated with analignment (light = STO, darkness = STS). The eradetermines what a player can score for according tothe galactic story.

4.10 Population TrackPlayers use a population track each to keep track oftheir amount of population on the board. At setup,players place one disc of their color on every spot oftheir track except the “6” (see bottom right corner oftrack). Every time a player removes discs to put on theboard he takes them from the lowest numbered spotswith discs. When he loses population discs from theboard he returns them to his track filling up thehighest numbered free spots on his track. The highestvisible number is the points the player will score forthis at game end.

Note: It is important that the population track is usedin this manner, as some effects depend on it.

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Players also use the highest numbered free spot ontheir track to see the number of ships they getwhenever building ships (see the corresponding shipnumber interval below it).

5. Setup1/2 Players: For games with one or two players thereare some additional rules. See the solo variantrulebook for one or chapter 9.2 for two players.

Prepare Round & DP TrackPlace the pad with the round and DP tracks on thetable off to one side. Place the gray pawn on theleftmost position of the round track (where the arrowis).

Randomly draw a galactic story tile (the long thinones) and place it alongside the turn track in the longrectangle labeled “Galactic Story”.

Randomly draw a galactic goal tile (with a galaxy iconin the top left corner) and place it on the spot of thesame size below the turn track. The galactic goalsencourage different play styles (e.g. confrontational,peaceful). See the symbol in the bottom left corner of

the tile or the “play style” column in table 11.5.

Players may also agree to play with a certaincombination of galactic story and goal instead ofdrawing them randomly.

Introductory Game: Leave out the galactic goal for anintroductory game.

Distribute Player Items 1Every player gets the following:

• all pieces of a color, including ship pieces, counters, cubes, discs, and chips. Players each place the wooden disc of their color on the zero position of the DP track and their fleet counters face down into a pile (shuffled).

• the technology track + fleet pad in the player’s color. Every player places one cube of his color on each leftmost position (level 1) of each of the five technologies.

• the population track in the player’s color. Players place one disc of theirs on each spot of the track except for the “6” in the bottom right corner of the track.

• 7 technology/turn order change counters (1

6

3 player setupexample

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counter for each technology field, an “up” and a “down” turn order change counter)

• 1 round war/peace counter for every color inthe game except the player's own color (remove all war/peace counters not used fromthe game)

• a player reference tile

• The other (non-colored) hidden ship chipsare put into one or more piles within easyreach of the players.

Setup BoardIn the following steps, select the side for each sectortile to be used randomly. First, randomly select onesector tile and place it in the middle of the table. Thisis the center tile. Then randomly select a number ofsector tiles equal to the number of players. Placethese tiles each in a random orientation next to thecenter tile. Use the below configuration according tothe number of players (“C” is the center tile):

The red dots indicate where wormholes should beplaced (see following section).

Each tile should be attached to the center tile alongone whole edge. If there are less than six players thenthere will be large gaps (see placing wormholesbelow) where the missing tiles are. There should beno gaps other than these.

Every player gets the sector tile closest to him andplaces his home star miniature on the star in thecenter of it.

Then every player takes two starcounters of each of the threetypes (so a total of six). Playerswho have a sector with eightstars take one additional

“uninhabited” counter. Players then flip all theircounters face down, shuffle them and place one oneach hex with the star symbol except the central hexof their sector tile.

Shuffle the ten relic counters face down and placeone on every star hex in the center sector (includingthe central hex). Some of these will be left over. Keepthese face down and remove them from the game.

Then take three star counters of each of the threetypes (so a total of nine). Shuffle these and place oneface down on each of the stars of the center sectortile (on top of the relic counters). Some of these willbe left over. Keep these face down and remove themfrom the game.

Placing Wormholes(if less than 6 players)

Place a wormhole counter on themiddle hex of the first open edgewhere there is a large gap (on thehex marked with a dot in a corner),like the following image. Place the counters pairwisewith the same colored border for the same gap.

Note: A wormhole and a star can share the same hex.In this case put the wormhole counter a bit to the sideto leave enough room for the star counter.

Distribute Player Items 2Do the following additional steps in the order as listedbelow.

Domination Cards

7

two connected wormhole hexes

(in a 5-player setup)

C C

2 or 3 players 4 players

C

5 players

C

6 players

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Shuffle the domination cards into a deck. Deal onedomination card face down to each player. Playersmay look at their card but may not show it to otherplayers.

Turn OrderRemove the turn order countersfrom the game which have anumber higher than the number ofplayers. Shuffle the remaining onesand give one face up to eachplayer.

Starting ShipsEach player gets 3 ship pieces of his color at hishome star.

Star PeopleRandomly give two star people tiles to each player.Every player chooses one of these two.

Note: A yellow (instead of white) cell on the bottom ofthe star people tile indicates some special effect therethat only that star people has.

Sector Starting BonusPlayers also get somethingadditional as marked ontheir sector tile at thecentral star. This can be anadditional technology level,ships or population. Seetable 11.6 for details.

If a player is getting level 2 in a technology field healready has or cannot have, then the player chooses adifferent technology field to start with level 2 instead.

Note: The sector starting bonus of the central sectorhas no effect.

Example: Ellen (blue) starts with Alpha Draconis as herhome star sector, so she sets her Military technology

to level 2.

Select AlignmentAll players choose their alignment by secretlychoosing which side of their star people tile to placeface up (e.g. below the table). After all have chosenthen all reveal their choice simultaneously.

Players then check if they have any modified startingconditions for their selected star people andalignment and make those modifications now.

Individual ChoicesIf players finally need to make any other individualchoices they do this in turn order (such as selectingan advanced fleet tactic or a different technology fieldfor their sector starting bonus).

6. Play1/2 Players: For games with one or two players thereare some additional rules. See the solo variantrulebook for one or chapter 9.2 for two players.

Use the gray pawn to mark the current round on theround track. Each round has four phases in this order:

I. Move/Combat

II. Growth

III. Trading

IV. Scoring

The first two phases are where most of the actiontakes place. In the first phase players will take turnsmoving their ships and fighting battles. In the secondphase they will select actions and then take turnsgrowing their civilization by increasing theirpopulation, researching technologies, building ships,and more. Players will score the most points duringthis important “growth” phase.

6.1 Move/Combat PhaseIn this phase every player takes one turn in the orderas determined by the turn order counters.

On his turn player does all these steps in this order:

a) Create/swap fleets

b) Movement

c) Combat

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6.1.1 MovementThe player may move any or all of his ships. He neednot move any.

Every turn a ship can move a number of hexes up tothe player's current “range” as determined by histechnology level in Propulsion (see technology track).Every hex a ship enters is counted to the range.

Practical Tip: To mark a ship piece as moved you canlay it on its side. Put all your ships upright again whenyou have finished your move.

WormholeA wormhole connects (only) to theother end of the wormhole (i.e. theother counter of the same color).Treat these hexes for movement as ifthey were adjacent hexes. Ships mayalso enter or pass through a wormhole hex withoutactually using the wormhole.

NebulaInterstellar clouds contain highlevels of Source energy.

Ships must spend an additional 1range (so 2 in total) to enter anebula hex.

Ships starting their movement in a nebula hex get +2to their range for the current turn.

Tactical Tip: You can a use nebula hex to reach furtherthan you normally could with a net gain of 1 range over2 turns.

Note: You also use up 2 range when entering a nebulahex through a wormhole.

ScoutingPlayers may secretly look at the star counter and reliccounter where a ship of theirs is standing anytimeduring the game. A player may not scout where hisship is just passing through.

A scouting player may not show inspected countersto others.

Note: You can immediately scout with a ship that hasfinished its move. You do not need to finish moving

your other ships beforehand.

Example: At the start of her movement Ellen (blue) hasa ship standing at Planet X. She secretly looks at thestar counter there and sees it is a primitive neutral.She then puts the counter back face down. Then shemoves her ship three hexes passing through Harus(which she may not look at) and ends her ship's moveat Epsilon Eridani. She secretly looks at the starcounter there and sees it is an advanced neutral. Shealso puts this counter back face down. She thencarries on with moving her other ships.

Remote ViewingRemote Viewing is the psychic ability to tapinto the Universal Mind to see any eventanywhere in space and time.

A player may “remote view” a certain number of timeson his turn of the move/combat phase according tohis Spirituality level (starting level 2).

Per “remote view” a player may secretly look at one“hidden thing”, which is one of the following:

• a star counter• a relic counter• the top card of the domination card deck• a “fleet” of another player (i.e. the fleet

counter plus all the chips beneath it). Theplayer must have a higher spirituality levelthan the owner of the fleet.

He may not show these items to other players.

6.1.2 CombatAfter the player has completedall his movement, a battleoccurs in every hex where theplayer has ships in the samehex with ships of other players whom he is “at war”with. The player whose turn it is selects the first battlehex to resolve. After that is resolved he chooses thenext hex and so on, until all battles are resolved.

Resolving CombatThe player whose turn it is is the attacking side. Allthe other players with ships in that hex who are “atwar” with the attacking player belong to the defendingside (even if they are at war with each other).

Practical Tip: New players can use a combat summarycard to help them go through each step of combat.

Players who are in the same hex but are not “at war”

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with the attacking player do not participate in combat,do not reveal their fleets and may not retreat.

Before resolving combat the defending playerspossibly have the option to “retreat before combat”(see below). If there are still defending players left inthe hex now then combat proceeds as follows.

The attacking player and all the remaining defendingplayers reveal their fleets there. This means flippingall the counters and chips of these fleets face up.

Each side then adds up the combat value (CV) of alltheir ships there. The CV for each ship is determinedby Military technology level of the owning player plusspecial effects for fleets. The side with higher CV totalwins the battle. If the CV totals are equal then the sidewith higher Military technology level wins (use thehighest level among the defenders if multipleplayers). If that is also equal then the defending sidewins.

The winning player chooses which ships to destroyfrom both winners and losers. He may choose todestroy all, some, or none of ships of the losingplayers (even differently for each losing player).

If the winning side had less than a 3:1 ratio in CV, thensome of its ships are destroyed, too. Destroy half ofthe number of the ships the losing side had destroyed(rounded up) from the winning side then. No ships aredestroyed from the winning side, if it wins with a 3:1ratio or higher in CV.

If the defending side wins and there are multipleplayers on that side then the player who has the mostships there (resolve a tie by who is first in turn order)chooses which ships to destroy (even those of theother defenders).

Any remaining ships of the losing side must thenretreat. Do this in turn order for multiple players.

RetreatWhen a player retreats from a lost battle he places allof his surviving ships from there into one of thenearest hexes of his choice that contains no “hostile”ships (i.e. of a player he is at war with). Ships may notretreat through a wormhole.

Note: You can also enter a nebula when retreating.

Note: You cannot prevent an opponent’s ships fromretreating by surrounding them. The retreating playerthen just selects a hex that is farther away.

Example: Dave is the attacking player. He has five

ships with a CV of 2 each for a total CV of 10. Jamesand Ellen are the defending players. James has threeships at CV 2 each. Ellen has five ships at CV 1 each.The total CV for the defending side is 11. Thus thedefenders win the battle (since 11 > 10). Ellen choosesto remove four of Dave's ships. James and Ellen mustlose two ships, so Ellen chooses to remove one ofJames' ships and one ship of her own. Ellen is beinggenerous to James. She could have also chosen toremove two of James’ ships. Dave retreats hisremaining ship to an adjacent hex that is empty. IfEllen had chosen to remove all five attacking shipsthen the defenders would have lost three ships.

Retreat Before CombatA defending player who has a higher level inSpirituality or Propulsion technology than theattacking player may “retreat before combat” beforecombat is resolved in a battle hex. Follow the sameprocedure as when retreating from a lost battle. Sucha player must decide whether to use this or not beforeany fleets are revealed in that hex.

A player may only choose to retreat either all of hisships (or at least all that can, see Fleet “E”) or none ofthem.

6.1.3 Handling Fleets

Creating New FleetsEven a small colony is useful as a basefor a fleet to resupply and reorganizeitself.

A player may create new fleets at his own stars on histurn before moving any ships. The player takes anunused fleet counter and places it into such a hex.Then he transfers (see below) at least one ship into itby putting chips under it.

Note: To recreate a fleet that is already on the boardyou can dissolve it first by transferring ships out of it.

A player can also swap two of his fleets now that arenot in the same hex if they are each at a star of his. Todo this, just swap the fleet counters on top of the chipstacks (the ships remain where they are). Players mayalso feign swapping. Swapping fleets that are in thesame hex is possible anytime during movement (it isthe same as transferring ships).

Transferring ShipsAnytime during his turn but before any combat has

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happened a player may transfer ships into or out ofhis fleets. The player can exchange chips betweenfleets that are in the same hex without revealingthem. The player can also convert ship pieces tochips or vice versa accordingly in the same hex. Inthis case, he must show the chips used to the otherplayers though.

Players must be careful to ensure that no transferredship moves farther than its allowed range.

Dissolving FleetsWhenever a fleet has no more ships then that fleetimmediately becomes dissolved. The correspondingfleet counter is removed from the board withoutrevealing it.

Fleet TacticsEvery fleet has a specialeffect which only applies toships currently in that fleet.This is also described inshort form on each fleetsection of a player’s pad.

Assault: Whenever this fleet is involved in combat add1 CV per ship in this fleet.

Bomb: For every 2 ships in this fleet increase the shipcount by 1 for purposes of conquering or liberating astar.

Counterassault: Add 2 CV per ship in this fleet if thereis an A fleet on the opposing side in combat.

Dart: Ships in this fleet get +1 to their movementrange. Ships that leave this fleet immediately lose thisadvantage. Ships that have already used thisadvantage may not leave this fleet anymore in thisturn.

Note: The D fleet counters have no hidden side.Players thus always know where these are.

Evade: Ships in this fleet have the option to retreatbefore combat regardless of technology levels (butonly as defender). To use this special effect the playermust reveal the counter.

Advanced Fleet TacticsPlayers get advanced fleet tactics when they reachcertain levels in Military technology. For everyadvanced fleet tactic received a player places such acounter on a fleet section of his. He chooses whichside of the counter to place face up, either “x2” or “+3

DP”. These placements cannot be changed later on.Each fleet section can only have one such counter.

A fleet with a counter showing its “x2”side has its special effect doubled. Forthe “B” fleet simply double the shipcount versus stars. For the “E” fleet thismeans a defending player can have itretreat before combat after opposing fleets arerevealed without revealing the number of ships in hisE fleet.

Every time a player wins a battle thenthat player gets an additional 3 DP if anyof his fleets involved in that battle has a“+3 DP” counter (even if that fleetbecomes dissolved as the result of thatbattle). A player can get these additional DP only onceper battle won. A battle where all opposing shipsretreated before combat does not count though.

Dummy ChipsA player may add or remove his dummychips to or from any of his fleets anytimeduring his turn (or when building newships). He must reveal the dummy chipshe is adding/removing to the other players(except when directly transferring them betweenfleets, see above).

6.2 Growth PhaseThe growth phase consists of the following steps inthis order:

1. Select counters

2. Switch alignments

3. Change turn order

4. Resolve other growth actions

6.2.1 Select CountersAll players secretly select two of their oval “growthaction” counters and one square “technology” or “turnorder change” counter. When all players have selectedall their counters then these are all are revealedsimultaneously.

Note: All of your growth action counters are availableagain at the start of the Growth phase.

Practical Tip: Leave all selected counters face up untilthe end of the round for scoring purposes.

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Practical Tip: New players can use an icon indexreference card to lookup what the growth action iconsmean (see bottom of second column).

Additional Growth ActionsFor every star with 5+ population aplayer has now other than the home starhe may select an additional oval growthaction counter. The player must lose 3DP for every such additional counterselected though. Players may hide how manycounters they are selecting before they are revealed.Subtract the DP immediately after all counters havebeen revealed.

Example: Ellen owns the star Khaa with 7 populationwhich is not her home star. On her turn of the growthphase she reveals three growth actions: “Research”,“Gain Star” and “Build Ships”. As technology countershe has selected “Spirituality”. She pays 3 DP for herthird growth action counter.

Negative PointsThe score of a player can be negative.This is indicated by placing the player’sscoring marker below the “0” spot of theDP track accordingly. Players can also take a markerto note this.

6.2.2 Switch AlignmentAll players who selected a SwitchAlignment counter resolve thataction first and simultaneously.This is an exception to the othergrowth actions. Every playerdoing this flips his star people tileover to the other side.

When a player switches his alignment he is thenautomatically “at peace” with all players (flipwar/peace counters over accordingly).

6.2.3 Change Turn OrderIf any turn order change counters (see images below)were selected, then the following happens.

First, all players who selected an “up”(green arrow pointing up) turn orderchange counter switch to one positionearlier in turn order. Do this by startingwith the smallest number and thencontinuing in numerical order. Each such player

exchanges his octagonal turn order counter with theplayer who has the next smaller number. For a playerwho already had the number 1 of the turn order at thestart of the phase such a counter does nothingthough.

Secondly, all players who selected a“down” (red arrow pointing down) turnorder change counter switch to oneposition later in turn order (swappingwith the next greater number). Do thisas above but starting with the greatest number andthen continuing in reverse numerical order. For aplayer who already had the greatest turn ordernumber at the start of the phase such a counter doesnothing though.

Note: A player who is not researching technology canpick a technology counter if he does not want tochange his turn order position.

Note: You cannot prevent losing your first/last place inturn order if the player in second/second-to-last placewants to take it.

Example:

The turn order is: Ellen 1,Dave 2, James 3, Dana 4.

Dave and James haveselected their “up”counters, Ellen hasselected her “down”counter. Dana researchedSpirituality so she selectedher Spirituality counter.

First Dave switches withEllen, so he gets the 1 andshe the 2.

Then James switches withEllen, so he gets the 2 andshe the 3.

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Ellen Dave

Dana James

1 2

34

1Ellen Dave

Dana James

2

34

Ellen Dave

Dana James

3 1

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Then Ellen switches with Danaso she gets the 4 and Dana the3. The final result is: Dave 1,James 2, Dana 3, Ellen 4.Note that Ellen’s positionactually changed by three,not just one, as she hadoriginally intended.

6.2.4 Resolve Other Growth ActionsThen every player resolves all his remaining growthactions by taking one turn in the (possibly new) turnorder. A player may choose to execute the growthactions on his turn in any order.

6.2.5 Gain StarA player doing the Gain Staraction may choose to populate ortake over a star of his choicewhere he has the requirednumber of ships. Each method ofgaining a star has a specific termas listed below which only appliesto that context.

These are the options depending on the alignment ofthe player and the type of star being taken:

Star Option for STO players

Option for STS players

(unin-habited)

Colonize: This option is available to players of both alignments. The player must have 1 ship in the same hex as this star. The player removes the star counter and places 1 population disc ofhis own color there.

(primitive)

STO players cannot take this star.

Subjugate: Only 1 ship at this star is needed for this. The STS player removes the star counter and places2 of his population discs there.

(owned byplayer “atwar” with)

Liberate: This option is only available to a STO player and only against a STS player he is “at war” with. If the STO player has more ships here than the number of

Conquer: The STS player must be “at war” with the owner of the targeted star but he may declare war to do this action. If the STS player has more ships here than the

population discs, then he exchangesall the population discs with ones of his own color.Note: Liberating a home star miniature yields 6 population.

number of population discs, then he removes all the population discs and places 1 of his own color there.

(advanced)

Ally: Only 1 ship at this star is needed for this. The STO player removes thestar counter and places 3 of his population discs there.

Conquer: STS players can only “conquer” this star.It is considered to have 3 population discs. Thus 4 shipsare needed to conquer it. The player removes thestar counter and places 1 population disc there.

Important: for some star peoples the aboveconditions and effects may differ. Players shouldconsult their star people tile first.

Revealing ShipsA player must reveal the required number of shipsneeded to take a star including any necessary fleetcounters (but not more than that).

Involuntary Home Star EvacuationIf a player loses his home starthrough conquest orliberation, then he mustimmediately select a newhome star. This must be oneof his stars without hostileships and with the mostpopulation among those. He removes all populationdiscs both from his old home star and his new homestar location. Then he moves his home star miniatureto the new location.

A rogue, interstellar planet can be a good place toescape from your enemies.

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Ellen Dave

Dana James

4 1

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If a player has no star he can evacuate to, then heselects any empty hex that is not a space anomaly inthe same sector for his new home star location. Thishex is considered a star from now on.

Example: Ellen (blue) has liberated Dave's (red) homestar Khaa. Dave has a total of 7 population there. Davestill owns the stars Maldek and Vega with 3 populationeach and Capella with 1 population. Since Ellen has aship at Maldek he has no choice and can onlyevacuate to Vega. He removes the 3 population discsat Vega and then places his home star miniature there.He also removes the single population disc left atKhaa. Ellen then places 7 of her population discs onKhaa.

Voluntary Home Star EvacuationIf there are hostile ships in the hex of the player'shome star then he may voluntarily evacuate his homestar anytime during his turn of the growth phase. Thisworks in the same manner as above except that healso places one population disc where his home starpreviously was.

Gaining TechnologyA player who conquers or liberatesa star from another player mayimmediately gain one level in atechnology field in which he has alower level than that other player. If that star had sixor more population, then he even gains two levels. Ifthere is more than one possibility for which level toget then the player who gains the level may choose

which one.

Note: A player need not gain a level he does not want.

Example: Dana is a STS player who wants to conquerLuke’s star Ummo with 4 population. She only has 4ships there, which would normally be not enough, butthey are all in her “B” fleet, so they count as 6 shipsinstead. Dana can thus take the star. She removesLuke’s 4 population and places 1 of her discs there.She also gets a technology level from Luke. Luke hasboth a higher level in Military and Spirituality thanDana. Dana chooses to take Military and increases herlevel to 3.

Ancient RelicsAn ancient builder race that has vanishedinto History has left mysterious relics ofgreat power behind in the galactic center.

Whenever a player gains a star with a face down reliccounter (these are in the center sector) he turns itface up and applies its effect. Some effects areimmediate, in which case the relic counter is removedafter applying it. Other effects are permanent, inwhich case the relic counter is left face up at the star.See table 11.7 for the details on each relic.

End of Population TrackWhen a player has no more discs left on hispopulation track and wants to place population discsfor a growth action, then he may take these from anyof his stars. In this case he may also do the actionpartially, meaning placing less discs than he wouldnormally for that action.

He must place at least one disc for a Gain Star actionthough. If he does not have any available (see“blocking”), then he may not do that action at all.

6.2.6 Grow PopulationThe star colonies that thrive themost are remotely located ones.They can use all the resources intheir vicinity for themselves.

A player doing the GrowPopulation action may add onepopulation disc to every star ofhis that is below its “growth limit”. This limit is equalto its distance (in hexes) to the nearest player-ownedstar (both of the player himself and other players).

Note: This hex distance is different than the range

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used for ship movement. Space anomalies have noeffect here.

Note: You never lose population already at a starbecause of a decrease in its growth limit. The limit isonly relevant for adding population.

Bonus PopulationIn the second part of this action theplayer may add “bonus population”discs to his stars as indicated by hislevel in Genetics (and other specialeffects). The previously mentionedgrowth limits do not apply then. The player may onlyplace one bonus population per star within a singleGrow Population action though.

Note: If a player gets more bonus population thanstars, then the excess number is wasted.

Example: James (green) controls Harus and EpsilonEridani (see image below). He is doing the GrowPopulation action. He can add 1 disc to Harus,because it is below the growth limit of 2. EpsilonEridani also has a limit of 2 but has already reachedthat, so he can add no disc there. He cannot add anydiscs to his home star, Sirius, because its population(6) is also over its limit of 2.

Note that Planet X is a neutral star and therefore doesnot affect the limit. Also note that even if EpsilonEridani and Sirius were owned by other players, Haruswould still have a limit of 2.

Since James has Genetics at level 4 he also gets 2bonus population. He can place 1 each at 2 of hisstars regardless of limit. He chooses to place them atHarus and Epsilon Eridani.

The final result is thus 3 population at Harus and 4population at Epsilon Eridani.

6.2.7 Build ShipsA player doing the Build Shipsaction gets a number of newships as follows:

new ships =

ship number on population track

+ ship number for Robotics level

+ number of asteroid systems (see below) with a shipof the player

Example: Ellen has a total of 11 population, Roboticsat level 3 and 1 asteroid system with a ship of hers.Thus she can build 8 ships = 4 (from population) +3(from Robotics) +1 (from asteroid systems).

The player first gathers ship pieces and counters(including dummies) totaling the above sum andshowing the counters to other players. Then he maydistribute all these in any way among his stars wherehe has 4+ population (these are the “shipyards” andautomatically includes the Home Star). Ship piecesare placed into the hexes of these stars. Chips areplaced into any fleets that are located at these stars.The player may also create new fleets for these ships.

Note: You cannot transfer previously existing shipsinto newly placed fleets during a Build Ships action.This is only allowed during movement.

Asteroid SystemWhen doing this growth action theplayer gets one additional ship perasteroid system hex where he hasa ship.

Note: Multiple players can use the same asteroidsystem for their actions.

6.2.8 ResearchWith the Research action theplayer advances one level in everytechnology field for eachtechnology counter the playerselected this round. Multipletechnology counters are possibleat Robotics levels 5 and 6.

Note: If a player did not choose a technology with hissquare counter then his research action is wasted.

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When a playerresearches atechnology fieldthat he hasalready at level6, then he getsthe effect asshown on thetechnology trackin the same row to the right of level 6 (see image)instead of a level. See the technology tables in 11.2for an explanation of each effect. This also applies inthe same way when getting a level through an ancientrelic.

6.2.9 “Free” Growth ActionsSome special effects give “free” growth actions.These are done without a growth action counter.

A player may do his “free” growth actions in his turnof the growth phase (only) and in any order togetherwith his other actions in that turn. He scores DP forthem as if they were a regular action.

6.3 Trading Technology PhaseAfter the growth phase playersmay “trade technology”.Negotiations and executions oftrades are done simultaneously. Atrade may only occur between twoplayers.

The two players must be “at peace” and “in contact”with each other in order to trade. To be in “in contact”they must each have a ship in the same hex, or oneplayer must have a ship at a star of the other player.

Both players involved in a trade get one level in atechnology field where they are lower than theirtrading partner. Both players must get a level, andboth must agree to the entire trade (i.e. to what theyare getting and what they are teaching to the other).

Every player may only participate in one trade perround.

Some special effects allow additional trades in around. A player who has this may do these in anyorder together with his regular trade. He may alsotrade a technology level received in the same phase.

Example: James has Genetics level 3 and Roboticslevel 1 and Ellen has Genetics level 1 and Robotics

level 2. James has one of his ships at the star systemTeetonia which belongs to Ellen. They agree to make atechnology trade, namely Robotics for Genetics.James increases his Robotics to level 2 and Ellenincreases her Genetics to level 2.

Note: You never lose a technology level in the game,not by trading nor by any other means.

6.4 Scoring PhaseIn the last phase of a round players score DPaccording to the current era. Mark the new score onthe DP track accordingly. Some things are morepractical to score right away when they occur (suchas winning a battle or taking a star), everything else isscored during this phase.

The galactic story tile laid out determines whatplayers can score for as per the current era. Somegalactic goal effects are also scored immediately. Seetables 11.4 and 11.5 for details.

7. Additional Details

7.1 Propulsion Special EffectsStargate 1Players with Propulsion level 3 or 4have Stargate 1. This means theycan move ships from a star with 3 ormore of their population to any otherlikewise star as if they wereadjacent.

Stargate 2Players with Propulsion level 5 haveStargate 2. This means they canmove ships from a star that does notbelong to a player they are “at war”with to any other likewise star as ifthey were adjacent.

Players may not use stargates for retreating or forcalculating population growth limits.

Neutron StarOnly players with Propulsion 5 or 6may enter Neutron Star hexes.These may never be owned byplayers and do not count as neutral

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stars. They can be used as stars for Stargate 2movement though.

Teleport PopulationPlayers with Propulsion levels 5 and 6 can teleportpopulation. The player does this as a single, freeaction during his turn of the growth phase, in whichthe player may relocate the indicated number ofpopulation discs between his stars. This action canbe “blocked” (see below), meaning discs then cannotbe removed from or added to blocked stars.

7.2 BlockingThe presence of hostile ships prevents growth actionsand movement as detailed below. This is called“blocking”.

An action, action selection or movement currentlybeing done can also (if the conditions are met)become blocked by a player declaring war at thatmoment (see chapter 7.3).

7.2.1 Blocking Action ExecutionGrowth Phase actions cannot be done in or make useof any hexes containing a hostile ship.

When a player is doing the Build Ships action hecannot count any population of blocked stars. Theplayer must use a lower population count accordinglyinstead. A population count below six is still treatedas six though. Players can place their transparentplastic chip on their population track to calculate ormark this.

Example: Dana is doing the Build Ships action. Shecurrently has 16 population and a ship at one asteroidsystem. She would normally get 6 ships (5 frompopulation and 1 from the asteroid system), but she isat war with Luke and he is blocking her star Axthadawith 4 population. This means Dana effectively onlyhas 12 population for this action, so she places hertransparent marker on the “12” of her population track.She also cannot use the asteroid system where she isbecause of Luke’s ship there. This means she will onlyget 4 ships and she cannot use Axthada to place herships there either.

Example: Dana is doing the Grow Population action.She controls Sirus, Axthada, Ummo, and Harus. Luke,whom she is at war with, has a ship each at Axthadaand Ummo. Thus Dana can only add population discsto Sirius and Harus.

7.2.2 Blocking Additional ActionsA hostile ship at a star prevents the owner of the starfrom getting an additional growth action for it. Thisonly applies during the selection step of the growthphase (i.e. before any counters are revealed).

7.2.3 Blocking MovementOnly the following types of movement can be blocked.

Blocking a StargateA ship trying to use stargate 1 or stargate 2movement is blocked by hostile ships at the jump-offstar or the target star. The ship may then not move tothe target star. If this happens by a player newlydeclaring war the moving player may move his ship adifferent way than originally intended (from the hexonwards where it became blocked).

Blocking a WormholeA ship trying to use a wormhole is blocked by ahostile ship at the exit hex of a wormhole. The shipstill moves through the wormhole but ends itsmovement in the hex it exited from the wormhole. Ifthis happens by a player newly declaring war themoving player cannot decide to move his shipdifferently then.

Note: You can otherwise always pass through hexeswith hostile ships.

7.3 When to Declare WarAn STS player may declare war on anyother player. He may do this during hisown movement (but before combat).Outside of his movement he may alsodo this in order to:

• block movement of another player (as per7.2.3)

• block a growth action of another player

• block a player from getting additional growthactions

• conquer a star

• prevent a home star evacuation to where hehas ships

• use the research+ effect of Military

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When declaring war to block a player from gettingadditional growth actions the player losing the actionsthus may choose which to cancel. Revert any DPlosses that may have already been applied for that.

An STO player can only declare war on STS playersand only to block the subjugation or conquest of astar with “innocent” population (i.e. primitive oradvanced neutral stars or those of STO players).Multiple STO players may use the same opportunity todeclare war even though one would be enough toblock it.

Note: See the above conditions also on the appropriatesides the star people tiles (in red text).

The acting player must declare his actions to allowother players the opportunity to declare war.

Losing Growth ActionsGrowth actions are not necessarily lost when theybecome blocked by a player newly declaring war. Theacting player may do the action at a different star theninstead. In the case of his home star becomingblocked the player may then voluntarily evacuate it toget around this.

The action is only lost if the player has no other starhe can and wants to do the action at.

Example: Dana is a STS player who is currently atpeace with James, a STO player. She has 4 ships atEpsilon Eridani which is an advanced neutral star.James also has a ship there. Dana is doing a Gain Staraction on her turn of the growth phase. Danaannounces that she conquers Epsilon Eridani. In orderto prevent this, James declares war on Dana. Thisconquest is now blocked. Dana chooses to take Harusinstead where she is not blocked using the same GainStar action.

7.4 Domination CardsPlayers also get special game objectives in the formof “domination cards”. See table 11.3 for the detailson each card.

7.4.1 ScoringEach domination card is divided into two sections bythe long horizontal line, a big top section (A) and asmall bottom section (B). See above image.

Each player scores exactly two domination cards pergame, one with the primary (A) effect and anotherwith the secondary (B) effect, or both with the Beffect.

A player may play a card he his holding anytime (alsoat the end of the game). He may play it for eithereffect as detailed below.

A-SectionTo play a card for the A section the condition there onthe card must be fulfilled and the player may not

18

A

B

primary DP(A)title

primary condition

(A)

immediate effect(A)

secondary DP(B)

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already have played a card for the A section. In thatcase he gets the DP as indicated there. He may thenalso apply the immediate, one-time effect asdescribed there. If he cannot or does not want to usethis effect immediately then it is lost. After playing thecard place it face up next to the top left edge of theplayer’s technology pad to to mark it having beenplayed for the A section.

Note: The conditions on the cards are only minimumrequirements.

Example: Luke has level 6 in Propulsion and managesto get level 5 in Genetics through a trade in round 8. Henow plays the “Special Scientific” card he has andscores 11 DP. Since it is not his turn of the growthphase though he cannot use the one-time effect ofgetting an additional Research action.

B-SectionWhen playing a card for the B section the playersimply scores the DP as indicated in the bottomsection. Any technology field indicated there meansthe player uses his level in that field to score. Anyfractional DP for a card total is rounded down. Manycards give the player a choice of two possibilities toscore by (separated by a slash). After playing the cardplace it face up next to the bottom left edge of theplayer’s technology pad, or if that spot is already filled,then the top left edge instead.

7.4.2 Drawing/Exchanging CardsWhen playing his first card before the third era theplayer immediately draws a new card from the deck.

At the start of the second era every player mayexchange his domination card it for a new one. In turnorder, every player who wishes to do so places hiscard face down at the bottom of the deck and thendraws a new one from the top.

At the start of the third era every player must draw asecond card into his hand if he has not played any yetor may exchange his card in the same way as above(players may not do both). Do this in turn order.

7.5 Stars Becoming UninhabitedAny star that has its last disc removed becomes an“uninhabited neutral” star (without a counter). Thisapplies to all cases in which this may happen (e.g.teleport population or the special effect of STS RogueAI). The star can then be taken with a Gain Star action

(Colonize) as normal.

7.6 Emergency ReserveA player uses his emergencyreserve tile immediately after eitherof the following happens:

• His home star is evacuated(either voluntarily orinvoluntarily).

• Another player takes one ofhis stars and he then hastwo stars less (or even lessthan that) than every other player.

The player then places six ships at his new home star.Use the same rules for placing new ships as whendoing the Build Ships action. This effect cannot beblocked though. Remove the emergency reserve tilefrom the game then.

8. Game EndThe game ends after 8 rounds.

8.1 Game End ScoringAdd the following points after the scoring phase hasbeen done for the last round. These are the game endDP.

• Every player scores DP equal to the highestnumber on his population track without adisc. Note that for every population removedfrom the top row of the track the score goesup by 2 or more.

• Players possibly score DP according to thegalactic goal that was selected for thisgame.

• For every sector, the player with the mostships there scores 4 DP (in the case of a tieall tied players score this).

8.2 WinnerThe player with the most destiny points (DP) wins thegame.

If players are tied then the one with the highestnumber of stars among the tied wins. If this is also atie then use the turn order. The player who is first in

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turn order among those tied wins.

9. VariantsThe first two variants are not suitable forbeginners!

9.1 Deterministic SetupPlayers who want to take (most of) the luck of out thesetup process can do the following instead.

Follow the normal setup process in the given orderbut after placing the center sector tile, do thefollowing instead:

Setup TurnsSelect a starting player randomly. Players take turnsstarting with the starting player and then goingclockwise. On a turn a player has one of the followingoptions. Every player may do each option only oncethough.

• Take a star people tile.

• Take a sector tile and place it next tocenter tile (any orientation and side). Theplayer puts his home planet miniature onthe central star of this tile. The first playerto choose this option may also rotate thecenter sector tile. If other players havealready placed their sector tile then anynew tiles must be placed so that they fitwith the other tiles and the setupconfiguration for the number of players.

• Take a turn order counter.

• Draw five domination cards face downfrom the deck. Pick one and put the otherfour back. Then shuffle the deck.

Continue taking turns until all players have placed asector tile, have a star people tile, a turn order counter,and a domination card. Then do all the otherremaining things as normal (placing counters onsectors, starting ships and bonuses, selectingalignment, etc.).

9.2 Two-Player GameSetup and play the game as if with three players. Thethird player is the “puppet” which will be played eachturn by either of the two actual players.

The puppet counts as a player for all purposes exceptas detailed below.

SetupRemove the “Alignment” domination card and the“ICC” star people tile from the game before starting.

Setup the puppet randomly before the two playerschoose their own setup. The puppet starts with theSTO alignment and does not get any dominationcards (for the entire game).

Each player chooses a secondary color* and takes thepopulation discs of that color for bidding andrecording control of the puppet (see below).

*Kickstarter basic version: One player uses the discsand the other the ship pieces of the unused color.

Determine ControllerAt the start of every move/combat phase the playersdetermine who gets control of the puppet for thatround with an auction. The two players each make abid by secretly putting a number of bidding discs ofinto their hand. Players may bid zero. Then bothplayers each reveal their hand simultaneously. Theplayer with the greater bid wins the auction and thuscontrols the puppet for that round. In the case of a tiethe player who did not control the puppet last roundwins the auction (if this happens in the first round,then determine the winner randomly).

Note: Typical bids for the first round are 0-2 DP.

Mark control of the puppet by placing a bidding discof the player who won the auction on the currentposition of the round track. This player must alsosubtract a number of DP from his current score equalto his bid.

That player must also pay an additional DP penalty ifhe was in control of the puppet for more roundspreviously than the opponent (not counting thecurrent round). The penalty is the difference in roundscontrolled and then squared (ie. 1 round more = 1 DP,2 rounds more = 4 DP, 3 rounds more = 9 DP, etc).

Example: It is start of the fifth round of a gamebetween Ellen and Dave. Ellen has won the auctionagainst Dave by bidding 10 DP against Dave’s 9 DP.Ellen was in control of the puppet on the first threerounds and Dave on the fourth round. So she was incontrol for two rounds more than Dave. Her DP penaltyis thus 4 (2 squared). She must therefore subtract atotal of 14 DP (10 DP for her bid plus a 4 DP penalty)

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from her score.

PlayThe puppet and its controlling player areautomatically at peace with each other. Flip over thewar/peace counters accordingly. They may not“declare war” on each other.

The controlling player may trade technology with thepuppet.

The puppet does not score any DP. The puppet canstill use any effects that would require a DP loss. Thepuppet does count for determining who scoresthough, and can thus deny DP to players. The puppetis considered to have 0 DP for comparison purposes.

Example: If the puppet has the most ships in a sector,then no player will score for that sector at game end.

9.3 HandicapThe following rule evens the chances of winning ifthere are large differences in player experience:

• Novice players (i.e. who have never playedthis before) start with an additional 5 DP.

• Very experienced players (i.e. at least 4 plays)start with 5 DP less than normal.

10. Strategy TipsBeginners should especially take note of these!

Distant Stars Better

When taking a star always consider its futurepopulation growth potential. Stars that are close to astar already owned by yourself or another player arebad.

Use “D” Fleet

On your first turn, put one of your ships into the “D”fleet so you can fly farther.

Have a Strong Defense

Even if you want to play peacefully make sure you arepowerful enough to ward off attacks. Even STOplayers can switch alignment and then suddenly takeyour stars. A good precaution is to have a ship ateach of your stars within reach of other players.

Take Stars from Players Ahead of You

It is a lot more effective to take a star from a playerwho is ahead of you either in points or technologiesthan one who is neither.

Last is Tactically Best

Players who are after you in turn order have asignificant tactical advantage when at war with you.

Park Ships in Nebula

If you don’t know where to move some ships, thenputting them in a nebula can be a good idea. It willgive you more options in the next round.

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11. Special Effects Tables

11.1 Star PeoplesStar People Name STO special STS special

Alliance of Light (STO)Alliance of Darkness (STS)

Your ships get +4 CV each when defendingin combat.Ignore stars of other STO players for determining your population growth limits. The other STO players ignore your stars fordetermining their limits.

Your ships get +2 CV each when you are the attacker in combat against a STO player (even if there are also STS players involved).STS players lose 3 DP every time they declare war on you.

Lose 2 DP every time you switch alignment (also due to reaching Spirituality level 5/6).

Anchara Coalition Start with 2 additional DP. Start with 2 additional ships.

If you have chosen the Switch Alignment growth action counter then on his turn of the growth phase you may select and execute an additional, unused growth action counter at no cost. To do Research you must have already chosen a technology for your squarecounter choice.

Annunaki Start with Genetics level 2.

Advance: Instead of using a Gain Star growth action normally, you can use it to convert 1 or 2 primitive neutral stars each to an advanced neutral star (add 1 white disc each). You need a ship at each star. Remove these white discs when the star istaken.

When subjugating a primitive neutral star add 1 population disc to that star if that is within the growth limit as per a Grow Population action.

Avians Start with Spirituality level 2 and Propulsion level 2.

Dracos Start with Military level 2 and 3 additional ships.

Felines Start with 1 additional ship.

Once per round when attacked, you can force the attacker to “retreat before combat”.

Once per round when attacking, you can force a defending player to “retreat before combat” (even if that player could not normally do that). That player may then not move back into that hex for the rest of this round (mark it with the white disc if necessary). You may wait until any defenders decide to retreat or not from a battle hex before using this effect.

You must decide to use the above effect before any fleets are revealed. Place a white disc on your star people tile at the start of a round and remove it when you use it.

Galactic Confederation (STO)Galactic Empire (STS)

You may do an additional, free “ally” growth action for every a Gain Star growth action. This additional ally action does not trigger this ability again.

You keep up to 3 population when conquering a star. This means you also get3 population when conquering an advanced neutral.Example: You conquer a star with 5 population. You remove the 5 population discs of the other player and place 3 of your own population discs.

Greys Start with 1 ship less than normal.When you research a technology at level 1 you increase it to level 3. Note: When doing this with Military you stillget the advanced fleet tactic for level 2.

Start with 1 extra ship. At the end of a trading phase in which you did not trade you may gain one technology level from a player you are in contact with (use the same rules as when taking a star). When doing this on a STO player

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You may not declare war on other players. during the Era of Darkness that player may immediately declare war on you.

ICC Start with Propulsion level 2. Start with Robotics level 2 and 1 additionalship.

You may do one technology trade with each player every round (instead of just one in total). All other requirements still apply as normal.

Mantids Start with 2 additional population discs at your home star.

Start with Genetics level 2.

You get 2 population discs (instead of 1) per star with a Grow Population growth action(growth limits still apply).

Orion Republic (STO)Orion Empire (STS)

Your population counts double for being conquered. “B” fleets do not get their special effect against your stars.

You conquer stars with only 1 ship (this also applies to a star with the “Defense Grid”).

Plejars You may declare war on STS players during your turn of the move/combat phase but before combat on your turn. Youget 2 DP every time you liberate a star (in addition to other DP gained for this).

You may “ally” with advanced neutrals.Note: Such an action is not an opportunity for STO players to declare war.

Progenitors You get 4 additional, free “colonization” growth actions (for the entire game). You may use any number of these on a single turn.

Rogue AI Start with Robotics level 2.

When doing the Grow Population action you may additionally convert a ship into a bonus population each at up to two of yourstars. These also count to the regular 1 bonus population limit per star. This effect can be blocked.

During the Build Ships action you may additionally convert any number of your population discs into ship pieces (2 ships per disc). These additional ships are placed at the stars where the discs were from which they converted (also as or into fleets). The home star miniature may not be converted. This effect can be blocked.

Yowies Start with Spirituality level 3.You may not have Robotics higher than level 1. When you get the Ancient Technology: Robotics relic you get 2 ships at that star instead of a level (use the same restrictions as for the Buried Ships relic). When you get Robotics as your sector starting bonus you choose a different technology field to start with level 2 instead.

11.2 Technologies

11.2.1 MilitaryLevel Effect

1 The combat value (CV) of each ship is 1.

2 CV of each ship is 1. You get 1 advanced fleet tactic.

3 CV of each ship is 2.

4 CV of each ship is 3. You get 1 additional advanced fleet tactic.

5 CV of each ship is 6.

6 CV of each ship is 10. You get 3 additional advanced fleet tactic.

+ You may cancel a growth action counter (of your choice) of a player your are “at war” with, that has not been played yet. Flip the counter face down to mark this. Any DP losses incurred for this action are not reverted in this case. This counts as “blocking”, so STS players may declare war in order to do this on a player and players with Spirituality level 5 or 6 are immune to this.

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Note that the affected player may not use this counter anymore in this round, even if he gets anadditional action.

11.2.2 SpiritualityLevel Effect

1

2 You may do 1 remote view per round.

3 You may do 2 remote views per round.

4 You may do 3 remote views per round.You may trade technologies without being in contact (your trading partner does not need to have thistoo).Telepathy is the universal form of communication for spiritually advanced people in the Galaxy.

5 You may do 4 remote views per round.You may trade technologies without being in contact.Hostile ships cannot block you.

6 You may do an unlimited number of remote views per round.You may trade technologies without being in contact.Hostile ships cannot block you.Any population you lose is put to the side (“ascends”) instead of returning to the population track.

+ You may select and execute an additional growth action counter (at no cost).You may also exchange a domination card.

You may retreat before combat when being attacked by a player with a lower Spirituality level.

You may only remote view fleets of a player who has a lower spirituality level.

At levels 5 and 6 you automatically switch to STO (no growth action needed for that) and may not switch backto STS again. This happens only when the level is reached (so not during the “Switch Alignment” step).

11.2.3 PropulsionLevel Effect

1 Ship range is 3.

2 Ship range is 4.

3 Ship range is 4.You can use Stargate 1 connections.

4 Ship range is 5.You can use Stargate 1 connections.

5 Ship range is 5. You can use Stargate 2 connections. You may enter Neutron Star hexes.You can teleport 1 population disc (as a free action in growth phase, blockable).

6 You can move your ships anywhere (including Neutron Star hexes).You can teleport up to 3 population discs (as a free action in growth phase, blockable).

+ You get 2 free Gain Star actions.

You may retreat before combat when being attacked by a player with a lower Propulsion level.

11.2.4 RoboticsLevel Effect

1

2 Add 1 ship when doing Build Ships.

3 Add 3 ships when doing Build Ships.

4 Add 5 ships when doing Build Ships. Place new ships at any non-blocked stars of yours with 3+

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population.

5 Add 7 ships when doing Build Ships. Place new ships at any non-blocked stars of yours with 2+ population.When selecting counters for the growth phase you may select 2 square counters (turn order change or technology) instead of only 1, so either 2 technologies or 1 technology and 1 turn order change. You lose 2 DP if you do this. (*)

6 Add 10 ships when doing Build Ships. Place new ships at any non-blocked star of yours.When selecting counters for the growth phase you may select 2 square counters in the same way as above but without losing DP for doing this. (*)

+ You may get an additional level in the other technology field of this research action and lose 2 DP (if you do so). If that field is already at level 6 you get the according special effect instead.You may also combine this effect with a turn order change counter instead of a technology counter. In that case, you have the option to swap with the player who is two turn order positions away from you instead of one. You lose the 2 DP in any case though.

(*) When doing Research you score for every technology counter you selected according to the galactic story.

11.2.5 GeneticsLevel Effect

1

2 You get 1 bonus population when doing Grow Population.

3 You get 2 bonus population when doing Grow Population.

4 You get 3 bonus population when doing Grow Population.

5 You get 4 bonus population when doing Grow Population.Only lose 2 DP per additional growth action counter selected.

6 You get 6 bonus population when doing Grow Population.Only lose 1 DP per additional growth action counter selected.

+ You get a free Grow Population action with 2 additional bonus population.

11.3 Domination CardsCard Name Primary Condition DP Immediate, One-time Effect Secondary DP

(A) (B)

Acquisition Conquer/liberate 2 player-owned stars on the same turn. Play this card when this happens.

10 Get an additional technology level from one of the players you took a star from this turn.

1 per neutral star where only you have a shipOR Military level

Alignment Can only be played at the endof the scoring phase. Have 5 DP and either have more DP (solo variant: tech. levels) than every other player with your alignment or be the only one of your alignment then.

9 Get an additional 2 DP for every Switch Alignment growth action counter played this round (including your own).

4 if you did not get any DP for your alignment in the scoring phaseof this round OR Spirituality level

Central Own 4 stars in the center sector.

12 On your turn in this growth phase you get a free Gain Star action which you canuse in the center sector only. Your ships count double for this action (apply before calculating Fleet “B” bonus).

1 per population of one of your stars in the centersector

Defensive Own all the stars (except neutron stars) in your home star sector (i.e. the sector with your home star).

9 Add 20 CV to your side in the current battle if it is in your home star sector. You may play this card even after ships have been revealed.

4 if no other player has a star in your home star sector+ Military level/2

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Density Have 3 stars with 5 or more population each.Note: The home star counts as one of these.

7 Add 1 population disc to each of your stars with 5+ population (regardless of any limits or blocking).

1 per star you own with 4+ population

Diplomatic Have Spirituality level 4 or higher own the center star of the center sector and be at peace with every player.

14 No players may declare war on you for the rest of this round.

2 per other player’s home star where you have a ship (including puppet) OR Spirituality level

Economic Build 10 ships in a single Build Ships growth action. Any ships built as the direct result of star people special effects (e.g. STS Rogue AI) do not count for fulfilling this.Play this card when this happens.

7 Get an additional 6 ships which you can place at any of your stars. Use the same rules for placing new ships as when doing the Build Ships action. This effect cannot be blocked though.

1 per asteroid system where you have a ship OR Robotics level

Etheric Have a ship each in 4 nebula hexes at the start of your movement.

8 All of your ships starting their move in a nebula hex now get +4 range (instead of +2).

If STO, Spiritualitylevel. If STS, Military level.

Exploratory Have Propulsion level 4 or higher, have a ship and a star each in 4 sectors.

13 You may inspect the unplayed domination cards of another player. In a game with 5+ players you may even do this with 2 players.

#sectors with a ship of yours OR Propulsion level

GeneralScientific

Have a total of 16 technologylevels.

9 You may do an additional technology trade this round. The player you trade with can also do this additionally (this need not be the player you traded with previously).

your lowest technology level x2

Military Have ships totaling 120 in CV(not counting bonuses of anykind). Reveal enough ships toprove this. If you play this card during a battle all your ships in that battle still count towards the total (even if they would be lost).

10 In the current battle you are involved in, your opponents may not retreat before combat (not even with fleet “E”; any star people special effects still apply though)OR you suffer no losses (you may choose which). If you suffer no losses asloser of a battle then the winner suffers less losses accordingly.

2 per sector where you are theonly player with a fleetOR Military level

Spatial Own 10 stars. 11 Teleport up to 3 population (as described in chapter 7.1). This cannot beblocked though, and you can do this anytime (when you play the card).

2 per 3 stars you own OR Propulsion level

SpecialScientific

Have level 6 in 1 technology field and level 5 or higher in another field.

11 Get a free Research action in a technology field for which you have a technology counter that you did not select this round. This also counts towards scoring and other effects as normal.

your highest technology level

Any fractional DP are rounded down when added to a player’s score!

11.4 Galactic StoriesJourneys

First Era: • Every player with the STO alignment at the end of a round scores 1 DP.

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• Players score 1 DP for every player they are “in contact” with at the end of the round (including the puppet in a 2-player game).

Second Era: • Every player with the STS alignment at the end of a round scores 1 DP.• Every player “at war” with at least one other player at the end of the round scores 1 DP.• Players score 2 DP for every star outside of their home star sector that they take from another player.• Players score 2 DP for every battle they win outside of their home star sector. Battles where all

opposing ships retreated before combat are not counted.

Third Era: • Every player with the STO alignment at the end of a round scores 1 DP.• At the end of the round, each player who researched Spirituality in that round and has the highest level

(ties allowed) in that field among all the players who also researched that, scores 7 minus their Spirituality level. The same applies for Propulsion. A Research action that did not result in an increased technology does not count, neither for scoring nor for preventing scoring. (*)

Migrations

First Era: • Every player with the STO alignment at the end of a round scores 1 DP.• Players score 3 DP for every Grow Population action they do in this era. Only Grow Population actions

that generated at least one additional population are counted.

Second Era: • Every player with the STS alignment at the end of a round scores 1 DP.• Every player “at war” with at least one other player at the end of the round scores 1 DP.• Players score 1 DP for every population of another player they remove from a star.

Example: On round 6 Ellen liberates Khaa, Dave’s home star, with a population of 7. She thus scores 7 points.

• Players score 1 DP for every battle they win. Battles where all opposing ships retreated before combatare not counted.

Third Era: • Every player with the STO alignment at the end of a round scores 1 DP.• Every player who is the only player to research a certain technology field in a round in this era scores 4

DP (per such field). Technology levels gained by any other means (such as taking a star from another player) do not count for this, neither for scoring nor for preventing scoring. A Research action that does not result in an increased technology level does also does not count likewise. (*) Example: In round 8 Ellen and James both research Genetics and Dave researches Spirituality. All three have a level less than 6 in these fields. Dave scores 4 DP for his research action. Ellen and James score nothing for theirs. If Luke who already has Spirituality level 6 had also researched Spirituality then Dave would have still scored the 4 DP.

War

First Era: • Every player with the STO alignment at the end of a round scores 1 DP.• Players score 2 DP for every Build Ships action they do in this era.

Second Era: • Every player with the STS alignment at the end of a round scores 1 DP.• Every player “at war” with at least one other player at the end of the round scores 2 DP.• Players score 1 DP for every star they take from another player.• Players score 1 DP for every ship of opponents they destroy (also as losers of a battle). Multiple

players on a side in a battle each score for all opposing ships destroyed.

Third Era: • Every player with the STO alignment at the end of a round scores 1 DP.• At the end of the round, each player who researched Military in that round and has the highest level

(ties allowed) in that field among all the players who also researched that, scores 7 minus their Military level. The same applies for Robotics. A Research action that did not result in an increased technology does not count, neither for scoring nor for preventing scoring. (*) Example: Dave and Luke each have Military 3 at the start of the round in this era. Dave and Luke each research Military. Dave then also gains one level through trade but Luke does not. Dave thus has Military

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5 at the end of the round and Luke only level 4. So Dave scores 7 – 5 = 2 DP and Luke scores nothing.

(*) Practical Tip: when doing the Research action in a field without gaining a level, turn the associated technologycounter face down when done, so that it is not counted for scoring.

11.5 Galactic GoalsName Effect Play Style

Control Players score 10 DP per star they have in the center of a sector at game end. veryconfrontational

Cooperation A player immediately loses 3 DP when he declares war on a player. Later declarations of war by the same player on the same player cost nothing though (i.e. you only lose this once per player). Mark this by placing a hidden ship chip beneath the war/peace counter for that player.Players immediately score 2 DP per technology trade they are part of. (**)

peaceful

Discovery Players keep the star counters of neutral stars they took during the course of the game (a primitive neutral that was “advanced” by the STO Annunaki still counts as a primitive for this purpose).At game end the player with most star counters of a type scores 10 DP. (*) (**)

competitive

Leadership At end of every era (after the scoring phase), the player with the most DP of all players belonging to an alignment places a ship of his color on the galactic goal tile. In case of a tie each player among the tied does this. At the end of the third era do this before adding any game end DP.The player with the most ships on the galactic goal tile at game end scores 10 DP (solo variant: 20 DP). (*) (**)

competitive

Legacy Player scores 10 DP per star they have with a relic at game end (the one-time effect relics do not count).

confrontational

Personal Growth

Players score double for domination cards (i.e. all effects on a card that directly give DP). Fractions are not rounded down (any half DP become whole).

secretive

Power Players score 8 DP if they have more ships in a sector than all other players’ ships there combined (no DP in case of a tie).

competitive

Presence Players score 10 DP per sector where they have at least 2 stars at game end. confrontational

(*) In case of a tie each player among the tied gets the DP.

(**) solo variant: see solo variant book for some additional or different rules.

11.6 Sector Starting BonusSector Starting Bonus

Alpha Draconis Start with Military level 2. (*)

Pleiades Start with Propulsion level 2. (*)

Lyra Start with Spirituality level 2. (*)

Sirius Start with Genetics level 2. (*)

Rigel Start with Robotics level 2. (*)

Khaa You can select 1 additional growth action counter in the first round (for free).

Arcturus You can select 1 additional growth action counter in the first round (for free).

Xilox You start with 2 additional population at your home star.

Zeta Reticuli You start with 2 additional ships at your home star.

(*) If you already have that or cannot have that because of your star people, start at level 2 in a differenttechnology field of your choice instead.

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11.7 Ancient RelicsName Image Effect

Ancient Pyramids The player who owns this star gets an additional remote view per round. This may be used on a hidden counter as normal or to view any fleet (regardless of Spirituality levels).Also, whenever this player does Grow Population place a bonus population here (this counts towards the 1 bonus population limit per star). This effect can be blocked as normal. (*)

Ancient Technology: Genetics

The player who first gains this star immediately gets 1 level in Genetics. (**)

Ancient Technology: Military

The player who first gains this star immediately gets 1 level in Military. (**)

Ancient Technology: Propulsion

The player who first gains this star immediately gets 1 level in Propulsion. (**)

Ancient Technology: Robotics

The player who first gains this star immediately gets 1 level in Robotics. (**)

Ancient Technology: Spirituality

The player who first gains this star immediately gets 1 level in Spirituality. (**)

Buried Ships The player who first gains this star immediately gets 3 ships which are placed there. Use the same rules for placing these ships as when doing the Build Ships action. This effect cannot be blocked though. (**)

Planetary Death Ray

During his movement of the move/combat phase the player owning this starmay destroy 1 ship or population disc (but not a home star miniature) of a player he is “at war” with within a distance of 3 hexes to this star. If a star loses its last population it becomes “uninhabited”. If a fleet loses its last ship it is dissolved. The removed ship or population may count for scoring depending upon the galactic story. (*)

Defense Grid Any player conquering or liberating this star needs 8 ships more than usual to do that. This only applies when the star is owned by a player.Once this star has been taken by a player for the first time, all ships and population discs here are immune to the “Planetary Death Ray”, regardless of ownership.(*)

Super-Stargate The player who owns this star may use stargate movement from any star of his to this one or vice versa (regardless of his level in Propulsion). If the player has Propulsion 5 this movement cannot be blocked (in either direction).(*)

(*) Leave this counter here to mark this star. (**) One-time effect, remove this counter when done.

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12. Glossaryaction – means “growth action” (see below)

ancient relic – one of the special effects you can get from first taking a star in the center sector (see 11.7)

advanced fleet tactic – increases or adds to a fleet’s special effect (available through Military, see 6.1.3)

ally – a Gain Star growth action by a STO player targeting an advanced neutral star

at peace/at war – the diplomatic status with another player depending on which side of the war/peace counter is face up (see 4.7)

battle – ship vs. ship combat (see 6.1.2)

block – the preventing of growth actions or movement by a hostile player (see 7.2)

bonus population – additional population discs to place during a Grow Population action (available through Genetics, see 6.2.4)

colonize – a Gain Star growth action targeting an uninhabited neutral star

contact – required for trading, two player are “in contact” if they both have a ship in the same hex or one player has a ship at the star of the other (see 6.3)

conquer – a Gain Star growth action by a STS player targeting a star of a player or an advanced neutral star

CV – combat value (used for battles between ships only, determined by Military, see 6.1.2)

domination card – a personal objective card (see 11.3)

DP – destiny points (score for winning the game)

era – a certain number of rounds as shown on the round track, being either “light” or “dark” (see 4.9)

fleet – a stack consisting of a fleet counter and the chips beneath it (see 4.6)

fleet tactic – the special effect of a fleet (see 6.1.3)

free action – growth action that can be done additionally at no cost (see 6.2.4) and does not need a counter

growth action – one of the actions you can do during the Growth Phase of the game (see 6.2)

home star sector – the sector that currently contains your home star (see 4.5)

hostile – belonging to a player whom you are “at war” with (see 4.7)

innocent population – that of an advanced or primitive neutral star or of a STO player

liberate – a Gain Star growth action by a STO player targeting a STS player’s star

neutral (star) – a star that does not belong to any player (does not include neutron stars)

range – the maximum distance a ship can move normally (determined by Propulsion, see range values in11.2.3)

remote view – the ability to view hidden things from any distance (available through Spirituality, see 6.1.1)

scouting – the ability view hidden things where your ships are located (see 6.1.1)

sector – a large tile with hexagons that is a part of the board (see 4.1)

stargate – the ability to jump from star to star (available through Propulsion, see 7.1)

star people – one of the factions in the game

STO – service-to-others (light alignment, see 4.2)

STS – service-to-self (dark alignment, see 4.2)

space anomaly – a hex on the board that has some special effect (see player reference card)

subjugate – a Gain Star growth action by a STS player targeting a primitive neutral star

teleport population – relocate population from one star to another (available through Propulsion, see 7.1)

trading (technology) – the ability for two players to teach each other a level in technology (see 6.3)

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CreditsPublisher: Seajay Games

Designer: Channing Jones

Artist: Diego Sanchez

Editor: Christwart Conrad

Production: ???

Translation (NL): Peter Oud

3D modelers: Logan Sinnett, Krisztián Pánits

Playtesters:A special thanks to the many playtesters, including the people from Café Het Glas In Lood (Deventer), CasusBelli (Nijmegen), Christwart Conrad & friends, Coalition Game Studios, Deep Playtesting Group (Adriaan,Detmar, Marco, Marlyn, Jorrit and Harm), Daniel Miller & friends, DSA Spellengroep (Nijmegen), GameSmithsPlaytesting, Michael Evans & friends, the Hexacon (Braunfels), Roll The Dice (Veldhoven), game authorsSüdschwarzwald, and the game meetings and game author seminars in Altenkirchen, Bochum, Bonn, Essen,and Ruppichteroth.

Key Funders:Dori Crothers, Veronika Mccroy, Linnea Avey, Chantel Pratts, Janett Soloman, Cathie Rupe, Rozella Myer, Kristen Ritch,Mckenzie Jeanes, Su Majewski, Wan Golightly, Venita Soza, Ranee Jefferson, Natasha Claude, Winnifred Newbury, AnnabellFeliciano, Gaynelle Tumlin, Nakita Douglass, Cleotilde Hedley, Thelma Gaskin, Raylene Sharpe, Flossie Danna, Chong Arrigo,Jeanne Jaycox, Terrie Castilla, Sean Marc, Manuela Cusumano, Anastacia Carrion, Aisha Aguayo, Gwyn Chun, Whitney Vina,Jestine Nibert, Mae Mccaster, Coralie Tolbert, Ethelene Chesnut, Casey Youngberg, Nita Natali, Garrett Hoobler, ArgentinaLiles, Ronny Crumrine, Jess Canning, Jermaine Chisum, Gena Homan, Kimberlee Hwang, Priscila Camp, Lanita Fernando,Caroline Srour, Romelia Barney, Marietta Seel, Starr Folkes, Jeanie Mccallie, Paulita Soloman, Katherina Querry, ElijahCarmouche, Margene Houck, Ciara Casimir, Ute Bruggeman, Jacquie Serrata, Tonja Ingold, Marisol Kroenke, German Sheen,Neva Choiniere, Dinah Sang, Dewayne Carpentier, Vina Hockensmith, Gordon Acree, Marlena Mease, Jestine Vancleave,Edythe Mccain, Ariana Rolston, Naomi Jarrells, Casandra Dunkle, Ardith Sotomayor, Elliott Remillard, Alica Violet, MonaGillen, Margit Gertz, Bryce Nakagawa, Nadene Luken, Paris Gillum, Daisey Corral, Theresa Lowder, Sam Shelor, GerardLandrum, Hector Barahona, Lenard Jennings, Etha Vanriper, Quincy Kamer, Lucille Perino, Iesha Donalson, Shenna Katz,Steven Northington, Vi Popovich, Byron Broadfoot, Toi Solis Aimee Twining, Mitchel Paynter, Ollie Cuen, Herta Kleiner,Kenisha Blythe

Galactic Funders:

Thank you to all the other funders of the game! Many thanks also to the One Infinite Creator for all the ideas, inspiration and synchronicities!

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Galactic Funder 1

Galactic Funder 4

Galactic Funder 2 Galactic Funder 3

Galactic Funder 5 Galactic Funder 6