ABCDEFGHIJKLMNOPQRSTUVWXYZAAABACADAEAFAGAHAI
1
Round Breakdown: Each Round will follow these steps in order, top to bottom, then numericallyTactical Action: Activate a System, then take any number of other steps, left to right, top to bottom
2
Step 1:Strategy Phase1. Starting with Speaker, choose strategy card(s) clockwise. (Collect Trade Good(s) on card if available)1. Activation2. Movement3. Combat4. Invasion5. Production
3
2. Speaker: Add 1 Trade Good to unpicked Strategy cards. (Number on Strategy Cards decides INITIATIVE) (Mandatory)1. Move ships from systems WITHOUT your command tokens to ACTIVE system1. Anti-Fighter Barrage 1. Bombardment1. Units in Active System use PRODUCTION (ex. Space Dock.) Paid via exhausting Planet cards (or Trade Goods) up to production capacity
4
Step 2: Repeat until all PassedAction PhaseUse Initiative for turn order. Choose ACTION and resolve (if possible) or PASS. 1. Place a Command Token from your Tactic Pool in a system that DOES NOT have one of YOURS already. This is now the ACTIVE SYSTEM (Units with AFB Roll to destroy Fighters ONLY)(Choose which Planet to use Bombardment on. Roll for hits to Ground Forces there)
5
All Strategy cards MUST be used before passing!)
6
Strategic Action: 1. Resolve Primary Effect of Strategy Card. (This Only Happens once)
7
2. Others may resolve Secondary Effect. (Exhaust card after use.)(Active System is the DESTINATION; pull ships INTO Active System)2. Commit Ground Forces
8
Component Action:
Any "ACTION:" on cards/tech/sheets/etc. - Follow Steps as described, discard action cards after use2. Announce Retreat(s)(Choose Planet to Invade)
9
Tactical Action:
See back of card for Tactical Action Steps3. Space Cannon Defense
10
Step 3:Status PhaseIn Initiative Order:2. Space Cannon Offense: Units with Space Cannon ability roll for hits against ships in ACTIVE SYSTEM3. Space Combat Rolls(Defenders roll for each unit on target planet with Space Cannon for hits on Invading Ground Forces)(Units Produced limited by Fleet Capacity per System)
11
1. Score Objectives (Max 1 Public & 1 Secret)2. Speaker: Reveal and Read Next Public Objective(Command tokens of other players DO NOT prevent Activating a System)
12
3. Draw 1(+) Action Card (Max 7 in hand)4. Remove Command Tokens from Game Board4. Assign Hits
13
5. Gain 2 Command Tokens (May Redistribute Now)6. Ready ALL Cards5. Retreat or Repeat until one/both players have no ships left(Blockaded = Enemy SHIPS in System, but none of yours:)
14
7. Repair Units (Units flipped via Sustain Damage)8. Return Strategy Cards4. Ground Combat Rolls
15
Step 4:Agenda Phase1. Speaker: Reveal and Read Agenda Card2. Discuss/Barter (Trade OK, even NON-NEIGHBORS)3. Vote (via Influence on Planets) clockwise with Speaker voting LAST. Tie decided by Speaker(Active Player first, then Clockwise)5. Assign Hits until Defender has none left
16
Ships:
17
(Once Unlocked)
4. Resolve Agenda
5. Repeat 1-4 for 2nd agenda
6. Ready Planet Cards
(Roll>Assign Hits>Next)6. Establish control of planetsGround Units:
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100