GALACTIC EMPIRES
The Science Fiction Trading Card Game
Galactic Empires is a trademark of Companion Games.
All cards & rules are Copyright ) 1994 Companion Games.
The art of Josepha Haveman is copyright Wayzata Technologies and is found
on the CD Space, Time & Art.
The art for the Economic Crisis card is Copyright ) Aris Multimedia Entertainment, Inc. 1991-3.
Companion Games can be reached by
Calling: Writing:
1-800-49-GAMES (orders only) Companion Games
1-607-652-9038 P.O. Box 392
Fax: 1-607-652-9021 Stamford, NY 12167
Email: Compa...@aol.com
DESIGN CREDITS:
Concept & Layout & Design: C. Henry Schulte
Rules written by: John M. Hammer, C. Henry Schulte
Companion Games Design Staff: Richard Rausch, John Rigley Sr, Mark Galasso Introductory Edition Playtesting & Card Editing: Carolyn Edwards, John Rigley Jr, John Stevens, Donald Clarke, David Cheng, David Angus
Primary Edition Playtesting and Suggestions: Richard Van Alstyne, Alan Gopin, Dave Morgan, Tony Medici, Bill Neumann, Jack Nelson, Vince Bieksha, Nick Sauer, Dave Van Clief, Donald Clarke, John Barbiero, Jack Everett, Ted Peer, Bill Rakowski, David Harkcom, Chris Harkcom
ART CREDITS:
Art Directors: Richard J. Rausch, Edward P. Beard Jr
Cover Artists: Gary A. Kalin, Mark Poole, Douglas Chaffee
Card Artists: Gary A. Kalin, Edward P. Beard Jr, Mark Poole, Josepha
Haveman (from the CD Space, Time & Art), Ryan C. Gable, Melissa Benson, Lawrence Allen Williams, Gregg Glymph, Ron Rousselle II, Paul "Prof" Herbert, Alex Keating, Ralph Pecchia, Ben Peck, Ted Beargeon, Doug Savage, Nivard, Christina Wald, April Lee, Gary A. Kalin, Ne'ne' Tina A. Thomas, Robert A. Kraus, Douglas Chaffee, Mitchell Davidson Bentley, Cline A. Siegenthaler, Susan Van Camp, Douglas Shuler, Michael Trapp, John D. Matson, Randy 'Tarkas" Hoar, Jay Muchhala, Shawn Parrack, Dan Gilman, Leslie Rigley, Beth Fay, Cynthia A Mannino, Richard A. Rausch and C. Henry Schulte
SPECIAL THANKS:
Edward P. Beard Jr & Destiny Productions
INSPIRATION: Shivaun Schulte, Taylor Schulte, Madison Schulte
INTRODUCTION TO BACKGROUND:
On the far side of the galaxy, a number of galactic empires are
fighting for supremacy and survival. These empires include numerous races from many different star systems. Each has developed faster-than-light
space flight and starships with which to explore and conquer the galaxy and defend their territory. Galactic Empires is your chance to represent the empire of your choice in a battle of wills and wits with a representative of another empire.
INTRODUCTION TO GAME MECHANICS:
Galactic Empires is a trading card game revolving around the
starship combat of several galactic empires. Each player uses his own deck of cards which he has stocked with those cards he wishes to use for that game. Rules limit the number and types of cards that a player may use to stock his deck for a game. New cards can be obtained by trade, purchase,
and winning games.
Players use terrain cards to generate energy, supply, and
ammunition for the starships and other assets in their fleets. A fleet can score damage each turn equal to its number of weapons (if they are all active and armed). A starship or other asset can absorb damage equal to its defense factor (usually shields) plus its strength before being destroyed. Once all of a player's starships are destroyed, enemy players may attack that player's Sector Headquarters (Sector HQ). When a player's sector headquarters is destroyed, he is eliminated from play. Play continues until only one player remains.
BASIC SET:
This Basic Set which you have purchased includes 55 cards and this
rules booklet. 5 of the cards are random; the other 50 are a carefully selected set. The two galactic empires represented in this Basic Set are either the Krebiz Capitalist Alliance and the Argonian First Republic or the Corporate Aggressors and the Mechad Holdfast. In addition, you might find Bolaar Pirates, Vektrean Mercenaries, Indirigan Nomads, and Space Dragons among your 5 random cards.
Expansion Packs add new empires, more pirates and mercenaries,
ships, bases, terrain, and other types of cards. While more and different cards make the game more interesting and fun, it is not necessary to have a large or varied collection to be able to play competitively. Multi-player games are possible with only a single Basic Set of cards using the Basic Game rules.
THE BASIC GAME:
Basic Game allows players to share one deck instead of each having
one of their own. All the rules below assume that a Basic Game is in progress unless noted otherwise. Any additional rules, or rules which
change when playing a Standard Game or one of the other playing structures defined later are noted within the specific rules for that playing structure. Basic Game Sequence of Play:
Create the Deck: The deck may be formed from any cards as desired by the players. A Basic Game may be played with as few as the 55 cards included in Basic Set, or with hundreds of cards in the deck. It is recommended that there be at least 25 cards for each player in the game. It is further recommended that only one player's cards be used in a Basic Game so that cards owned by different players do not become confused.
Deal Starting Hands: Each player begins with a hand of nine cards dealt
from the top of the deck.
Complete Turn: A complete turn is one player turn for each player, i.e.
once around the table.
Player Turns: The player who owns the cards used to stock the deck has the first player turn. Play proceeds in a clockwise direction from that first player. Each player turn includes the following steps:
Player Turn Sequence:
1 - Point Allocation Phase
Terrain and some other cards produce Energy Points, Supply Points, Ammunition Points, Research Points, Repair Points, and Economy Points (which can be used as any of the previous five types). These points are
distributed to ships and other units as desired by the owning player.
A unit which does not receive all needed Energy and Supply (and
possible other points) is considered to be Disengaged, i.e. it may not operate during that entire turn. A Disengaged unit may be damaged by other players but may not perform any action. Equipment and crew cards on that unit may not perform any action and most functions are suspended.
Only a unit which will receive all necessary Energy and Supply may
receive Ammunition.
2 - Engagement Phase
Ships and bases which received all necessary Energy and Supply are considered Engaged and are placed in a vertical position. All others are considered Disengaged and are placed in a horizontal position to indicate this.
All shields regenerate one point during this phase, i.e. one damage
point is removed from each ship with damaged shields in the player's fleet. Ships with locations (such as freighters and tugs played on
terrain) can change locations at this time.
3 - Play Cards Phase A
A player may play a maximum of three cards during each of his
turns. A player has an opportunity to play cards both before and after firing his weapons, and some cards may be played while weapons are being fired. Cards with functions (mostly equipment cards) and cards that cause damage (such as hazard cards and monster cards played on previous turns) may be operated here in Step 3 or in Step 5 below.
4 - Weapons Fire Phase
a - Allocate damage to a single target from any number of units or
other cards able to fire weapons.
b - Target player may play cards in reaction.
c - Firing player may play cards that modify the effect of the
target player's reaction card, if any.
d - Resolve the effects of fire, i.e. target destroyed or damaged,
etc.
e - Repeat the above sequence, allocating damage to new targets
until there are no more targets or there are no more weapons to fire. A single target (card or stack of cards) may have damage allocated to it only once during a single player's Weapons Fire Phase.
5 - Play Cards Phase B
Only three cards may be played during a single player turn. Cards
played during Play Cards Phase A and during the Weapons Fire Phase count against this limit and may prevent any cards from being played during this phase. Cards with functions (mostly equipment cards) not operated in Step 3 above may be operated now.
6 - Discard Cards Phase
The player has the option to use his remaining unused card plays to
discard cards from his hand. A player is never required to discard cards from his hand.
Also at this time, a player may discard any number of cards from
his active fleet (the cards already in play) without restriction. This "self-destruct" order removes those cards from play and puts them in the discard pile.
7 - Draw Cards Phase
If the player has nine or fewer cards in his hand, he may draw two
cards from the deck. If a player has ten or eleven cards in his hand, he
may draw one card from the deck. If a player has twelve or more cards in
his hand, he may not draw any cards from the deck. A player is never required to draw cards from the deck.
8 - End Turn Phase
Play proceeds with the next player turn, clockwise from the current
player.
DISCARD PILEPlace card layout diagram here. <<---
Cards placed in the discard pile must remain in the order in which
they are discarded. Although this usually won't matter, some cards require
a search through or removal from the discard pile, and so the cards should not be disordered until they must be reshuffled.
PLAYING REACTION CARDS:
Cards designated with an 'R' may be played in reaction to other
player's actions. Cards played in reaction do not count against a player's three card per turn limit when played during another player's turn. A card which can be played in reaction but which is played during the owning player's turn is a standard card play and DOES count against that player's three card play limit.
Reaction cards may, generally, be played at any time during another
player's turn. Reaction card play during an opposing player's Weapons Fire Phase is limited to a designated time (see 4b above).
A reaction card may only be played in reaction mode if one of its
functions is used the instant it is played. A reaction card cannot be
played in reaction mode if this condition cannot be satisfied.
SHIPS AND BASES ARE PLAYED DISENGAGED:
All ship and base cards are played in the Disengaged position.
Note that since point allocation is the first phase of the player turn, most ships played during a player turn would have to be played in Disengaged position anyway since they will not have had any points allocated to them. Equipment played on Engaged units may be used during the turn they are played unless they require energy or some other points to function. If an equipment or other card does require points to function, that card must be in play during the Allocation Phase in order to receive its needed points and be Engaged. Note: While not played in the Disengaged position, terrain cards do not provide points until the turn after they are played because of the sequence of play.
EFFECTS OF BEING DISENGAGED:
A Disengaged ship or base may not take any action, nor may any
equipment or crew associated with that ship or base take any action (except as may be noted on its card). However, it still blocks damage to the Sector HQ, its shields and other defenses still function (unless they require energy or supply), cards may be played on it, opponents may score weapons damage on it, etc.
RESTRICTIONS ON CARD PLAY, TURNS 1 AND 2:
Turn One Restrictions - Only terrain cards may be played to the
active fleet during the first turn. Reserve fleet card plays may be made freely within the rules.
Turn Two Restrictions - A maximum of one ship or base may be played
to the active fleet during the second turn. No other limits (except for the other rules) apply to cards played on turn two.
CREATING THE ACTIVE FLEET:
On his turn, each player places from 0 to 3 cards down in front of
himself. These cards are called his 'active fleet'. A fleet may consist of terrain, ships, bases, crew, equipment, and sometimes other cards.
USE ONLY ONE MAJOR EMPIRE'S SHIPS AT A TIME:
Only one major empire's ships may form a player's fleet at any one
time. Therefore, if a player has a Krebiz ship in play, he may not play an Argonian, Corporate, or Mechad ship into his fleet even if he has a ship of one of those empires in his hand.
A player may always play a minor empire ship (Bolaar Pirate or
other pirate, Vektrean Mercenary, Indirigan Nomad, Space Dragon) or a generic ship or base card into his fleet without regard to the empire of other ships already played into his fleet.
COMMAND POINTS:
Each player automatically generates a number of command points
equal to the number of players that started the game. Therefore, each
player may have a number of ship cards and base cards (combined) in play (whether Engaged or Disengaged) equal to the number of players at the start of the game. For instance, if there are four players then each player may have up to four ship and/or base cards in play at any given time. If a player has a fifth ship in his hand, he may not play it until the turn after one of his current ships is destroyed, he plays a card that generates command points (see below), or he self-destructs one of his ships or bases (and discards it).
If one of the players is eliminated (by the scoring of 25 points on
his Sector HQ or his voluntary withdrawal) the remaining players are still allowed a number of ship and base cards equal to the original number of players.
THE MAJOR EMPIRES-
ARGONIANS:
The Argonians are a race of gaseous beings; they can assume
semi-solid form. Their ships conform to the standard rules without exception.
KREBIZ:
The Krebiz appear similar to man-size hermit crabs.
Krebiz ship cards are a partial exception to the Command Points
rule. A Krebiz cruiser with a capsule played on it counts as one ship for the purposes of this rule. If a capsule or cruiser is played by itself then it counts as 1 ship all by itself.
Neither component of a Krebiz ship which consists of a combined
cruiser and capsule is destroyed until it absorbs an amount of damage sufficient to destroy the entire combination - - - at which time both components are destroyed simultaneously.
A player may play a cruiser and capsule at the same time as a
single ship. This counts as the play of only one card for purposes of the three card per turn limit, even though this one ship actually consists of two cards.
A capsule may be played onto a previously played cruiser. A
cruiser may be played onto a previously played capsule. When this happens, the two cards are immediately combined to form a single ship. Once
combined, the two components can only be separated on the owning player's turn.
Separating the two components requires one card play to complete
even though no card is actually played. Any accompanying cards, friendly or enemy, can be placed on the cruiser or capsule in any combination at the Krebiz player's option. Damage may be placed on the cruiser or capsule in any combination at the Krebiz player's option, however shield damage must remain shield damage and structural damage must remain structural damage. Furthermore, damage may not be divided so as to destroy either the cruiser or the capsule. The two cards cannot be separated if there are no available command points.
If a previously played cruiser or capsule is Engaged and a cruiser
or capsule is played onto it during a card play phase, the combination is fully Engaged but the component that has just been played may not fire any of its weapons. The component that was Engaged during the Engagement Phase may fire its weapons. All crew and equipment cards on the combination will function normally.
Two components that have been separated may be recombined on any
subsequent turn (but NOT on the turn they were separated). Combination of a cruiser and capsule both already in the active fleet requires a card play, even though no card is actually played.
A cruiser and capsule combination may receive a number of supply
and/or energy points sufficient to Engage only one component of the combination. During a card play phase of that turn, the components must be separated as defined above and the one component that received enough supply and/or energy may be immediately Engaged at that time, outside the Engagement Phase.
A cruiser can be attached to only one capsule at a time. A capsule
can be attached to only one cruiser at a time.
CORPORATE AGGRESSORS:
The Corporation was a mega-corporation performing many operations
for the Indirigans before the latter became space nomads. When the Indirigans abandoned their planets, the Corporation seized control of several planetary systems within the newly formed Free Trade Zone. It was the first time that a business operated as a galactic government. Many different humanoid and alien beings work for the Corporation.
Corporate ships use variable plasma as their heavy weapon, usually abbreviated variplaz. Each variplaz requires 1 ammo point to function and will do a number of damage points equal to the number of energy points allocated to that variplaz. All the damage points from a single variplaz must be scored on the same target. The maximum energy that may be allocated to a variplaz is noted on each ship card.
MECHAD HOLDFAST:
The Mechad originate from a solitary planet orbiting a double star
near the edge of the galaxy. Their homeworld is an extremely mechanized society where machines control every process.
Mechad ships use an electromagnetic field (EMF) defense instead of
shields. The EMF has a strength equal to the number of nodes multiplied by the number of energy points allocated to the EMF. Note that most Mechad ships have only one node, and so the field strength will usually be equal to the number of energy points applied to the node. The maximum strength of
the electromagnetic field is twice the strength of the ship; any energy applied in excess of this amount is wasted. A Mechad ship which is Disengaged has a field strength equal to the strength of the ship (the rated strength on the card, not the current strength due to damage or other factors) and may not have any energy applied to change this value. The electromagnetic field may not be repaired; it must be re-energized from scratch during each Allocation Phase. Shield refits may not be applied to Mechad ships. The electromagnetic field will not block the function of transporters. The EMF is treated the same as shields except as defined above.
The Mechad use subspace whips instead of phasers. However,
subspace whips are treated exactly the same as phasers. For instance,
phaser refits applied to Mechad ships will add whip points instead of phaser points, etc. The term subspace whip is used on Mechad ships mostly for the purpose of adding a little flavor to their ship cards.
Some Mechad ships have a distortion cannon as a heavy weapon in
addition to or in place of their more common TRAM (trans-warp missile) heavy weapons. Each distortion cannon will do 1 point of damage to every ship, base, dragon, and free-flying shuttle or fighter in the fleet of one opponent, and will also score 1 point of damage against all monsters controlled by that opponent. The distortion cannon does not affect terrain cards, hazard cards, or the Sector HQ. The distortion cannon can be used against monsters in play against a friendly fleet, even the Mechad's own fleet; in this case, 1 point of damage is scored against every hostile monster in play against that fleet.
THE MINOR EMPIRES-
BOLAAR PIRATES AND VEKTREAN MERCENARIES:
Bolaar Pirates and Vektrean Mercenaries are lesser empires which
hire out their ships for use by the other empires. They are known for adapting all kinds of equipment and technology for their own use. The
Bolaar or Vektreans could be used as a major empire by simply stocking a deck with either Bolaar or Vektrean ships.
Bolaar and Vektrean ships (but not other pirate and mercenary
ships) may use foreign technology cards without any restrictions. In addition, an exclusive technology card may be used on a Bolaar or Vektrean ship if that ship possesses a card that would otherwise provide the ability to use a foreign technology card.
INDIRIGAN NOMADS:
The Indirigan Nomads are wandering tribes of spacefarers. They
live exclusively on their starships. These ships represent a wandering
tribe which has temporarily aligned itself with an empire. All Indirigan ships in a player's deck are a single tribe. Each player who has Indirigan ships in his deck represents a different tribe.
Most Indirigan ship cards state that during a player's Fire Phase,
Indirigan ships in all opponent fleets must be destroyed before that Indirigan ship may fire at bases or non-Indirigan ships. This card rule
does not apply to a player who is using the Indirigans as the major empire of his deck.
THE SPACE DRAGON EMPIRE:
Space dragons come in two varieties. The first is M monster cards
and the second is D dragon cards. The M dragons are marginally intelligent males and are not treated as part of the Dragon Empire. The D dragons are highly evolved and social females. D dragons are a minor empire and may be used as the major empire of a deck if desired, just as may any other minor empire.
D dragons are treated exactly the same as ships, except no
equipment cards, crew cards, or occurrence cards may be played on them or to them. Any other card or effect that applies to ships may apply to dragons.
D dragons may damage an opponent's Sector HQ, and they prevent other players from firing on their Sector HQ.
Dragons do not have shields and usually do not have any similar
defenses. They are destroyed when they absorb damage equal to their strength. Unlike M dragons, D dragons cannot be damaged by research points.
A D dragon can have both breath weapons and the ability to score
physical damage. Breath weapon damage is treated like heavy weapon damage, and so requires ammo points to operate just like any other heavy weapon. Physical damage points are treated exactly the same as phasers, and may be used as long as the dragon has received all the points needed to Engage it. Dragons cannot be repaired with repair points. However, repair
points designated on a card as healing points (generated by some dragons and some other cards) may be applied to "repair" dragons. These healing points may also be used to repair friendly monsters unless that monster's card states that it cannot be repaired.
MINOR EMPIRE COMMAND RATING BONUS:
One Bolaar Pirate, or one Vektrean Mercenary, or one Indirigan
Nomad, or one Space Dragon, or one other pirate, mercenary or other minor empire ship does not count against the command rating limit. However, if that minor empire is being used as the major empire of the player's deck, then all ships of that minor empire will count against the command rating limit.
HOW LONG CARDS REMAIN IN PLAY:
Once played, cards remain in use (except single use cards which
state they are discarded) until the actions of another player cause them to be removed from play and discarded (firing weapons, effects of occurrence cards, etc.).
Equipment cards and crew cards played on ships or bases become part
of that ship or base and are not removed from play until the ship or base is removed or a special card rule specifically states that the card is to be removed.
Note: If all of a player's terrain cards have been destroyed, his
remaining cards remain in play even though it is unlikely that they could be Engaged.
REMOVAL OF CARDS FROM PLAY:
Cards are removed from play by a variety of means. Some cards are
instant and after applying their effects are immediately discarded. Some cards last a specific amount of turns and are discarded after that many turns have elapsed. Cards which are removed when their duration expires are removed during the owner's Engagement Phase.
Terrain, ship, and base cards are not discarded until they have
been destroyed by the appropriate amount of damage points. Monster cards
are discarded after they have sustained the appropriate amount of damage or research points. Crew and equipment cards are discarded when the ship on which they are played is destroyed. There are several means by which these cards can be saved (transporters, etc.). They could be removed from play earlier by several other means.
Cards may be discarded from a player's active fleet during the
Discard Cards Phase without restriction.
PLAYING ON YOURSELF/OPPONENT:
Unless a card specifically prohibits it, a card may be played onto
your fleet or your opponent's fleet at your discretion. However, a card may only be played INTO your own fleet, i.e. all ships, bases, equipment, crew, etc. may not be played into an opponent's fleet unless that card says that it may. For instance, it is not possible to play a ship into your
opponent's fleet, but you may play a time warp on either your opponent or yourself. Generally, it is best to play useful cards on yourself and negative cards on your opponent. Occasionally a situation might present itself where you will wish to do otherwise.
Cards may not be played on a Sector HQ unless the card specifically
permits it.
CARDS HAVE RULES:
Most of the cards have rules defined on them. The rules on the
cards may contradict the rules contained herein. In that event, the rules
on the cards take precedence.
RUNNING OUT OF CARDS:
When the deck is exhausted, the discards are shuffled and put back
into play as a new deck. This may be repeated as often as necessary until the game concludes. Reshuffling only occurs in Basic Game.
ALLOCATING WEAPONS DAMAGE TO TARGETS:
Players allocate their weapons fire to targets one target at a
time. An individual ship from a player's fleet may fire all of its weapons at one target or may split its fire among several targets. A unit is eliminated from play and placed in the discard pile along with all its equipment and crew cards as soon as it receives enough damage points to destroy it.
The firing player designates a target, and further designates how
many damage points are being applied to the target, which units from his fleet are firing, and which weapons they are firing. The player who owns
the target may play cards in reaction after this fire is allocated. The firing player may then play a card which modifies the target player's reaction card (if any) but only if he has not already played three cards during this player turn.
Note that players may use weapons fire to help an opponent if they
so desire, for example, firing on a monster played against an opponent. DAMAGE FROM WEAPONS FIRE:
All weapons do one point of damage each unless otherwise noted.
Only heavy weapons may damage terrain. Any weapons (except the Mechad distortion cannon) may damage the Sector HQ.
DAMAGING THE SECTOR HQ:
The Sector HQ may take damage only if no friendly ships are in
play; bases will not protect the Sector HQ. Any weapon (from a ship or equipment on a ship) may score damage on the Sector HQ. Bases cannot fire weapons at, or score damage to, the Sector HQ. A Sector HQ is destroyed by the 25th damage point applied against it. Some cards can damage the Sector HQ.
HOW TO WIN / The Sector Headquarters:
The objective of the game is to destroy each opponent's Sector HQ.
This is accomplished by causing 25 points of damage. Sector HQ damage
cannot be repaired (except by use of special cards). There is no card representing the Sector HQ.
A player must first destroy all of an opponent's ships in play
(including those which are Disengaged) before firing at and damaging the Sector HQ. Only ship cards (not bases, terrain, or monsters) can prevent weapons fire at the Sector HQ. Only ship cards (not bases, terrain, or monsters, but including shuttles, fighters, and other equipment associated with a ship) can fire at the Sector HQ. All weapon types (except the Mechad distortion cannon) can score damage on the Sector HQ.
Once an opponent has sustained 25 points of damage to his Sector HQ
he removes himself from play. The remaining players continue until only one remains. The last remaining player is the winner.
VICTORY CELEBRATION:
If a player destroys another player's Sector HQ, that player may
immediately draw one or two cards from the deck to add to his hand. (It's amazing what your civilians will do for you when you are winning the war.) He is not required to draw any cards. These cards may be drawn even if the player has 12 or more cards in his hand.
UNRESOLVED INTERACTIONS:
Occasionally, an interaction between two or more cards might become difficult to resolve. This is extremely rare and even if it occurs players should be able to come to an agreement about how to resolve the interaction. If there are more than two players the question is resolved by vote and
play continues as usual (resolve ties with a die roll). If there are only two players in the game and an agreement cannot be reached, resolve the disagreement with a die roll.
Unresolved interactions will be formally resolved in the Galactic
Empires bimonthly newsletter, GALACTIC INTERCOM. Call Companion Games at 1-800-49-GAMES to receive your free first issue. All subscribers will receive a card which is exclusively for newsletter subscribers.
FRACTIONS:
Whenever a fraction is generated by the mechanics of the game it is
dropped (not rounded). The rules require that full points are required to
do things. Thus 1/2 a repair point does nothing, 3/4 of a damage point does not destroy a ship with only one point left, etc. Some cards might make exceptions to this rule.
KEEPING TRACK OF DAMAGE:
Use small dice (we recommend Koplow's "Little Guys"). If a ship
takes four points of damage place a die on that card with the four showing. As damage is inflicted and repaired, simply change the number on the die to reflect the current amount of damage on the ship.
Damage to shields and damage to the ship itself should be tracked
separately by using two different color dice. Dice should also be used to keep track of research points applied to monsters, current strength of Mechad electromagnetic fields, etc. Try to be consistent; always use red dice for damage to ships, bases and monsters, green for shields, white for research points applied, black for permanent damage, etc.
Dice may also be used to keep track of duration on cards which only
last a specific number of turns.
EXPLANATION OF TERRAIN POINTS:
There are six different types of points generated by terrain. The representative symbol is given with each. All generated terrain points must
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