Rules Reference - Fantasy Flight Games

Rules Reference - Fantasy Flight Games
GLOSSARY
STOP!
This Rules Reference does not teach players how to
play Forbidden Stars. It is recommended that players
first read the Learn to Play booklet, then use this Rules
Reference as needed when playing the game.
USING THIS REFERENCE
This document provides players with a detailed reference for all
game rules. The majority of this Rules Reference is the glossary
which provides players with detailed rules and clarifications
listed in alphabetical order by topic.
Following the glossary is an index that provides a
comprehensive list of each topic and its corresponding page
number. The back of this rulebook has a quick reference to the
steps of a round and some clarifications for card abilities.
ACTIVE PLAYER
The active player is the player currently placing an order token,
resolving an order token, resolving an event card, or moving a
Warp Storm.
Related Topics: Active System
ACTIVE SYSTEM
The active system is the system in which an order token was
last revealed.
Related Topics: Order Token
ADJACENCY
A gold border surrounds each area as well as each system tile.
These borders define the boundaries of each system and area
and also define adjacency, as follows:
THE GOLDEN RULES
The golden rules are fundamental concepts on which
all other game rules are built.
••
This glossary lists all the gameplay terms and rules in detail. If
you are unable to find a topic in this glossary, check the index
on page 15.
The Rules Reference is the definitive source for all
rules information. If something in this document
contradicts information from the Learn to Play
booklet, this Rules Reference takes precedence.
••
If the rules text on a card or faction sheet
contradicts information from the Rules Reference,
the rules on the card or sheet takes precedence.
••
If a card uses the word “cannot,” that effect is
absolute.
••
••
••
Two systems are adjacent if they share a gold border.
••
Areas that are connected by only an order token box or the
corner of a border are not adjacent.
Two areas are adjacent if they share a gold border.
Systems that only share the corner of a border are not
adjacent.
Related Topics: Advance Order, Areas, System, Warp Storms
ADVANCE ORDER
The Advance Order is one of Forbidden Stars’ primary orders.
By resolving an Advance Order, a player can move units and
start combats.
To resolve an Advance Order, the active player follows these steps:
1. Move Ships: The active player may move ships to
any voids in the active system. These units can move from
voids in the active system and/or one adjacent system.
Each ship’s starting void and destination void do not need to
be adjacent.
2. Move Ground Units: The active player may move ground
units to any worlds in the active system connected by a
legal path (see “Moving Ground Units” on page 8).
These units can move from worlds in the active system
and/or one adjacent system.
3. Resolve Combat: The active player resolves a combat if
there is a contested area. If there is no contested area, he
may resolve an orbital strike instead.
2
RULES REFERENCE
There are a number of additional exceptions and clarifications:
••
If the player moved any ships from an adjacent system
during this order, he cannot move ground units from a
different adjacent system.
••
If the active player moves units into an area that contains
an opponent’s units or structures, that area becomes
contested. Only one area can become contested during a
single Advance Order.
ATTACKER
See “Combat” on page 4 and “Orbital Strike” on page 9.
BASTIONS
A bastion is a structure that a player can purchase to provide a
defence bonus to the world on which it is placed.
••
A bastion has a health value, a combat value, and a morale
value printed on each faction sheet. If a bastion is present
during a combat, use these values as if it were a unit.
••
Players use structure control markers to identify which
bastions belong to which players.
••
••
A world with a bastion cannot be the target of an orbital strike.
Related Topics: Adjacency, Areas, Combat, Contested Areas,
Moving Ground Units, Moving Ships, Orbital Strike, Order
Systems, Tokens, Units, Unit Capacity, Warp Storms
••
Bastions are not units and therefore cannot be targeted by
effects that refer to units.
AREAS
••
••
Bastions cannot be routed nor can they retreat.
••
The active player can exceed each area’s unit capacity
while resolving an Advance Order, but can never end the
movement with more than five units in a single area.
»»
••
After resolving an order, including any combat resolved
during that order, players must destroy any of their units
that are in excess of an area’s unit capacity.
There are additional rules and restrictions for moving
units (see “Moving Ground Units” on page 8, and
“Moving Ships” on page 9).
Each system is divided into four areas which are separated from
each other by gold borders.
••
Each area is either a world or a void. A world contains an
image of a planet accompanied by a banner, and a void
contains an image of a star field without a banner.
••
An area exists in one of four states, as follows:
Related Topics: Combat, Deploy Order, Orbital Strike, Structure
BORDERS
See “Adjacency” on page 2.
Friendly: An area is friendly to a player if it contains
at least one of his units or structures and none of his
opponent’s units or structures.
CACHE TOKENS
»»
Enemy: An area is enemy to a player if it contains at least
one of an opponent’s units or structures and none of his
own units or structures.
••
»»
Uncontrolled: An uncontrolled area is any area that does
not contain any units or structures from any faction; it
may contain an objective token.
»»
Contested: A contested area is any area that contains
units or structures belonging to two factions. An area
becomes contested whenever units are moved or placed
onto an enemy area.
ASSETS
Some worlds have asset icons on their banners. When a player
resolves a Dominate Order, he gains the assets that correspond
to the asset icons on each friendly world in the active system.
Below is a list of asset icons and instructions for how to
resolve them.
: Gain one forge token from the supply.
Cache tokens are assets that players can gain.
When purchasing a unit or structure, a player may spend one
cache token to temporarily reduce the materiel cost of that
unit or structure by two.
»»
This reduction applies only to one unit or structure—if a
player wants to purchase multiple units or structures at a
reduced cost, he must spend multiple cache tokens.
»»
A player cannot spend more than one cache token to
reduce the cost of a single unit or structure.
••
When a player resolves a Dominate Order, he gains one
cache token for each cache asset icon on friendly worlds in
the active system. He takes the token from the supply and
places it in his play area.
••
Cache tokens cannot be spent to reduce the cost of
upgrade cards.
Related Topics: Assets, Cost, Deploy Order, Dominate Order
CITIES
A city is a structure that a player can purchase to increase his
command level.
: Gain one cache token from the supply.
••
Each city that a player has on the game board increases his
command level by one, allowing him to purchase higher
level units and upgrades.
••
Players use structure control markers to identify which cities
belong to which players.
: Gain one reinforcement token from the supply.
: Gain one asset token of the player’s choice.
••
When the attacker wins a battle, he takes control of all
structures remaining on the world, including all bastions.
»»
Related Topics: Assets, Contested Area, Unit Capacity, Materiel
••
If the active player moves one or more units to a world that
contains an opponent’s bastion, that area is contested and
he must resolve a combat, even if there are no defending
units. That is, a bastion can defend a world on its own.
A player cannot have more than three of each asset token. If
a game effect allows a player to gain an asset token but he
already has three of that token, he does not gain the token.
Related Topics: Command Level, Deploy Order, Structures
Related Topics: Areas, Cache Tokens, Dominate Order, Forge
Tokens, Reinforcement Tokens
RULES REFERENCE
3
COMBAT
3. Resolution: During resolution, players follow these substeps:
a. Determine Winner: Each player calculates his morale
value by adding the number of his icons on his dice,
unrouted units, bastions, and faceup combat cards that he
played during the combat.
When an area becomes contested, a combat occurs. Most
combats occur after a player resolves an Advance Order;
however, some game effects such as card and faction abilities
can cause an area to become contested as well.
The player with the highest morale value wins the
combat and his opponent must retreat all of his units.
••
During a combat, the player who moved units into the
contested area is the attacker and the player who previously
had units in the contested area is the defender.
••
If all units and bastions belonging to one player are
destroyed during combat, players resolve the rest of the
execution round, and then proceed to the resolution step.
The player with units remaining in the area is the winner of
the combat.
b. Capture Structures: If the attacker wins the combat, he
takes control of any structures on the world by removing
his opponent’s control tokens and replacing them with
his own.
••
If the defender does not have unrouted units or bastions in
the area at the start of a combat, the attacker immediately
wins the combat. Players skip the preparation and execution
steps and move directly to substep b) of the resolution step.
c. Clean Up: Each player returns any reinforcement tokens
he used during the combat to the supply and discards
the combat cards he used during the combat by
shuffling them back into his combat deck.
••
A contested area cannot contain more than five attacking
units at the start of combat.
••
Each player can have a maximum of eight dice during each
combat. If he is at this limit, he can only gain additional dice
if he loses or spends one of his dice.
If players’ morale totals are tied, the defender wins the
combat and the attacking units must retreat.
Combat ends after resolving this substep.
Related Topics: Combat Card Resolution, Combat Cards and
Upgrade Cards, Combat Icons, Contested Areas, Damage and
Health, Retreats, Routed Units, Structures, Suffering Damage
To resolve a combat, players follow these steps:
COMBAT CARD RESOLUTION
1. Preparation: During preparation, players follow these
substeps:
During a combat, each player draws five cards from his combat
deck. Each player will resolve up to three of those cards during
that combat.
a. Roll Dice: Both the attacker and defender each roll a
number of dice equal to the combined combat value of
all of his unrouted units in the combat.
••
Each player organizes his rolled dice into groups of like
icons so that his opponent can easily evaluate his results.
b. Draw Combat Cards: Each player draws five combat
cards from the top of his combat deck.
c. Reinforce: The attacker first decides how many of
his reinforcement tokens to use, then the defender
decides how many reinforcement tokens to use (see
“Reinforcement Tokens” on page 11).
2. Execution: Players resolve three execution rounds. Each
round consists of the following substeps:
a. Choose Combat Cards: The attacker and defender
simultaneously choose one combat card from their
hands and place it facedown in front of them.
••
b. Resolve Combat Cards: The attacker reveals and
resolves his combat card. Then, the defender reveals and
resolves his combat card.
c. Assess Damage: Both players calculate their total
offence value and their total defence value, as follows:
Offence Value: A player determines his offence value by
adding the number of his icons on his dice, his combat
tokens, and his faceup combat cards played during this
execution round and the previous execution rounds.
Defence Value: A player determines his defence value by
adding the number of his icons on his dice, his combat
tokens, and his faceup combat cards played during this
round and the previous rounds of combat.
Starting with the attacker, both players in the combat
suffer damage equal to the difference of his opponent’s
offence value and his own defence value.
4
After both players have suffered damage, if only one
player has units and/or bastions remaining in the area,
he wins the combat and proceeds to the “Capture
Structures” step of resolution.
••
Each combat card has two ability boxes at the bottom of the
card. The general ability box is green, and the unit ability box
is brown.
»»
When resolving a combat card, the player first resolves
all abilities in the general ability box, then all abilities in
the unit ability box. He resolves each ability in the order
in which it is listed, from top to bottom.
»»
A player can choose not to resolve one of his abilities,
unless that ability uses the word must.
»»
Each paragraph is a separate ability. If a player chooses
to resolve an ability, he must resolve all of it.
»»
When a combat card ability presents a choice, the owner
of the combat card makes all decisions presented unless
otherwise specified.
Each unit ability denotes one or more units that a player
must have in the combat to trigger the ability.
»»
From among the listed units, the player needs only
one unit to be present in the combat to trigger a card’s
unit ability.
»»
A unit used to meet this requisite must be unrouted; a
player cannot use a routed unit to meet a requisite.
»»
Unit abilities often abbreviate the unit’s name to fit the
text on the card. For example, Hellebore Frigates are
abbreviated on cards as “Frigate.”
»»
After an ability is resolved, the requisite is not checked
again. For example, if an ability lasts until the end of
the combat, it will persist even if all required units are
destroyed.
»»
If an effect forces a player to discard a faceup combat
card, the player can no longer use any of the card’s
abilities. He cannot use the abilities even if they normally
last until the end of the combat or execution round.
Played combat cards are not discarded at the end of an
execution round, but stay in play until the end of combat.
RULES REFERENCE
••
Most combat cards have one or more combat icons
arranged vertically along the left side of the card. These
combat icons are used when determining a player’s offence,
defence, and morale values.
»»
••
Related Topics: Combat, Combat Cards and Combat Upgrade
Cards, Gaining and Losing
If an effect forces a player to discard a faceup combat
card, the player can no longer use the combat icons on
that card.
»»
COMMAND LEVEL
Combat icons on combat cards are unaffected by
abilities that specifically affect dice or require a player
to spend dice.
A player’s command level is equal to the number of cities he
controls on the game board. A high command level allows a
player to purchase a broader range of units and upgrade cards.
Some combat card abilities provide players with combat
tokens, which are presented on cards as combat icons
enclosed in circles (A and E). When a player gains a A or
E, he takes a combat token from the supply and places it
with the appropriate side faceup near his dice. The icons
on these tokens are counted when calculating offence or
defence values, but the tokens are returned to the supply at
the end of each execution round.
Combat tokens are unaffected by abilities that
specifically affect dice or require a player to spend dice.
When a combat card refers to a unit, that unit must be in the
contested area unless specifically stated otherwise.
Related Topics: Combat, Combat Cards and Combat Upgrade
Cards, Combat Icons, Component Limitations
Each player has a combat deck comprised of ten combat cards.
During a combat, each player draws five cards from his combat
deck and uses them to resolve special abilities and gain
combat icons.
Each faction’s combat deck consists of ten combat cards.
At the start of the game, each combat deck is comprised of
the ten combat cards that have the faction’s icon printed in
the upper-left corner.
••
When a player purchases a combat upgrade card, he
chooses and removes two copies of any card from his
combat deck and replaces them with both copies of the
purchased upgrade card.
••
A player must shuffle his combat deck both at the end of
combat and after combat upgrade cards are added to
the deck.
••
A player cannot purchase a combat upgrade card that has a
command level greater than his current command level.
••
When a player removes a card from his combat deck, he
places it back in his upgrade deck.
»»
••
Each unit has a command level requirement presented
to the left of the image of that unit on its corresponding
faction sheet.
••
Each upgrade card has a command level requirement listed in
the upper-left corner of the card above its materiel cost.
••
A player cannot purchase a unit or an upgrade whose
command level requirement exceeds his command level.
••
••
At the start of the game, each player’s command level is zero.
If a player’s command level is reduced, any unit or upgrade
cards that he has already purchased remain in play.
Related Topics: Combat Cards and Combat Upgrade Cards,
Cities, Deploy Order, Forge Tokens, Order Upgrade Cards
COMPONENT LIMITATIONS
COMBAT CARDS AND COMBAT UPGRADE CARDS
••
There are three combat icons: offence ( ), defence ( ), and
morale ( ). These icons appear on dice and combat cards.
Additionally, the offence and defence icons appear on combat
tokens. Players use these icons to determine offence, defence,
and morale values during a combat.
»»
»»
••
Combat icons persist until the end of the combat unless
the card is discarded. For example, a card played in the
first execution round contributes its icons during all three
execution rounds and during the resolution step.
COMBAT ICONS
If a player wishes to purchase basic combat cards that he
previously removed from his combat deck, he may do so
at a cost of zero materiel.
••
Icons and abilities found on combat upgrade cards are
resolved during combat as described in the “Combat Card
Resolution” section on page 4.
••
The unit ability box (brown) on each combat card has
requisites presented in italics before the ability. These
requisites denote one or more units. To resolve a unit
ability, the player must have at least one of the specified
units in the combat and at least one of those units must be
unrouted; a routed unit cannot be used to fulfil a requisite.
Related Topic: Combat, Combat Card Resolution, Combat Icons,
Strategize Order
Components are limited to the number included in the game. If
a player needs to use a component but none are available, he
cannot use that component. Combat tokens are an exception to
this rule­—combat tokens are unlimited.
••
If a player needs a structure control token and one is not
available, he cannot build additional structures.
»»
••
Each player cannot have more than eight dice during a combat
If a player is allowed to roll more than eight dice at the start
of combat, he rolls eight dice instead.
»»
••
If a player would acquire a new structure by winning
a combat but he does not have an available structure
control token, that structure is immediately destroyed.
If an ability allows a player to gain a die in excess of this
limit, he cannot roll the additional die.
If a player needs to gain a combat token but one is not
available, he can use another available marker to track this
until the end of the execution round.
Related Topics: Gaining and Losing
CONTESTED AREAS
A contested area is any area that contains units or structures
belonging to two different factions.
••
Typically, an area becomes contested when a player resolves
an Advance Order. It is possible for game effects such as card
and faction abilities to force an area to become contested.
••
When resolving an Advance Order, a player cannot move units
in such a way that more than one area becomes contested.
••
After resolving an Advance Order or a game effect that
causes an area to become contested, the players who
control the units or structures in the contested area must
resolve a combat.
Related Topics: Areas, Advance Order, Combat
RULES REFERENCE
5
CONVERT
DEPLOY ORDER
Some cards allow players to convert a die icon into another die
icon. To resolve this effect, the player picks up one die with the
indicated icon, and places it with the new icon faceup.
Players use Deploy Orders to purchase new units and structures.
To resolve this order, players follow these steps in order:
Related Topics: Combat, Orbital Strike
COST
1. Purchase Units: If the active player has a factory in the
active system, he may purchase units and place them on any
friendly or uncontrolled areas in that system.
»»
Each unit, structure, and upgrade card has a materiel cost that a
player must spend to purchase the unit, structure, or card.
••
The costs of units and structures are indicated on each
player’s faction sheet.
••
The cost of each upgrade card is presented before a green
gear in the upper-left corner of that card.
••
Some units have the additional cost of one forge token. Such
a cost is represented by a forge icon below a unit’s materiel
cost on each player’s faction sheet.
••
Some units and upgrade cards have a command level
restriction in addition to the cost. This restriction can prevent
the player from purchasing the unit or upgrade even if he
has enough materiel to pay its cost.
Related Topics: Cache Tokens, Command Level, Deploy Order,
Forge Tokens, Spend, Strategize Order
DAMAGE AND HEALTH
Players assign damage to units and bastions during combat
and orbital strikes. If a unit or bastion ever suffers an amount
of damage that equal to its health value, that unit or bastion is
destroyed.
••
Each player’s faction sheet lists the health values of his units
and bastions.
••
When a player assigns damage, he chooses one of his bastions
or any one of his unrouted units in the combat to suffer the
damage.
»»
••
••
2. Purchase Structure: The active player may purchase one
structure and place it on a friendly world in the active system.
»»
A player cannot purchase more than one structure while
resolving a single Deploy Order.
»»
A world cannot contain more than one structure unless a
card or faction ability specifically states otherwise.
There are a number of additional exceptions and clarifications:
••
To purchase a unit or structure, a player must pay the
materiel cost of the unit or structure. Some units also
have the additional cost of one forge token.
••
Players are limited to purchasing the number of units and
structures provided in the game. A player cannot purchase a
unit or building if all of the units or structures of that type are
already on the game board.
••
A player can place purchased units on any friendly or
uncontrolled areas in the system, even areas that do not
contain a factory.
••
»»
»»
Ships must be placed on voids.
Ground units and structures must be placed on worlds.
A player can deploy units in an area in excess of that area’s
unit capacity. After resolving the order, he must destroy units
of his choice until he is obeying the area’s unit capacity.
A player can assign damage to routed units only if all of
his units in the combat are routed and he does not have
a bastion in the combat.
••
If the damage suffered equals or exceeds the chosen unit’s
or chosen bastion’s health value, that unit or bastion is
destroyed and removed from the game board.
When placing a free unit or structure as a result of a card or
faction ability effect, players do not spend materiel or forge
tokens and they ignore command level restrictions.
••
A player cannot purchase a unit that has a command level
greater than his current command level.
»»
Any damage that exceeds a unit’s or bastion’s health value
must be applied to one of his other units or bastions.
»»
Players repeat the process of suffering damage until
either no more damage remains or no more units or
bastions remain.
Related Topics: Component Limitations, Command Level,
Costs, Factory, Free Units, Forge Tokens, Order Tokens,
Purchasing Units and Structures , Structures, Units
If a unit suffers damage and is not destroyed, that unit is
routed.
»»
»»
If the unit is already routed, there is no effect.
Damage suffered by a unit or bastion only persists until
the end of the execution round. It does not carry over to
future execution rounds or future combats.
••
If a bastion suffers damage and is not destroyed, the bastion
is not routed and that damage is ignored.
••
Any units that suffer damage during an orbital strike but are
not destroyed, are not routed. The damage is ignored.
DESTROY
When a unit is destroyed, it is removed from the game board
and placed back in its owner’s play area. Destroyed structures
are returned to the supply of unused components.
••
A player may purchase a destroyed unit or structure again; it
is not removed from the game.
Related Topics: Damage and Health
DICE LIMIT
See “Component Limitations” on page 5.
Related Topics: Bastion, Combat, Destroy, Orbital Strike, Rout
and Rally, Unit
DISCARDING CARDS
DEFENDER
Some effects have a player discard a card from his hand or from
his play area. When a card is discarded, it is revealed to all players
and then immediately shuffled back into the player’s deck.
See “Combat” on page 4 or “Orbital Strike” on page 9.
6
The maximum number of units that a player can
purchase when resolving each Deploy Order is equal
to his deploy limit in the active system. A player’s
deploy limit is equal to the combined unit capacity
from all friendly worlds in the active system that
contain a factory.
Related Topics: Combat Cards, Event Cards
RULES REFERENCE
DOMINATE ORDER
FACTORIES
Players use Dominate Orders to gain assets from worlds and
to use the ability on their faction sheets. To resolve this order,
the active player performs these steps in order:
Factories are structures that provide players with the capability
of purchasing units using Deploy Orders.
1. Collect Assets: The active player gains the assets indicated
on each friendly world in the active system.
»»
To gain assets, the active player takes the appropriate
tokens from the supply and places them in his play area.
If the player gains a prosperity asset (represented by a
white eagle), he gains one asset token of his choice.
••
When a player resolves a Deploy Order, he may purchase
units if he has at least one factory in the active system.
••
Players use structure control markers to identify which
factories belong to which players.
••
The active player’s deploy limit is equal to the unit capacity
for the world on which his factory is located.
2. Resolve Faction Ability: The active player may resolve the
special ability listed on the front of his faction sheet.
Related Topics: Assets
»»
If the active player has more than one factory in a system,
the deploy limit is the sum of the unit capacities for each
friendly world containing a factory in the active system.
»»
Some cards allow a player to have two factories on the
same world. That world’s unit capacity is doubled when
determining that player’s deploy limit.
ELIMINATED
Related Topics: Deploy Order, Structures, Unit Capacity
See “Player Elimination” on page 10.
FIRST PLAYER
ENEMY
The first player is the player with the first-player token.
See “Areas” on page 3.
EVENT CARDS
Each faction has a unique deck of event cards. Event cards
provide effects as specified on the card. They also control the
movement of Warp Storms.
••
During the Refresh Phase, each player draws one card for
each order token that is on top of his event deck, returning
the order tokens to his supply.
••
The first player begins each phase as the active player,
meaning that he is the first to deploy orders, resolve orders,
and resolve event cards during the round.
••
At the end of each game round, the first player passes the
first player token to the player to his left.
Related Topics: Refresh Phase, Setup
FORGE TOKENS
»»
A player can choose any one of his drawn event cards to
resolve, even if he cannot move any Warp Storms using
that card.
Forge tokens are assets that players can gain. Forge tokens
are required to purchase certain units, and can also be spent to
reduce a unit’s command level restriction.
»»
If a player does not have any order tokens on top of his
event deck during the Refresh Phase, he does not draw
or resolve any event cards. He will however, reveal the
top card of his event deck for Warp Storm movement.
••
When a player resolves a Dominate Order, he gains one
forge token for each forge asset icon on friendly worlds in
the active system. He takes the token from the supply and
places it in his play area.
••
Some units have the additional cost of one forge token. Such
a cost is represented by a forge icon below a unit’s materiel
cost on its faction sheet.
••
When purchasing a unit, the active player may spend one
forge token to temporarily reduce that unit’s command level
restriction by one.
••
A player places his order token on his event deck after
resolving a Strategize Order during the Operations Phase.
••
A player can place an order token on his event deck after
revealing an Advance, Deploy, or Dominate Order during the
Operations Phase instead of resolving that order normally.
••
There are two types of event cards: tactics and schemes.
»»
Tactic event cards are resolved immediately and then
shuffled back into the player’s event deck.
»»
Scheme event cards remain in play. When a player
chooses to resolve a scheme event card, he places it
faceup next to his faction sheet in his play area. He can
use the effects of a scheme event card that is faceup in
his play area by following the instructions on the card.
••
A player can choose not to resolve the ability on his
chosen event card, but must resolve the card’s Warp Storm
movement icon.
••
If an event card uses the phrase “instead of revealing an
order”, this effect takes the place of a player’s normal turn
during the Operations Phase. He does not reveal or discard
any of his order tokens. After resolving this effect, the next
player would take a turn revealing and resolving an order.
••
If an event card has an ability that is resolved during combat,
the ability only affects units participating in the combat.
••
»»
This reduction applies only to one unit—if a player wants
to purchase more than one unit at a reduced command
level, he must spend an equal number of forge tokens.
»»
A player cannot spend more than one forge token to
reduce a single unit’s command level requirement.
A player cannot spend forge tokens to reduce the command
level restriction for upgrade cards.
Related Topics: Deploy Order, Command Level, Dominate Order
Related Topics: Refresh Phase, Strategize Order, Operations
Phase, Warp Storms
RULES REFERENCE
7
FREE UNITS
••
Some abilities allow players to place free units in areas.
The maximum amount of materiel that a player can have at
any time is 14.
••
Each player begins the game with the amount of materiel in
the “Initial Forces” box on the back of his faction sheet.
••
Free units come from the player’s supply, and he does not need
to spend materiel or forge tokens to purchase these units.
••
When placing a free unit, a player can place a unit even if he
doesn’t satisfy that unit’s command level restriction.
••
When placing a free unit, if the player does not have any of
that unit in his supply, he cannot place that unit.
••
An ability that allows a player to place a free unit describes
where the free units can be placed.
••
If an ability allows a player to replace a unit with a free unit
of another type, the free unit is placed unrouted, even if the
replaced unit was routed.
Related Topics: Cache Tokens, Combat Cards and Combat
Upgrade Cards, Deploy Order, Order Upgrade Cards
MORALE
Units, dice, and combat cards all add to a player’s morale value
( ) during a combat.
••
»»
If players are tied for morale during a combat, the
defender wins the tie.
Related Topics: Units
••
FRIENDLY
Each unit and bastion has a morale attribute depicted on its
corresponding faction sheet.
••
Routed units do not contribute their morale to a player’s
total morale.
See “Areas” on page 3.
Related Topics: Combat, Combat Icons
GAINING AND LOSING
Some abilities instruct a player to gain or lose a die (B, D, C,
or V) or a combat token (A or E) To resolve these abilities,
players follow these rules:
••
When a player gains a die that includes a combat icon (B, D,
or C), he takes one die from the supply and places it in his
play area with the appropriate icon displayed.
••
When a player gains a die with no icon (V), the player takes
a die from the supply, rolls it, and places it in his play area.
••
Each player cannot have more than eight dice during a combat.
If a player already has eight dice, he cannot gain any dice.
••
When a player gains a combat token (A or E), he takes
one token with that icon from the supply and places it in his
play area.
MOVING GROUND UNITS
A player may move ground units to worlds in the active system
when he resolves an Advance Order. He may also move ground
units using a variety of abilities.
••
When one or more ground units move during an Advance
Order, they are removed from their current world and
placed on the destination world. There must be a legal path
between the starting world and the destination world.
»»
A legal path is a series of contiguous friendly areas
leading to the destination world. This can include worlds
and/or voids.
»»
»»
The destination world must be in the active system.
»»
Related Topics: Combat Card Resolution, Component
Limitations, Spend
During an Advance Order, if a ship moved from an
adjacent system to the active system, ground units
cannot move into the active system from a different
adjacent system. Ground units that are already in the
active system are not restricted by this.
»»
Ground units on a world adjacent to the destination
world always have a legal movement path.
HEALTH
»»
See “Damage and Health” on page 6.
Ground units cannot move through a contested,
uncontrolled, or enemy void.
»»
»»
A contested area cannot be used as part of a legal path.
••
When a player loses a die or token, he removes it from
his play area and returns it to the supply of unused
components.
••
If a player loses more dice or tokens than he has available,
he loses as many dice or tokens of the specific type as he
is able to. If he does not have any of the required dice or
tokens, he loses nothing.
MATERIEL AND MATERIEL DIALS
Players acquire materiel, which they can use to purchase units,
structures, and upgrades. A player’s materiel is tracked on his
materiel dial.
••
••
8
When determining the winner of a combat, the player with
the highest morale value wins.
During the Refresh Phase, each player increases his materiel
dial by the sum of the materiel values on all friendly worlds.
Unspent materiel persists from round to round and is not
lost or reset.
When a player purchases units, structures, or upgrade
cards, he decreases his materiel dial by an amount equal
to the materiel cost of the purchased units, structures, or
upgrade cards.
»»
A player can spend one cache token when purchasing a
unit or structure to reduce its materiel cost by 2.
The world a ground unit moves from must be in the
active system or one system that is adjacent to the
active system. Ground units cannot move into the active
system from more than one adjacent system.
During an Advance Order, all ground units move
simultaneously. This means that all legal paths are
determined before moving any ground units.
••
••
A ground unit must end its movement on a world.
••
A player can move up to five ground units to a world, even
if, by doing so, he exceeds the world’s unit capacity. After
resolving all movement, including any combat started while
resolving the order, he must destroy any units that are in
excess of the world’s unit capacity.
If an ability allows a player to place a ground unit in an area,
it does not need a legal path to move to that area. A ground
unit cannot be placed on a void.
Related Topics: Advance Order, Areas, Unit Capacity, Moving
Ships, Systems, Warp Storms
RULES REFERENCE
••
MOVING SHIPS
A player may move ships to voids in the active system when
he resolves an Advance Order. He may also move ships using a
variety of abilities.
••
••
••
When a ship moves, it is removed from its current void and
placed in its destination void.
»»
Ships do not require a path to move. They may move to
any void in the active system, even if it’s not adjacent to
the starting void.
»»
»»
The destination void must be in the active system.
The void a ship moves from must be in the active system
or one system that is adjacent to the active system. Ships
cannot move into the active system from more than one
adjacent system.
A player can move up to five ships to a void, even if, by
doing so, he exceeds the void’s unit capacity of three. After
resolving all movement, including any combat started while
resolving the order, he must destroy any units that are in
excess of three (the void’s unit capacity).
••
••
••
Starting with the first player and proceeding clockwise, each
player takes a turn resolving one of his orders as follows:
1. The active player must choose one of his order tokens that is
on the top of a stack.
An orbital strike is an attack resolved using ships in one void
area that targets an enemy world.
»»
Both the void and world areas must be in the active
system.
»»
»»
The void and world must be adjacent to each other.
»»
Routed ships cannot participate in an orbital strike.
An orbital strike cannot be resolved against a world
containing a bastion.
To resolve an orbital strike, the active player rolls a number
of dice equal to the combined offence value of all of his
ships participating in the orbital strike.
»»
The opponent’s units on the target world suffer an
amount of damage equal to the number of B rolled.
»»
Each unit that suffers damage during an orbital strike that
is not destroyed does not become routed.
A player is limited to 8 dice while resolving an orbital strike.
He cannot roll or gain dice in excess of this limit.
••
Each faction has two order upgrade cards that apply to
orbital strikes. A player decides whether to use these cards
before rolling dice.
Related Topics: Refresh Phase, Winning and Losing the Game
During the Operations Phase, players take turns resolving the
order tokens they placed during the Planning Phase.
Even if a player’s turn is skipped, he will still resolve all
of his order tokens during the Operations Phase. He will
just resolve them later during the phase.
••
A player can only collect objective tokens belonging to
his faction.
OPERATIONS PHASE
»»
If the active player did not resolve a combat when resolving an
Advance Order, he may resolve an orbital strike.
Objective tokens are placed on worlds during setup. A player
wins the game if he collects a number of his faction’s objective
tokens equal to the number of players in the game.
During step 1 of each Refresh Phase, each player collects
each of his faction’s objective tokens that are on worlds
he controls. He places all collected objective tokens on his
faction sheet so that all players can clearly see them.
A player cannot resolve an order if he has no order
tokens on the game board or if he does not have an
order token that is on the top of a stack.
ORBITAL STRIKE
OBJECTIVE TOKENS
••
»»
Related Topics: Advance Order, Deploy Order, Dominate Order,
First Player, Order Tokens, Planning Phase, Refresh Phase, Stack,
Strategize Order
If an ability allows a player to place a ship in an area, it does
not need a legal path to move to that area. The ship cannot
be placed on a world.
Related Topics: Advance Order, Areas, Systems, Unit Capacity,
Warp Storms
If a player cannot resolve an order, he skips his turn.
»»
A player can use multiple order upgrades during the
same orbital strike.
»»
Each order upgrade card can be used only once per
game round.
••
Each faction has one order upgrade card that allows it
to perform an orbital strike against a world containing a
bastion. When using one of these cards, the bastion suffers
damage as if it were a unit.
••
If an ability requires the player to spend dice during an
orbital strike, the dice are spent before any damage is
suffered.
2. The active player flips the chosen token faceup and then
resolves that order’s effects.
Related Topics: Advance Order, Combat, Order Upgrade Cards
3. The active player removes the chosen token from the game
board, placing it in his play area or on the top of his event
deck as appropriate. Then, the player to his left resolves one
of his orders.
ORDER TOKENS
••
»»
After a player resolves an Advance, Deploy, or Dominate
Order, he places the order token in his play area.
»»
After a player resolves a Strategize Order, he places the
order token on top of his event deck.
»»
When a player reveals an Advance, Deploy, or Dominate
order, he may place the order token on top of his event
deck instead of resolving its effect.
Players take turns resolving order tokens until none remain
on the game board.
Players use order tokens to perform the game’s four main
actions.
••
During the Planning Phase, players take turns placing order
tokens facedown in order token boxes on systems. During
the Operations Phase, players take turns resolving the order
tokens they placed.
••
Players can look at the faces of their own order tokens that
are on the top of a stack at any time.
Related Topics: Advance Order, Deploy Order, Strategize Order,
Dominate Order, Operations Phase, Planning Phase
RULES REFERENCE
9
ORDER UPGRADE CARDS
PLAYER ELIMINATION
Each faction has a set of unique order upgrade cards.
A player is eliminated from the game if he does not have any
friendly worlds.
••
When resolving a Strategize Order, a player may purchase
one of his order upgrade cards for which he meets the
command level requirement.
••
After a player purchases an order upgrade card, he places
the card faceup in his play area.
••
Order upgrade cards are permanent. After a player
purchases an order upgrade card, it remains faceup in his
play area for the duration of the game.
••
When a player resolves an order, if he has an upgrade card
that matches the order he is resolving, he may choose to
resolve the card’s effect.
••
Each order upgrade card can be used only once per round.
To track the use of an order upgrade card, players turn the
card facedown after use and then flip it faceup at the end of
the Refresh Phase.
••
A player may use an order upgrade card during the round in
which it is purchased.
••
Each faction has two special order upgrade cards that are
used when resolving an orbital strike. These have an altered
Advance Order icon.
••
When a player chooses not to resolve an order token’s effect
and places it on top of his event deck, he cannot resolve any
order upgrade card effects.
••
If an effect allows a player to resolve one order as if it were
a different order, the new type of order can benefit from the
use of other order upgrade cards.
Related Topics: Command Level, Orbital Strike, Order Tokens,
Strategize Order
PATH
See “Moving Ground Units” on page 8.
When a player is eliminated, he removes all of his
components from the game. He cannot win the game, and
no longer resolves any of the phases of the game.
••
When a player is eliminated, this does not reduce the
number of objective tokens needed to win the game.
••
If only one player remains in the game, that player
immediately wins.
Related Topics: Winning the Game
PURCHASING UNITS AND STRUCTURES
See “Deploy Order” on page 6.
REFRESH PHASE
The Refresh Phase is the last phase of each game round. To
resolve this phase, players perform the following steps in order:
1. Collect Objective Tokens: All players simultaneously collect
each objective token belonging to their faction that is on a
friendly world.
2. Collect Materiel: All players simultaneously increase their
materiel dials by an amount equal to the combined materiel
values of their friendly worlds.
»»
A player cannot have more than 14 materiel. Any
materiel gained in excess of this limit is lost.
3. Rally Routed Units: All players simultaneously rally each of
their routed units by standing them upright.
4. Events and Warp Storms: Starting with the first player
and proceeding clockwise, each player resolves all of the
following substeps:
a. The active player draws a number of event cards from his
deck equal to the number of order tokens on his deck.
He chooses one of the drawn cards to resolve, discards
the others, and returns all of the tokens to his play area.
PLANNING PHASE
During the Planning Phase, players take turns placing their order
tokens on the game board.
Starting with the first player and proceeding clockwise, each
player places one facedown order token of his choice in the
order token box of a system. The players continue to alternate
placing order tokens until each player has placed four tokens.
••
••
A player must place his order token in either a system
containing one of his units or structures, or a system
adjacent to a system containing one of his units or
structures.
••
Each player must place four order tokens during each
Planning Phase. Players cannot choose to place more or
fewer tokens.
••
If a system already contains one or more order tokens, the
active player places his order token on the top of those
order tokens, creating a stack.
••
All order tokens that are placed during the Planning Phase
are resolved during the following Operations Phase.
Related Topics: First Player, Operations Phase, Order Tokens,
Stack
b. The active player chooses one Warp Storm on the game
board and moves it in one of the two directions shown
on the Warp Storm icon on his chosen card.
If a player did not draw any event cards, he reveals the
top card of his event deck and uses its Warp Storm
movement icon to move a Warp Storm; he cannot
resolve the ability on the revealed card. Then, he shuffles
the card back into his event deck.
c. If the active player drew at least one event card, he
resolves the chosen card’s ability. Then, he shuffles
all event cards back into his event deck, excluding the
“Scheme” event card if it is in play.
5. End of Round: The first player gives the first player token to
the player on his left. Then, he advances the round marker
one space on the round track.
»»
If the round marker would advance off the “8” space of
the track, the game ends and the player with the most
objective tokens wins the game.
Related Topics: Event Cards, Objective Tokens, Operations
Phase, Routed Units, Strategize Order, Warp Storms, Winning
and Losing the Game
10
RULES REFERENCE
»»
REINFORCEMENT TOKENS
Reinforcement tokens are assets that players can gain. Players
can use these tokens as additional units during a combat. Each of
these tokens is treated as one of his command level zero units,
either a ground unit or ship as appropriate for the combat.
••
••
Any units that retreat during this step do not suffer
any damage. If a player retreats all of his units during
this step, players still perform the assign damage step.
However, any retreating units do not suffer damage.
When a player resolves a Dominate Order, he gains one
reinforcement token for each reinforcement asset icon on
friendly worlds in the active system. He takes the tokens
from the supply and places them in his play area.
»»
After rolling dice in combat, each player may place a number
of his reinforcement tokens into the area by his units.
»»
The attacker first decides how many reinforcement
tokens to use, then the defender decides how many
reinforcement tokens to use.
»»
The maximum number of reinforcement tokens a player
can use during a combat is equal to the number of
plastic units he has in that combat. Bastions do not count
toward this number.
••
During a combat on a world, a player’s reinforcement tokens
are treated as his command level zero ground units.
••
During a combat on a void, a player’s reinforcement tokens
are treated as his command level zero ships.
••
Reinforcement tokens in combat are treated like plastic units for
all rules and game effects (including unit requisites on cards).
••
Reinforcement tokens do not contribute dice to a combat;
however, they are treated as the appropriate command level
zero unit for all other purposes.
••
When a reinforcement token is routed, a
player flips that token to its routed side.
••
After a combat is resolved, all
Routed Side Unrouted
reinforcement tokens that were used
Side
during the combat are returned to the supply.
••
If an ability allows a player to place free reinforcement
tokens, he takes the tokens from the supply and places them
by his units in the contested area. These tokens can exceed
the normal limit to the number of reinforcement tokens he
can use in the combat.
••
••
Each retreat, whether it occurs during the “Determine
Winner” step of combat or the “Execution” substep
of combat is treated as a separate retreat. As such, it
is possible for units in the same combat to retreat to
different areas—one area per retreat—if multiple retreats
are resolved.
Attacker: An attacker must observe the following special
rules while resolving retreats:
»»
If the units did not move into the contested area via an
Advance Order, they must move to an area that at least
one unit moved from to start the combat.
»»
If the units were placed in the contested area by any
effect other than an Advance Order, the units cannot
retreat and are destroyed.
Defender: A defender must observe the following special
rules while resolving retreats:
»»
Retreating units must move to a friendly area. If there are
no friendly areas that the retreating units can move to,
they must move to an uncontrolled area.
»»
The area the retreating units move to must either be in the
active system or in a system adjacent to the active system.
»»
If attacking units moved from an adjacent system, the
defender’s units cannot retreat to that system.
»»
Defending units cannot retreat to an area from which
attacking units moved from.
Related Topics: Combat, Moving Ground Units, Moving Ships,
Rout and Rally
ROUT AND RALLY
Many game effects can rout or rally units. When a unit is routed,
it is tipped onto its side. When a unit is rallied, it is stood back
up to its unrouted state.
Related Topics: Assets, Combat, Dominate Order
RETREATS
When a player loses a combat, all of his units in the contested
area must retreat.
••
Retreat rules differ for the attacker and defender. As such, this
reference entry provides general retreat rules that apply to all
units as well as attacker- and defender-specific rules.
••
Some game effects allow a unit to retreat during an
execution round of combat. These retreats must follow
the normal retreat rules based on if the unit is an attacker
or defender.
General: Below is a list of general retreat rules that apply to
both the attacker and the defender.
»»
»»
»»
»»
Ground units must retreat along a legal path.
»»
A player can exceed an area’s unit capacity during a
retreat. After resolving a retreat, he must destroy units
of his choice in excess of the area’s unit capacity.
A player may be forced to retreat to an area where he
must destroy units.
Routed units follow these restrictions:
»»
Routed units do not count toward requisites needed to
trigger specific abilities on combat cards.
»»
Routed units do not add their morale when a player is
determining his morale value during a combat.
»»
Routed units do not contribute combat dice at the start
of combat or orbital strikes.
»»
A player cannot choose to deal damage to a routed unit
unless all of his units in the combat are routed and he
does not have a bastion in the combat.
»»
A routed unit can retreat; however, it cannot move or be
placed in a different area by an order or card effect.
»»
A unit cannot become routed if it is already routed.
After a unit retreats, it is routed.
All retreating units must move to the same area.
The area that units retreat to does not need to be
adjacent to the contested area.
»»
Ground units must retreat to worlds, and ships must
retreat to voids.
»»
If there is no area for a unit to retreat to, that unit is
destroyed.
••
••
••
During the Refresh Phase, all routed units are rallied.
If a reinforcement token is routed, it is flipped to its routed side.
All retreating units are routed after retreating.
Related Topics: Combat, Refresh Phase, Reinforcement Tokens
SCHEME EVENT CARDS
See “Event Cards” on page 7.
RULES REFERENCE
11
SETUP
Before starting a game of Forbidden Stars, players must perform
the following setup steps:
1. Choose Factions: Each player chooses one faction and
gathers that faction’s corresponding faction sheet, tokens,
event cards, upgrade cards, combat cards, and units.
2. Claim Starting Components: Each player claims all
components listed in the “Initial Forces” box on the back of
his faction sheet.
Then, he flips his faction sheet faceup and places these
claimed components on top of it. Finally, he claims a materiel
dial and sets the number at “6”—this value is also listed in
the “Initial Forces” box on the back of his faction sheet.
3. Determine First Player: Mix one of each player’s structure
control markers in the box lid and draw one randomly. That
player is assigned the first player token.
4. Construct Game Board: To construct the game board,
players perform the following substeps.
a. Distribute System Tiles: Each player claims the system
tile that has his faction icon on it. Then, the first player
takes all system tiles that do not have faction icons on
them, randomizes them by shuffling them under the
table, and deals two to each player.
b. Distribute Objective Tokens: Each player gives two of
his objective tokens to each other player and returns any
remaining tokens to the game box.
c. Build the Game Board: Starting with the first player and
proceeding clockwise, each player places one system
tile and components in the play area as follows:
i. Place a System Tile: The player chooses one of his
system tiles and places it adjacent to at least one
other system tile. He cannot place a tile where it
would exceed the maximum game board size
(see page 16 of the Learn to Play booklet).
ii. Place Units and Structures: The player may place any
number of his initial forces (claimed in step 2) on the
tile he just placed. He cannot exceed an area’s unit
capacity.
••
••
If a player gained asset tokens in his initial forces,
he does not places these on a system. He keeps
these tokens by his faction sheet until used during
the game.
When placing his third system tile, a player must place
all remaining initial units and structures on that tile.
iii. Place Objective Tokens: The player must place one of
his opponent’s objective tokens on each objective
token space on the system tile he just placed,
obeying the following restrictions:
••
A player cannot place two tokens from the same
faction on the same system tile.
••
A player cannot place an objective token that
belongs to one faction if he has more objective
tokens that belong to another faction.
••
After he has placed all tokens received during substep
b), he does not place any more objective tokens.
Players repeat this process until each player has placed
all of his system tiles and all of his components listed in
the “Initial Forces” box on his faction sheet.
12
d. Place Warp Storms: Starting with the player who placed
the last system tile and proceeding anticlockwise, each
player places one Warp Storm along any system tile edge;
this may include the outer edges of the game board.
5. Create Event, Combat, and Upgrade Decks: Each player
shuffles his event cards and places them in a facedown deck
in his play area.
Then, each player finds the ten combat cards with his faction
symbol printed on the upper-left corner and shuffles them
to form his combat deck.
Finally, each player forms two upgrade decks using all of
his faction’s order upgrade cards and his remaining combat
cards; these decks do not need shuffling. He places them
faceup next to his faction sheet making sure not to mix them
with his combat deck.
6. Prepare Round Track: Place the round track near the
game board, and place the round marker on the “1” space
of the track.
7. Create Supply: Separate all reinforcement tokens, cache
tokens, forge tokens, dice, and plastic structures in piles
and place them near the game board where all players can
reach them.
After completing setup, players begin the first planning phase.
Related Topics: Objective Tokens, Systems, Units, Warp Storms
SIMULTANEOUS EFFECTS
If multiple players have effects that are resolved at the same
time, the first player resolves his effect first, followed by other
players in clockwise order.
••
During combat, the attacker resolves his abilities first
followed by the defender.
••
An ability must be fully resolved before another ability can
be resolved.
SPEND
Some effects require players to spend materiel, tokens, or dice.
••
To spend materiel, a player decreases his materiel dial by the
amount he is spending. His materiel dial must display the
number of remaining materiel after subtracting what he spent.
••
To spend a token, a player takes a token from his play area
and places it back in the supply of unused tokens.
••
To spend a die, the player takes one of the dice that he has
rolled or gained, and returns it to the supply of unused dice.
••
A player can only spend his own components.
Related Topics: Cost, Deploy Order, Gaining and Losing
STACK
Facedown order tokens in a system’s order token box form a
stack. A stack may include one token or multiple tokens placed
on top of each other.
••
The order token on the top of the stack is the next order
token from that system that a player can reveal and resolve.
••
Players can look at the faces of their own order tokens that
are on the top of a stack at any time.
••
Players cannot resolve or look at any order that is below
another order token in a stack.
••
When a player places an order token during the Planning
Phase, he either places it on the top of a stack or he begins a
new stack in a system that doesn’t contain any order tokens.
••
After resolving an order token, it is removed from the stack
and either placed in the player’s play area or on top of his
event deck, as appropriate.
••
There is no limit to the number of order tokens that can be in
a single stack.
Related Topics: Planning Phase, Operations Phase, Order Tokens
RULES REFERENCE
STRATEGIZE ORDER
••
If a player has a number of units in an area that exceeds that
area’s unit capacity, he must destroy units of his choice in
that area until the number of units is equal to or less than the
area’s unit capacity. This is only checked after resolving an
order and at the end of each Event Phase.
••
Players can voluntarily exceed the unit capacity of an area
when moving units, retreating, placing units, or deploying
units. After resolving that order or action, each player must
choose and destroy units in the area until he is within the
area’s unit capacity.
••
Structures do not count toward a world’s unit capacity.
Players use Strategize Orders to purchase new upgrade cards
and to draw additional event cards during the Refresh Phase. To
resolve this order, players follow these steps:
1. Purchase Upgrade: The active player may purchase up to
one combat upgrade and up to one order upgrade from his
upgrade decks.
»»
The active player can purchase upgrades only if he has at
least one unit or structure in the active system.
2. Place Order Token on Event Deck: The active player takes
the order token from the game board and places it on top
of his event deck. This will allow him to draw an event card
during the Refresh Phase.
Related Topics: Advance Order, Deploy Order, Moving Ground
Units, Moving Ships, Retreats, Structures
Related Topics: Event Cards, Combat Cards and Combat
Upgrades, Order Upgrades, Refresh Phase
UNITS
STRUCTURES
Related Topics: Deploy Order, Structures
Bastions, cities, and factories are structures. The active player
can purchase a structure when resolving a Deploy Order.
UPGRADE CARDS
All ships and ground units are units. Structures are not units.
••
••
A structure can only be placed on a world.
Each faction has upgrade cards which increase the functionality
of its order tokens and the potency of its combat deck.
A player cannot build a structure on a world that already
contains a structure unless an ability specifically allows it.
••
••
A player can purchase upgrade cards when he resolves a
Strategize Order.
After placing a structure on a world, the active player places
one of his structure control tokens underneath the structure.
••
••
••
Structures are not units.
Each player keeps his upgrade cards in two faceup decks,
one for his order upgrade cards and one for his combat
upgrade cards.
Related Topics: Combat Cards and Upgrade Combat Cards,
Order Upgrade Cards, Strategize Order
When the attacker wins a battle, he gains control of all
enemy structures on the world.
Related Topics: Bastions, Cities, Combat, Deploy Order, Factories
VOIDS
SUFFERING DAMAGE
A void is an area that depicts a star field without a world.
See “Damage and Health” on page 6.
••
••
SYSTEMS
Related Topics: Advance Order, Areas, Unit Capacity, Moving
Ground Units, Moving Ships
A system is a single tile composed of four areas that are
separated by gold borders.
••
The centre of each system tile contains a hexagonal order
token box on which players place order tokens.
••
Some system tiles have a faction icon printed on their order
token box. Players can use these icons to identify which tiles
belongs to which factions. The icons have no other game
effect, and any player may freely place order tokens in
these systems.
••
Printed in the corner of each system tile is a unique code. This
number and letter combination is used to identify the tile
and has no gameplay function.
Related Topics: Area, Adjacency, Stack, Order Tokens, Setup
TACTIC EVENT CARDS
Voids have a unit capacity of three.
Ground units cannot be on voids, but can move through voids.
WARP STORMS
Warp Storm tokens are placed on the game board during setup
and are moved during each Refresh Phase. Units cannot move
through Warp Storms.
••
Systems separated by a Warp Storm are still adjacent.
Related Topics: Event Card, Refresh Phase, Setup
WARP STORMS, MOVING
During the Event Phase, each player chooses one of his drawn
event cards to resolve. First, he moves one Warp Storm of his
choice following one of the available directions provided by the
Warp Storm icon on the card, then he resolves the card’s ability.
If a player does not have any order tokens on top of his event
deck during the Refresh Phase, he reveals the top card of his
event deck and moves one Warp Storm of his choice following
the Warp Storm icon on the card. Then, he discards the card and
shuffles it back into his deck without resolving the card’s ability.
See “Event Cards” on page 7.
UNIT CAPACITY
Each area has a unit capacity which limits the maximum number
of units a player can have in the area.
••
The unit capacity of each world is equal to the number of
skull icons printed on that world’s banner.
••
The unit capacity of each void is three.
••
Each Warp Storm movement icon indicates two possible
directions in which a player can choose to move a Warp Storm.
»»
»»
A player must move a Warp Storm if he can.
If a player can move a Warp Storm in only one of the two
indicated directions on his chosen card, he must choose
that direction.
RULES REFERENCE
13
»»
A player must choose a Warp Storm that he can
legally move.
»»
If a player cannot move any Warp Storms in either
direction indicated on his chosen event card, he
does not move a Warp Storm.
CREDITS
FANTASY FLIGHT GAMES
••
Each Warp Storm can move only once during each
Refresh Phase.
Game Design: James Kniffen, Samuel W. Bailey, and Corey Konieczka
••
After moving a Warp Storm, flip the Warp Storm token
facedown to track which Warp Storms have or have not
moved during the phase. At the end of the round, flip all
Warp Storms back to their pink side.
Producer: Jason Walden
••
A Warp Storm cannot move onto a border occupied by
another Warp Storm.
••
A Warp Storm can move to the edge of the game board, but
cannot move off the edge of the game board.
••
Warp Storms are always placed so they are on the edge of a
system tile or on a shared edge between two system tiles.
The Warp Storm token spans the entire edge of the system
tile on which it is placed and must be parallel to that edge.
Related Topics: Event Card, Refresh Phase, Warp Storms
WINNING AND LOSING THE GAME
Additional Development: Jonathan Ying
Technical Writing: Adam Baker
Additional Writing: Tim Flanders and Tim Huckelbery
Graphic Design: Edge Studio and Monica Skupa with Shaun Boyke
Cover Art: Daarken
Board Art: Christian Schwager and Stephen Somers
Interior Art: Erfian Asafat, Jacob Atienza, Sergio Camarena
Bernabeu, Dimitri Bielak, Lin Bo, Matthew Bradbury, Jon Cave,
Ramon Contini, Mauro Dal Bo, Vincent Devault, Alex Drummond,
Alexandr Elichev, Piotr Foksowicz, Mariusz Gandzel, Diego Gisbert
Llorens, Zachary Graves, Nicholas Gregory, Imaginary FS Pte LTD,
Nikolaus Ingeneri, Taylor Ingvarsson, Jason Juta, Nicholas Kay, Igor
Kieryluk, Matthias Kollros, Alex Konstad, Sam Lamont, Mark Molnar,
Ameen Naksewee, Shane Pierce, Neil Roberts, Oleg Saakyan,
Stephen Somers, Nikolay Stoyanov, and the Games Workshop
Design Studio
Art Direction: Andy Christensen and John Taillon
When a player has collected a number of his objective tokens
equal to or exceeding the number of players, the game ends
and he wins the game.
Figure Sculpting: Big Idea Miniatures, Bexley Andrajack, Cory
DeVore, Kursad Karatas, Derek LeBrun, Nick Miller, Gordon Robb,
and Romeo Salbatecu
••
If multiple players win the game at the same time, the player
that has collected the most objective tokens wins.
If still tied, the tied player who has the most friendly worlds
wins. If still tied, the player with the most units on the game
board wins. If still tied, the tied players share the victory.
Editing and Proofreading: Andrea Dell’Agnese and Julia Faeta
During the first step of the Refresh Phase, all players
simultaneously collect all objective tokens that belong to
their faction and on friendly worlds.
FFG Licensing Coordinators: Amanda Greenhart and Deb Freytag
••
»»
••
If a player does not control any worlds, he is eliminated from
the game. All of his ships are destroyed, and he no longer
participates in the game and cannot win.
»»
••
Players cannot collect objective tokens that belong to
other factions.
If all players except one are eliminated from the game,
the remaining player immediately wins, regardless of the
number of objective tokens he has collected.
If no player has won the game by the end of the eighth
game round, then the game ends and the player that has
gathered the most objective tokens wins the game. Ties are
broken following the rules listed above.
Related Topics: Areas, Objective Tokens, Player Elimination,
Refresh Phase
Plastic Management: Jason Beaudoin
Managing Art Director: Andrew Navaro
Managing Graphic Designer: Brian Schomburg
Quality Assurance Coordinator: Zach Tewalthomas
Production Manager: Eric Knight, Megan Duehn, and Simone Elliott
Lead Game Producer: Steven Kimball
Publisher: Christian T. Petersen
Playtesters: Tim Adams, Daniel Amborn, Bill Anderson, Joe
Baranoski, Alexis Baroody, Dane Beltrami, Chiara Bertulessi,
Adriano Bettucchi, Simone Biga, Bryan Bornmueller, Ben Brenner,
Frank Brooks, Pippin Brown, Josh Callaway, Brandon Cooper, Ryan
Crimmins, Caterina D’Agostini, Andrea Dell’Agnese, Ronald DeValk,
Rich Edwards, Brian Englestien, Julia Faeta, Silvia Faeta, Andrew
Fischer, Mark Floodquist, Michael Gernes, Jason Glawe, Russell Hall,
Sam Hartzell, Geoffrey Herman, Rich Hibard, James High, Matt
Holland, Tim Huckelbery, Nathan I. Hajek, Bill James, Steve Johnson,
Allan Kennedy, Kalar Komarec, Harison Lavin, Lukas Litzsinger,
Matthew Locke, Andrea Marmiroli, Dusty Marsh, Pim Mauve, Jon
Maxton, James Meier, Aaron Meyers, Scott Milbuta, Jamin Ng,
Matt Newman, Alex Ortloff, Felipe Bannwart Perina, Lee Peters,
Matt Ryan, Brian Severson, Jamison Tooley, Sean Vayda, Brendan
Weiskotten, and special thanks to all of our Beta Testers
WORLDS
As always, thanks to everyone at
Games Workshop
A world is an area that contains an image of a planet
accompanied by a banner.
••
••
Each world has a unit capacity, and most have a materiel value.
Most worlds have an icon which depicts an asset. When
a player resolves a Dominate Order, he gains the asset
provided by each friendly world in the active system.
Related Topics: Assets, Area, Dominate Order, Materiel and
Materiel Dial, System, Unit Capacity, Void
Forbidden Stars © Copyright Games Workshop Limited 2015. Forbidden Stars, the
Forbidden Stars logo, GW, Games Workshop, Space Marine, 40K, Warhammer,
Warhammer 40,000, 40,000, the ‘Aquila’ Double-headed Eagle logo, and all
associated logos, illustrations, images, names, creatures, races, vehicles,
locations, weapons, characters, and the distinctive likeness thereof, are either
® or TM, and/or © Games Workshop Limited, variably registered around the
world, and used under license. This edition published under license to Fantasy
Flight Publishing Inc. Fantasy Flight Supply is a TM of Fantasy Flight Publishing,
Inc. Fantasy Flight Games, and the FFG logo are ® of Fantasy Flight Publishing,
Inc. All rights reserved to their respective owners. No part of this product may be
reproduced without specific permission. Fantasy Flight Games is located at 1995
West County Road B2, Roseville, Minnesota, 55113, USA, 651-639-1905. Actual
components may vary from those shown. Made in China. THIS PRODUCT IS NOT
A TOY. NOT INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER.
14
RULES REFERENCE
INDEX
A
Active Player............................................... 2
Active System............................................ 2
Adjacency................................................... 2
Advance Order........................................... 2
Areas............................................................ 3
Assets........................................................... 3
Cache Tokens....................................... 3
Forge Tokens........................................ 7
Reinforcement Tokens...................... 11
Attacker (see Combat).............................. 4
B
Bastions....................................................... 3
Border (see Adjacency)............................ 2
C
Cache Tokens.............................................. 3
Card Clarifications................................... 16
Cities............................................................ 3
Combat........................................................ 4
Combat Card Resolution.......................... 4
Combat Cards and
Combat Upgrade Cards............................ 5
Combat Icons............................................. 5
Combat Tokens
(see Combat Card Resolution)................ 4
Command Level......................................... 5
Component Limitations............................ 5
Construct Game Board (see Setup)...... 12
Contested Areas........................................ 5
Convert........................................................ 6
Cost.............................................................. 6
D
Damage and Health.................................. 6
Defender (see Combat)............................ 4
Deploy Limit (see Deploy Order)............ 6
Deploy Order.............................................. 6
Destroy........................................................ 6
Dice Limit (see Component Limitations)...5
Discarding Cards........................................ 6
Dominate Order......................................... 7
E
Elimination (see Player Elimination)..... 10
Enemy (see Areas)..................................... 3
Event Cards................................................. 7
Execution Round (see Combat).............. 4
F
Factories...................................................... 7
First Player................................................... 7
Forge Tokens............................................... 7
Free Units..................................................... 8
Friendly (see Areas)................................... 3
G
Gaining and Losing................................... 8
H
Health (see Damage and Health)........... 6
L
Losing Dice and Tokens
(see Gaining and Losing)......................... 8
M
Materiel and Materiel Dials..................... 8
Materiel Cost (see Cost)........................... 6
Morale.......................................................... 8
Moving Ground Units............................... 8
Moving Ships.............................................. 9
Moving Warp Storms.............................. 13
O
Objective Tokens....................................... 9
Operations Phase...................................... 9
Orbital Strike............................................... 9
Order Tokens.............................................. 9
Advance Order.................................... 2
Deploy Order....................................... 6
Dominate Order.................................. 7
Strategize Order................................ 13
Order Upgrade Cards.............................. 10
P
Path (see Moving Ground Units)............ 8
Planning Phase......................................... 10
Player Elimination.................................... 10
Purchasing Units and Structures
(see Deploy Order).................................... 6
R
Rally (see Rout and Rally)....................... 11
Refresh Phase........................................... 10
Reinforcement Tokens............................ 11
Retreats...................................................... 11
Rout and Rally.......................................... 11
Running out of Components
(see Component Limitations).................. 5
S
Scheme Event Cards (see Event Cards)... 7
Setup.......................................................... 12
Simultaneous Effects.............................. 12
Spend......................................................... 12
Stack........................................................... 12
Strategize Order....................................... 13
Structures.................................................. 13
Bastions................................................. 3
Cities...................................................... 3
Factories................................................ 7
Suffer Damage
(see Damage and Health)........................ 6
Systems..................................................... 13
T
Tactic Event Cards (see Event Cards)..... 7
U
Uncontrolled (see Areas)......................... 3
Unit Capacity............................................ 13
Units........................................................... 13
Upgrade Cards......................................... 13
V
Voids.......................................................... 13
W
Warp Storms............................................. 13
Winning and Losing the Game............. 14
Worlds........................................................ 14
RULES REFERENCE
15
QUICK REFERENCE
CARD CLARIFICATIONS
Below is an easy-to-reference overview of common
gameplay concepts.
This section provides rules clarifications for specific cards.
COMBAT CARDS
Round Overview
••
Armoured Advance: Combat tokens are used in both assess
damage steps and are not discarded until the end of the
second assess damage step.
1. Planning Phase: Starting with the first player, players take
turns placing order tokens on the game board until each
player has placed four orders.
••
Chaos United: The opponent must choose whether or not to
rout one of his units before the Chaos player chooses which
die he gains from this card’s general ability.
2. Operations Phase: Starting with the first player, players take
turns resolving the order tokens they placed.
••
Mark of Nurgle: The Chaos player automatically gains 2 E
from this card’s unit ability if he has the required unit and his
opponent does not have any routed units.
••
Mark of Tzeentch: This card can replace a reinforcement
token with a Chaos Space Marine.
••
Wave Serpent: The Eldar player can only move units into
one contested area, regardless of how many Wave Serpent
cards he plays during the combat.
Each game round consists of the following three phases:
3. Refresh Phase: Players resolve the following steps:
a. Collect Objectives
b. Collect Materiel
c. Rally Units
d. Move Warp Storms and Resolve Event Cards
e. End of Round (pass first player and advance round marker)
Order Tokens
Deploy: If the player has a factory in the system,
he can spend his materiel to purchase new units.
Then, he can build a structure on any friendly
world in the system.
Strategize: If the player has a unit or structure in the
active system, he can purchase an order upgrade, a
combat upgrade, or both. Then, he places the order
token on top of his event deck which will allow him
to draw an event card during the Refresh Phase.
EVENT CARDS
••
Exodite Colony: The Eldar player must follow the restriction
of one structure per world. The Eldar player controls this
structure, even if placed on an uncontrolled world.
••
Incantation of Tzeentch: Only resolve the ability of
the chosen event card. Do not resolve the Warp Storm
movement icon on that card.
••
Seduced by Chaos: The Chaos player must be participating
in the combat, and the opponent’s unit must be in the
contested area.
••
Teer It Down!: The Ork player must be participating in the
combat to use this ability.
Dominate: The player gains assets from each
friendly world in the system. He can also use the
special ability on his faction sheet.
ORDER UPGRADE CARDS
••
Complete Destruction: The player who has units on the world
can choose to destroy any structure or unit on the world.
Advance: The player can move his units to the
active system and possibly start one combat.
••
Dread Ritual: There does not need to be a factory in the
active system to purchase the unit.
••
Strafing Run: The Eldar player resolves the effects of all dice
rolled, even if he moves ships out of the system.
Combat
1. Preparation:
a. Roll Dice (equal to units’ combat values)
b. Draw Combat Cards (attacker and defender both draw five)
c. Reinforce
ICON REFERENCE
Combat icons appear on dice, combat cards, and
combat tokens. The icons appear in text as follows:
2. Execution: (perform three times)
••
B, D, or C are icons on combat dice.
a. Choose Combat Cards
••
A, E are icons on combat tokens.
b. Resolve Combat Cards (attacker first)
••
c. Assess Damage
••
3. Resolution
a. Determine Winner (based on
)
b. Capture Structures
c. Clean Up (discard reinforcement tokens and combat cards)
16
RULES REFERENCE
, , or
are combat icons on any component.
Some effects allow a player to gain 1 V. To resolve
this, the player takes 1 die from the supply, rolls it,
and places it in his play area.
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