Alien Empire Rules

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2x_title.png

Introduction

You are the leader of an alien nation competing for resources and control in a crowded galaxy. Will you consolidate resources while shutting off your borders? Build fleets and conquer your peace-loving neighbors? Or grow and expand your kingdom as you discover new worlds? 

The choice is yours! Bump bump bum…

Objective

Players win by gaining 10 victory points. Gain points by doing any combination of these things: 

  • Build structures and fleets

  • Explore undiscovered sectors *

  • Block a planet’s borders with all adjacent planets

  • Complete envoy missions *

  • Destroy opponent structures *

* These points are limited- only a certain number are available to collect per game.

Game Setup

board.png
board.png

Game Board: 

The game begins with a few planets revealed with randomly-generated resources and surrounded by unexplored sectors. Each sector contains one hidden planet, which may be discovered as the game progresses. 

Starting Resources: 

Each player begins with 2 of each resource type: Metal, Water, Fuel, and Food. Find these in the Resource Menu

Metal

Tip: You can manage and trade your resources at any time during the game using the 

Resource Menu

Water

Fuel

Food

Starting Mines: 

Each player also starts with 2 mines to place anywhere on the board. (Later, structures cost resources to build and must be built on or next to planets you already occupy.) 

Order: Players place their first mines starting from left (the red player) to right. Player order then reverses (the last player places their second mind first).

Placing mines: To place a mine on your turn, hover over any empty resource square of a type you want to collect and click it. You should receive a confirmation menu with a green checkmark button to accept. 

Once confirmed, you will see a new mine of your color appear on the chosen resource square (and one less mine in your Structures Inventory). Each round, mines give you one of whatever resource they occupy.

Game Play

The rest of the game takes place in rounds, each consisting of 5 phases: 1) Missions, 2) Collection, 3) Upkeep, 4) Building, and 5) Actions. Some phases take place in turns. To avoid any permanent advantages, the starting player rotates from left to right on each round.

1) Missions

At the start of each round, any missions launched by players in previous rounds are resolved. No missions will appear at the start of the game, since none will be launched.

2) Collection

Next, each player receives all resources collected by their mines, factories, and embassies for this round. Collect these by clicking the Collect button:

3) Upkeep

After collecting resources, all players must pay upkeep for any structures or agents they have on the board (Mines have no upkeep cost). During this time, you may also choose to retire or remove any structures you no longer wish to keep and lower your upkeep cost. (Click the Upkeep button to pay resources and end this phase.)

Removal: To remove structures or agents and lower your upkeep costs, click on them during the upkeep phase. This will bring up a menu allowing you to Remove or Retire them. Click this. If you have not paid upkeep this round, your upkeep requirement will reflect the change.

Important: Winning players are only declared when they maintain 10 or more points after paying upkeep. The end of the Upkeep phase is the only time in the game that winning players are declared.

4) Build & Recruit

During this phase, players take turns building structures and/or recruiting agents on planets. Details on each structure and agent can be found by hovering over them in your Structures and Agents Inventories

Building: To build a structure, click on it in the structure inventory. Next, hover over the resource on which you want it to be built. (For bases and fleets, simply click on a planet. These do not go on specific resource squares.)

Recruiting: To recruit an agent, first click on them in the agent inventory. Next, click on a plant where you want them to start. Agents must start on a planet where you have a structure that allows them to be created, but they may move and complete missions elsewhere. 

Note: If you have no more structures on the board that allow your active agent to be recruited (eg. you have an explorer on the board and your only factory was just destroyed) that agent is also removed from the board until you can re-recruit them. 

This also applies to fleets, which must be built where you have a base. If your base is lost, your fleets are automatically removed from the board as well.

5) Actions

Each agent, base, and fleet may perform 1 action per round. Players take turns choosing these actions, with each player launching all actions before the next player goes. When finished with your actions when it is your turn, click ‘End Turn.’

Fleets: Once per turn, each fleet may either move to an adjacent planet OR attack a structure (including fleets) on the planet they occupy.

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2x_struct_buttons_p2.png

  • Move: To move a fleet, click it on the board and select Move on the screen that appears. Next, click the planet you wish to move to.

    2x_struct_buttons_p2.png
    2x_struct_buttons_p2.png

  • Attack: To attack, click on your fleet and select Attack on the screen that appears. Next, click the structure or fleet to attack. If successful, the structure is removed, and the attacker earns 1 destruction point.

Bases: Once per turn, each base may attack one fleet on the planet it occupies.

  • Attack: To attack, click your base and select Attack on the screen that appears. Click the fleet you wish to attack. If successful, the fleet is removed, and the attacking player earns 1 destruction point.

    explosion_sprite.png
    explosion_sprite.png

Defense: Each structure has a defense rating, found in the info menu in the structures inventory. This is the chance each structure type has of defending a single attack. (ex. 2|6 means a 33% chance of survival.) When attacked, the structure will briefly show a shield or explosion to show the result. 

shield_sprite.png
shield_sprite.png

Agents: Once per turn, each agent may either move to an adjacent planet OR launch a mission that will utilize their unique mission text.

  • Moving: To move an agent, click it on the board, and click Move on the screen that appears. Next, click the planet you wish to move to.

  • Missions: To launch a mission, click an agent on the board and select Mission on the screen that appears. Next, select a planet or sector to target. This must be the planet the agent occupies, or an adjacent space.

    agent_info_screenshot.png
    agent_info_screenshot.png

Each mission takes 2 rounds (eg. a mission launched on round 3 will complete at the start of round 5) During the Missions Phase, each agent completing a mission moves to their target planet and players see a message or choice to be made, depending on the scenario. Once resolved, that agent may be moved or sent on another mission during the next action phase.

AgentsBelow is a detailed list of all agent types, with explanations of their mission text:

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2x_agents_structures.jpg

Explorer – Send on a mission to an unexplored sector. On resolution, a new planet is revealed to all players. If you are the first to explore this sector, gain 1 point (2 for large sectors). You may also reserve one resource square on the new planet, where only you may build. (All players may build on the other resources.)

2x_agents_structures.jpg
2x_agents_structures.jpg

Miner – Send on missions to planets where you have a mine, factory, or embassy. On resolution, you may choose one resource square you occupy on this planet to receive 6 of that resource type.

2x_agents_structures.jpg
2x_agents_structures.jpg

Surveyor – Send on a mission to any planet. On arrival, you may choose up to 2 resource squares present. (Hit done when finished). For the rest of the game, any mine on these squares will collect 2 of that resource instead of 1. (No effect for factories or embassies, which already collect 2 resources per round)

2x_agents_structures.jpg
2x_agents_structures.jpg

Ambassador – Send on a mission to any planet. On arrival, choose up to 2 borders between this planet and adjacent planets to place no fly zones. (Hit done when finished). For the rest of the game, fleets and agents cannot pass these borders. When all borders of a planet are blocked with adjacent (explored) planets, each structure there is worth +1 point.

2x_agents_structures.jpg
2x_agents_structures.jpg

Envoy – Send on a mission to any planet occupied by an embassy. On arrival, collect resources equal to those gained by all opponents on this planet each round. Gain 1 envoy point if the planet has one or more opponent embassies.

2x_agents_structures.jpg
2x_agents_structures.jpg

Spy – Send on a mission to any planet. On arrival, a spy eye will appear on both the source and destination of this mission (If source and destination are the same, 2 eyes will appear on the same planet). When opponent missions appear where you have a spy eye, you may discard it to block the opponent mission OR collect resources equal to what your opponent earns from the mission.  

2x_agents_structures.jpg
2x_agents_structures.jpg

Smuggler – Send on a mission to any planet. On arrival, smuggler steals one of each resource that opponents collect here. (Resources not stolen if opponents have no more of that resource type) OR When launching a mission with a different agent from the same planet as your smuggler, you may include the smuggler on this mission. If selected, this agent’s mission may now cross a no-fly zone. (Smuggler will appear at that mission’s destination on resolution, and cannot be used until the mission is completed.)

2x_agents_structures.jpg
2x_agents_structures.jpg

Sabateur – Send on a mission to any planet. On arrival, you may choose 1 opponent structure here. That structure is destroyed, and you earn 1 destruction point. (This is not an attack, and the structure’s defense is not considered.) Mines cannot be destroyed.

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