OPTIONAL RULES ADDITIONAL WINNING CONDITION The game may also be won if 10 alien markers have been contacted and removed. COMMNDER XAN Add +1 to any friendly combat roll in the sector in where the commander’s fleet is currently in.
RESTRICTIVE WARP POINTS A force moving onto a central warp point may only be placed on another central warp point. When moving onto a non-central warp point, the moving force may only be placed on one of the two non-central warp points to its left and right.
ADVANCED REBEL SEGMENT To make the game harder, place one rebel SP on all unoccupied trade hubs that the occupied trade hub space is directly connected to via trade routes during the Rebel segment of the Enemy phase.
OBJECTIVE BRIBERY Spend 5 credits during the Objective segment of the Senate phase to add or subtract one from the roll result on the Objective table. This may be done as many times as there are credits available.
APPENDIX I – EXAMPLE OF PLAY This example will walk you through each phase and segment WWFWof the game, starting with the Order segment. To best understand a given situation, you may want to setup up the game as instructed on the back page of this booklet and follow along.
3
3
1 4
2
2
2
ORDER SEGMENT [2.3] After finishing setup the game begins with the Order segment where the player must decide which sectors will receive orders markers. Placing these will activate a sector during the following Operation phase, enabling the movement of one friendly force present there. Surveying the starting situation, it is important to keep the enemy’s objective and movement patterns in mind; the main focus of the rebellion is to convert planets and the occasional trade hub to their side, while hostile alien forces are out for war, seeking out any nearby structures or fleets. Taking the markers from the Orders box 1 , the player decides to swiftly deal with the rebel forces occupying the trade hubs in Sectors I and II 2 .
Not doing so would cause the rebel occupation to quickly spread to the other lower-numbered trade hubs, so each sector will receive two order markers. The markers are placed in the Activation boxes 3 at the outer edge of each sector. Assigning multiple markers to the sectors will ensure that their fleets will receive at least two shots at a successful combat resolution with the rebel forces. Ideally the fleet in Sector I will deal with the rebel force in one shot, leaving the second order marker there to activate the diplomat to deal with the starting turn’s objective of contacting one alien marker Turn 1 veoccupying the event space to the lower right of Objecti marker the starbase 4 . (The example of play continues on the next page)