INTERGALACTIC




INTRODUCTION
Card and Dice game for 2-6+ players. 
Space Empire Theme. 
Each player controls a different Alien Race seeking 
to dominate his neighbors. 

VICTORY
The player with the most Victory Points at the end of the 
game wins. 

STAGES
The game has 5 distinct Stages that follow in order. 
Each Stage has its own unique deck and turn Sequence. 
The Stages in order are: 
I. Research Stage
II. Exploration Stage
III. Development Stage
IV. Buildup Stage
V. Conflict Stage

DICE
Ten sided Dice are needed. 

TOKENS
There is one set of common Tokens. 
These are also called Intergalactic Tokens. 
These have different uses at each Stage. 
Max number of Tokens you can have at any time is 
10 plus your  Intelligence level. 
Immediately Use or Discard excess Tokens. 

ATTRIBUTES
Players accumulate levels (+1 bonuses) in several Attributes including: 
Weapons, Defense, Fleet, Speed, Population, Intelligence, Scan, 
Strategy, Terraforming, Finance, Manufacturing, Metals, Energy

ADVANCED TECHNOLOGIES & DEVELOPMENTS
Some technologies and developments and Fleet have requirements that must 
be metin order for them to be put in play. These are always some minimum 
Attribute level (Example: Req Speed 3+ means you must have 3 or more 
levels of the speed attribute before you can play the card). 
All Tech and Dev and Fleet cards with a requirement are considered to 
have the "Advanced" designation. 

SETUP
Shuffle the decks.
Players roll high on 1D10 to determine turn order. 
The first player gets 1 Token, the second player gets 
2 Tokens, the third player gets 3 Tokens and so on.  
Each player draws 2 Race cards and picks one. 
Each player draws 2 Homeworld cards and picks one. 

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RESEARCH STAGE
Players take turns. 
Each turn has 3 Phases: 
1. Conceptual Phase
2. Implementation Phase
3. Dead End Phase

CONCEPTUAL PHASE
Gain 5 Tokens. 
Gain 1 extra Token for each level of Intelligence. 

IMPLEMENTATION PHASE
Spend 1 Token to draw 1 Research Card. 
Spend 2 Tokens to draw 3 Research Cards. 
Spend 2 Tokens to put 1 Research card into play (max once per turn). 
Spend 3 Tokens to put a second Research card into play (max once per turn). 
Spend 2 Tokens to draw 5 cards, keep 1 and shuffle 4 cards into the deck. 
Spend 4 Tokens to search the deck, take 1 card and put it in your hand.  
Spend 1 Token to roll once on the Research Table (Max once per turn). 

RESEARCH TABLE
1D10	Result:
1	Nothing
2	Gain 1 Token
3	Gain 2 Tokens
4-5	Draw 3 Cards, Keep 1 and shuffle the others back into the Deck 
6-7	Play 1 Card from your hand or Draw 1 Card
8-9	Draw 1 Card and Play any 1 Card from your hand
10	Draw 2 Cards

DEAD END PHASE
Max hand size is 5 plus your Intelligence level. Discard excess cards. 
If the deck is empty, shuffle the discard and draw from it. 
The Stage ends as soon as any player has 10 Research cards in play. 
All players discard all cards in their hands if the Stage has ended and 
gain 1 Token for each card they had to discard.

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EXPLORATION STAGE
Players take turns. 
Each turn has 3 Phases: 
1. Scan the Heavens Phase
2. Boldly Go Phase
3. Known Universe Phase

SCAN THE HEAVENS PHASE
Roll once on the Exploration Table for each level of Scan you have. 
Get +1 to the roll for each level of Intelligence you have. 
Get one such roll (at -1), even if your Scan level is zero. 

EXPLORATION TABLE
1D10	Result
1-7	Discard the top card of the exploration deck. Gain 1 Token**
8+	Draw 1 Exploration card and put it into play
** = Spend 2 Tokens to get 1 additional roll on the Table.

BOLDLY GO PHASE
Roll once on the Exploration Table for each level of Speed and Fleet you have. 
Get +1 to the roll for each level of Energy you have. 
Get one such roll (at -1), even if your Speed & Fleet levels are zero. 

KNOWN UNIVERSE PHASE
Max hand size is 5 plus your Intelligence level. Discard excess cards. 
If the deck is empty, shuffle the discard and draw from it. 
The Stage ends as soon as any player has 10 Exploration cards in play. 
All players discard all cards in their hands if the Stage has ended and 
gain 1 Token for each card they had to discard. 

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DEVELOPMENT STAGE 
Players take turns. 
Each turn has 4 Phases: 
1. Colonization Phase
2. Terraforming Phase
3. Development Phase
4. Survey Phase

COLONIZATION PHASE
Roll once on the Expansion Table for each level of Population you have. 
Get +1 to the roll for each level of Speed you have. 
Get one such roll (at -1), even if your Population level is zero. 

EXPANSION TABLE
1D10	Result
1-5	Gain 1 Token
6-8	Draw 1 Development Card from the Development Deck
9+	Play 1 Development Card from your hand or Draw 1 Development Card

TOKEN ACTIONS
At any time on your turn you may do the following:
Spend 3 Tokens to Draw 1 Development Card from the Development Deck
Spend 5 Tokens to Play 1 Development Card from your hand

TERRAFORMING PHASE
Roll once on the Terraforming Table for each level of Terraforming you have. 
Get +1 to the roll for each level of Energy you have.

TERRAFORMING TABLE
1D10	Result
1-7	Gain 1 Token
8+	Play 1 Development card from your hand

DEVELOPMENT PHASE
Roll once on the Development Table for each level of Intelligence you have. 
Get +1 to the roll for each level of Finances you have.

DEVELOPMENT TABLE
1D10	Result
1-5	Gain 1 Token
6-8	Gain 2 Tokens
9-10	Gain 3 Tokens
11+	Gain 4 Tokens

SURVEY PHASE
Max hand size is 5 plus your Intelligence level. Discard excess cards. 
If the deck is empty, shuffle the discard and draw from it.  
The Stage ends as soon as any player has 10 Development cards in play. 
All players discard all cards in their hands if the Stage has ended and 
gain 1 Token for each card they had to discard.

NOTE ON CRIMINAL CARDS
Some Development cards have the criminal designation. 
They give you +1 in the indicated attribute and a -1 to all your opponents. 

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BUILDUP STAGE 
Players take turns. 
Each turn has 4 Phases: 
1. Resources Phase
2. Economics Phase
3. Manufacturing Phase
4. Advanced Production Phase
5. Times Up Phase

CARD TYPE NOTATION
Buildup Deck cards that give a Fleet bonus are also referred to 
as Fleet Cards.

RESOURCES PHASE
Roll once on the Build Table for each level of Metals you have. 
Get +1 to the roll for each level of Speed you have. 

BUILD TABLE
1D10	Result
1-5	Gain 1 Token
6-8	Draw 1 Buildup card from the Buildup Deck
9+	Play 1 Buildup card from your hand or draw 1 Buildup Card

TOKEN ACTIONS
At any time on your turn you may do the following:
Spend 2 Tokens to draw 1 Buildup Card
Spend 3 Tokens to play 1 Buildup Card. 

ECONOMICS PHASE
Roll once on the Build Table for each level of Finances you have. 
Get +1 to the roll for each level of Population you have. 

MANUFACTURING PHASE
Roll once on the Build Table for each level of Manufacturing you have. 
Get +1 to the roll for each level of Energy you have. 
Get one such roll (at -1), even if your Manufacturing level is zero. 

ADVANCED PRODUCTION PHASE
Roll once on the Build Table for each Advanced Development you have. 

TIMES UP PHASE
Max hand size is 5 plus your Intelligence level. Discard excess cards. 
If the deck is empty, shuffle the discard and draw from it. 
At the end of turn 4X (X = Number of players) of the Buildup Stage and every turn 
after that roll 1D10. On a roll of 4 or less Buildup ends and Conflict Stage Begins. 
Keep track of turn number in this Phase.
All players discard all cards in their hands if the Stage has ended and 
gain 1 Token for each card they had to discard.

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CONFLICT STAGE
At the beginning of Conflict Stage all players draw 2 cards from the Conflict Deck. 
Players take turns. 
Each turn has 9 Phases: 
1. Logistics Phase
2. Strategy Phase
3. Action Phase
4. Challenge Phase
5. Tactics Phase
6. Advantage Phase
7. Battle Phase
8. Resolution Phase
9. Galaxy Phase

CARD TYPES
There are 3 basic card types found in the Conflict Deck: 
1. Strategy Cards
2. Action Cards
3. Reaction Cards

LOGISTICS PHASE
Gain 3 Tokens. 
Gain 1 extra Token per 2 Levels you have in Strategy (rounding up).

STRATEGY PHASE
Spend 1 Token to draw 1 Conflict Card (Max 2 times this Phase). 
Spend 2 Tokens to draw 5 cards, keep 1, and shuffle the rest back into the deck. 
Spend 1 Token to look at one opponent's hand. 
If the deck ever runs out, shuffle the discard and draw from it. 

ACTION PHASE
You may play (discard) 1 Action Card from your hand. 
Spend 1 Token to play a second Action card. 
Reaction cards are played during an opponents turn. 

CHALLENGE PHASE
Declare which opponent you are attacking. 
You are the attacker. He is the defender. 
The defender draws 1 card from the Conflict Deck. 

TACTICS PHASE
The Attacker plays 1 Conflict Card. 
The Defender then plays 1 Conflict Card. 
Players may also play Tokens. 
Each Token counts as 1 level of Strategy. 
(Conflict cards will boost 1-3+ Attributes by a total of 15 Levels!)

ADVANTAGE PHASE
Compare the Attacker & Defender’s Levels in 10 Attributes: 
Weaponry, Defense, Fleet, Speed, Population, Energy,  
Intelligence, Scan, Strategy, and Terraforming
If they have the same Level there is no Advantage. 
The player with the higher Level has the Advantage in that Attribute. 
Gain +1 to the upcoming Battle Roll for each Advantage you have. 
This is the Battle Advantage Total (BAT). 
For Example: You and I are tied in Weaponry and Strategy. I have 
the advantage in Population & Speed so I have a BAT +2. 
You have the advantage in Defense, Intelligence, Scan, Fleet 
Size, and Terraforming so you have a BAT +5. 
The player with the most Advanced Techs and Fleets gets +1 to the BAT. 

BATTLE PHASE
Both Attacker & Defender roll 1D10 (The Battle Rolls) and add their BAT. 
Each players total is called their Combat Roll Sum (CRS). 
The higher CRS is the Battle Winner. The lower CRS is the Battle Loser. 
Ties are possible. 
Discard all played Strategy cards and Tokens. 

RESOLUTION PHASE
The Loser discards 1 of his own Fleet cards of his choice. 
The winner takes control of 1 Exploration card (of his choice) of the loser OR 
causes 1 Development card (of his choice) of the loser to be discarded, whichever he 
has more of (Example: If the loser has more Development cards in play than 
Exploration cards, the winner must pick a Development card to be lost). 
If Battle Phase was a tie, Attacker & Defender both lose 1 Fleet (Each player 
chooses which of his Fleet cards is lost) and that is all. 

GALAXY PHASE
You may play 3 Tokens to attack again starting at Action Phase. 
Max hand size is 5 cards. Discard excess cards. 
At the end of turn 2X (X = Number of players) of the Conflict Stage and every turn 
after that roll 1D10. On a roll of 4 or less the game ends. 
Keep track of turn number in Galaxy Phase. 

ELIMINATION RULE
If you lose your last Fleet card, you automatically lose and are eliminated 
from the game. Note that a Fleet card is considered to be any buildup card 
that gives a Fleet bonus. 

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END GAME SCORING
Use paper & pencil to tally Victory Points (VP)
Gain 1 VP for every Research card you have in play. 
(Some Research cards are worth more) 
Gain 1 VP for every Exploration card you have in play. 
(Some Exploration cards are worth more) 
Gain 1 VP for every Development card you have in play. 
(Some Development cards are worth more) 
Gain 1 VP for every Fleet card you have in play. 


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RESEARCH DECK CARD LIST
Name:				Notes: 
Atmospheric Converters		Terraforming +1
Comet Diverters			Terraforming +1 (Req Speed 1+)
Geothermal Venting		Terraforming +1
Weather  Control       		Terraforming +1
Rotational Suppressors		Terraforming +1 (Req Speed 1+)
Antigravity Projectors		Terraforming +1 (Req Energy 1+)
Meson Cannons			Weapons +3 
Particle Accelerators		Weapons +3 
Nuclear Missiles       		Weapons +3 
Plasma Generators		Weapons +3 (Req Energy 1+)
Gamma Ray Lasers       		Weapons +3 
Disruptor Banks			Weapons +3 
Photon Torpedoes       		Weapons +3 (Req Speed 1+)
Phaser Emitters			Weapons +3 (Req Int 1+)
Mass Drivers			Weapons +3 (Req Metals 1+)
Nova Bombs			Weapons +3 (Req Energy 1+) 
Material Shielding		Defense +3 (Req Metals 1+)
Force Fields			Defense +3 (Req Energy 1+)
Inertial Deflectors		Defense +3
Energy Dissipaters		Defense +3
Ultra Dense Armor		Defense +3 (Req Metals 1+)
Albedo Screens			Defense +3 
Cloaking Technology		Defense +1 Strategy +1 (Req Scan 1+)
Holography			Defense +1 Strategy +1
Cybernetics			Population +1 (Req Int 1+)
Artificial Photosynthesis	Population +1 
Androids       			Population +1 (Req Int 1+)
Advanced Bioharvesting		Population +1 
Medical Immortality		Population +1 
Genetic Engineering		Population +1 
Accelerated Cloning		Population +1 
Secrets of the Universe		VP +2
Utopian Society			VP +2 
Warp Engines			Speed +1 (Req Energy 1+)
Hyper Drives			Speed +1 
Jump Drives			Speed +1 (Req Scan 1+)
Ion Drives			Speed +1 
Impulse Drives			Speed +1 
Teleportation			Speed +1 (Req Int 1+)
Reactionless Drives		Speed +1 
Tachyon Drives			Speed +1 
Positronic Brains		Intelligence +1
Artificial Intelligence		Intelligence +1
Quantum Computers		Intelligence +1
Mind Duplicates			Intelligence +1 
Genetic Augmentation		Intelligence +1 (Req Pop 1+)
Sentient Uplift			Intelligence +1 (Req Pop 1+)
Nanotech Miniaturization       	Manufacturing +1 
Advanced Robotics              	Manufacturing +1 
Composite Construction		Manufacturing +1 (Req Metals 1+)
Self Assembly			Manufacturing +1 
Xeno-Psychology Marketing  	Finance +1
Meta Data Encryption		Finance +1
Infinite Prosperity		Finance +1 (Req Strategy 1+)
AI Investment Modeling		Finance +1 (Req Int 1+)
Matter Replicators		Metals +1    
Planetary Core Mining		Metals +1 (Req Scan 1+)
Advanced Alloys			Metals +1
Zero-G Refining			Metals +1
Exotic Metallurgy		Metals +1 (Req Int 1+)
Radiation Dampers		Energy +1 
Antimatter Reactors		Energy +1 (Req Int 1+)
Fusion Reactors			Energy +1 
Quantum Stream Technology	Energy +1 
Ultimate Superconductors       	Energy +1 (Req Metals 1+)
Long Range Probes		Scan +1 Strategy +1
Passive Sensor Arrays		Scan +1 Defense +1
Survey Ships			Scan +2
Energy Scanners			Scan +2
Scout Ships			Scan +1 Fleet +1 (Req Speed 1+)
Drones				Scan +1 Weapons +1 
Precog Computers       		Strategy +3
Telepathy			Strategy +3 (Req Int 1+)

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EXPLORATON DECK CARD LIST
Name:				Notes: 
Fringe Worlds			Speed +1
Worm Holes			Speed +1
Outer Systems			Speed +1
Gateway Worlds			Speed +1
Patron Race			Population +1
Main Line Worlds       		Population +1
Agri Worlds			Population +1
Prime Worlds			Population +1
Inner Systems			Population +1
Alien Refugees			Population +1
First Contact			Intelligence +1
Minor Race			Intelligence +1
Progenitor Ruins       		Terraforming +1
Plague World			Weapons +3
Infestation World		Weapons +3
Derelict Ships			Fleet +1
Ship Graveyards			Fleet +1
Alien Ruins			Draw & Play 1 Research Card
Archival Worlds			Draw & Play 1 Research Card
Strategic Sector       		Strategy +3
Neutral Zone			Strategy +3
Solar Beacon			Scan +2
Mystic World			Scan +1 Strategy +1
Distant Worlds			Scan +2
Living World			Defense +1 Scan +1
Mining Worlds			Metals +1
Rocky Worlds			Metals +1
Crystal Worlds			Metals +1
Alien Energy Source		Energy +1
Radioactive Worlds		Energy +1
Gas Giants			Energy +1
Cosmic Anomalies       		Energy +1
Ice Worlds			Defense +3
Desert Worlds			Defense +3
Jungle Worlds			Defense +3
Rift Worlds			Defense +3
Lost Worlds			Defense +3
Black Holes			Defense +3
Novas				Defense +3
Rebel Worlds			Defense +3
Dead Worlds			Defense +1 Scan +1
Volcanic Worlds			Defense +3
Unstable Worlds			Defense +1 Strategy +1
Binary Systems			Defense +3
Alien Monoliths			VP +2
Monument Worlds			VP +2
Miracle Planets			VP +2
Garden Worlds			VP +2
Wonder Worlds			VP +2
Holy Worlds			VP +2

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DEVELOPMENT DECK CARD LIST
Name:				Notes: 
Biosphere Megastructures       	Population +1 (Req Metals 1+)
Space Cities			Population +1
Fast Growing Colonies       	Population +1 (Req Speed 3+)
Generation Ships       		Population +1
Bio Domes			Population +1
Hive Worlds			Population +1
Core Worlds			Population +1
Outposts       			Scan +1 Defense +1
Deep Space Observatories       	Scan +2
Space Platforms			Speed +1 (Req Metals 1+)
Space Lanes			Speed +1
Star Gates			Speed +1
Space Ports			Speed +1
Military Bases			Strategy +3
Forward Bases			Strategy +1 Scan +1
War Industries			Weapons +3 (Req Fin 1+)
Military Buildup       		Weapons +1 Fleet +1 (Req Maunf 1+)
Armaments			Weapons +3
Fortified Worlds       		Defense +3
Invention Matrix       		Draw 3 & Play 1 Research Card
Galactic Think Tanks		Draw 3 & Play 1 Research Card
Universal Universities		Intelligence +1 (Req Pop 3+)
Discovery Spheres      		Intelligence +1
Psionic Institutes		Intelligence +1
Prototypes			Fleet +3
Orbital Shipyards		Fleet +3
Planetary Engineers		Draw 3 & Play 1 Exploration Card
Xeno Museums			VP +2
Entertainment Complexes		VP +2 
Cultural Edifices		VP +2
Galactic Arenas			VP +2 
Space Casino Resorts		VP +2
Alien Embassies			VP +2
Cosmic Consulates		VP +2
Industrial Complexes		Manufacturing +1
Perpetual Factories		Manufacturing +1 (Req Energy 1+)
Manufacturing Centers		Manufacturing +1
Robot Worlds			Manufacturing +1
Machine Worlds			Manufacturing +1 (Req Int 2+)
Nebula Condensers		Energy +1
Singularity Rings		Energy +1
Mining Operations		Metals +1
Collider Forges			Metals +1 (Req Energy 1+)   
Asteroid Refineries		Metals +1 
Space Elevators			Metals +1 
Extractor Modules		Metals +1 
Wealthy Sector			Finances +1
Luxury Exports			Finances +1
Merchant Worlds			Finances +1
Interstellar Trade Routes	Finances +1 (Req Speed 2+)
Galactic Stock Exchange		Finances +1
Sector Banking Centers		Finances +1
New Economies			Finances +1 (Req Pop 2+)
Black Market			Finances +1 Criminal
Space Smugglers			Manufacturing +1 Criminal
Piracy				Metals +1 Criminal
Raiding				Scan +1 Criminal
Privateers			Fleet +1 Criminal
Slavers				Population +1 Criminal
Weapon Merchants       		Weapons +1 Criminal (Req Weapons 4+)

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BUILDUP DECK CARD LIST
Name:				Notes: 
Attack Fleet			Fleet +2 Weapons +4
Light Fleet			Fleet +2 Intelligence +1 Scan +1 Speed +2
Main Fleet			Fleet +3 Weapons +2 Strategy +1
Fast Fleet			Fleet +2 Speed +4
Fringe Fleet			Fleet +3 Speed +2 Scan +1
Core Fleet			Fleet +6
Bulwark Fleet			Fleet +4 Defense +2
Heavy Fleet			Fleet +4 Weapons +1 Defense +1
Great Fleet			Fleet +5 Strategy +1
Major Fleet			Fleet +5 Speed +1
Dreadnaught Fleet		Fleet +4 Weapons +2 (Req Metals 2+)
Battleship Fleet 		Fleet +3 Weapons +1 Defense +1 Energy +1 
Minor Fleet			Fleet +2 Speed +3 Defense +1
First Line Fleet		Fleet +3 Speed +1 Weapons +2
Second Line Fleet		Fleet +2 Defense +2 Weapons +1 Population +1
Planetary Defenses		Defense +5 Weapons +1 Strategy +1
Orbital Minefields		Weapons +3 Defense +3 Strategy +1
Space Armada			Fleet +5 Weapons +1 (Req Manuf 2+)
Cruiser Squadrons		Fleet +3 Weapons +1 Speed +1 Strategy +1
Invasion Fleet			Fleet +3 Population +3
Expeditionary Force		Fleet +2 Scan +1 Weapons +1 Speed +2
Stockpiles			Weapons +5 Strategy +2
Escort Ships			Fleet +2 Defense +3 Scan +1
Space Rangers			Fleet +2 Speed +2 Intelligence +2
Space Marines			Fleet +3 Population +2 Weapons +1
Battle Stations			Fleet +1 Defense +3 Scan +1 Weapons +1
Destroyer Packs			Fleet +2 Speed +1 Weapons +2 Scan +1
Corvette Raiders       		Fleet +2 Speed +3 Weapons +1
Interceptor Fleet		Fleet +3 Defense +1 Scan +1 Speed +1
Space Forts			Fleet +1 Weapons +1 Defense +4
Flagship       			Fleet +1 Weapons +1 Speed +1 Def +1 Strat +2
Space Patrol			Fleet +1 Scan +3 Speed +2
Carrier Fleet			Fleet +3 Weapons +3
Command Center			Intelligence +3 Strategy +4
Early Warning Network		Scan +5 Intelligence +1 Strategy +1
Reserve Fleet			Fleet +3 Strategy +3 
Fighter Bases			Fleet +2 Defense +3 Weapons +1
Ragtag Fleet			Fleet +3 Defense +1 Speed +1 Population +1
Task Force			Fleet +4 Strategy +1 Speed +1
Troop Transports       		Fleet +2 Population +4
Last Line of Defense		Fleet +3 Defense +3
World Killer			Fleet +3 Terraforming +3 (Req Energy 2+)
Planet Buster			Fleet +1 Terraforming +5 (Req Energy 2+)
			
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CONFLICT DECK CARD LIST
Name:				Notes: 
Feint				Strategy +5 Speed +5 Defense +5
Pincer Movement			Strategy +10 Speed +5
Envelopment			Strategy +5 Speed +10
Attrition			Strategy +5 Population +5 Fleets +5
Decoy				Strategy +5 Intelligence +10
Breakthrough			Strategy +5 Speed +5 Weapons +5
Assimilation			Strategy +5 Population +10
Conquest       			Strategy +5 Weapons +5 Population +5
Space Siege			Strategy +5 Terraforming +5 Population +5
Annexation			Strategy +10 Fleets +5
Occupation			Strategy +5 Population +5 Defense +5
Asteroid Ambush			Strategy +10 Intelligence +5
Surrounded			Strategy +5 Fleets +10
Galactic Blitz			Strategy +5 Weapons +5 Fleets +5
Suicide Mission			Strategy +5 Weapons +10
Invasion       			Strategy +5 Population +5 Fleets +5
Defense in Depth       		Strategy +10 Defense +5
Perimeter Defense		Strategy +5 Defense +5 Scan +5
All Out Attack			Strategy +10 Weapons +5
Exploit Breach       		Strategy +5 Weapons +5 Speed +5
Counter Attack			Strategy +6 Weapons +3 Speed +6
Hide And Seek			Strategy +6 Scan +6 Speed +3
Extermination			Strategy +5 Terraforming +10
Concentrate Forces		Strategy +3 Fleets +12
Last Stand			Strategy +3 Defense +12
Border Skirmishes		Strategy +10 Scan +5 		
Infiltration			Strategy +5 Scan +5 Speed +5
Recon in Force			Strategy +3 Scan +3 Speed +3 Int +3 Fleets +3
Enslavement			Strategy +6 Weapons +3 Population +6
Legendary Captain		Strategy +9 Intelligence +6
Dropship Assault       		Strategy +5 Intelligence +5 Population +5
Intruder Alert			Strategy +5 Intelligence +5 Scan +5
Reserves       			RA: Draw & Play 1 Fleet Card
Wartime Production		RA: Draw & Play 1 Fleet Card
Alien Allies       		RA: Draw & Play 1 Fleet Card; Discard at end of turn
Alien Mercenaries              	RA: Draw & Play 1 Fleet Card; Discard at end of turn
Wartime Research       		Action: Draw & Play 1 Research Card
Steal Technology       		Action: Draw & Play 1 Research Card
Diplomacy			Reaction: Negate Battle this Turn
Truce				Reaction: Negate Battle this Turn
Sabotage       			RA: Opponent discards Hand
Jam Communications		RA: Opponent discards Hand
RA = Can be used as Action or Reaction. 

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RACE DECK CARD LIST
Name:				Notes: 
Humans (Bipedial Mammals)	Finance +1 Intelligence +1 
Thorax (Insectoid Hives)       	Manufacturing +1 Population +1
Glish (Plantlike Beings) 	Population +1 Terraforming +1
Moungwoawn (Empaths)		Defense +3 Scan +1 
Karnor (Reptillian Warriors)	Weapons +3 Strategy +3
Sos Zhani (Fishy Nomads)       	Fleet +1 Speed +1 
Nemids (Android Collective)	Manufacturing +1 Intelligence +1
Flil (Energy Consciousness)	Energy +1 Weapons +3
Chaitians (Crusty Fanatics)	Population +1 Strategy +3
Yiff (Avian Traders)		Speed +1 Finance +1

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HOMEWORLD DECK CARD LIST
Name:				Notes: 
Blue World			Finance +1
Red World			Strategy +3
Green World			Population +1
Brown World			Metals +1
Yellow World			Intelligence +1
Orange World			Scan +1
Indigo World			Speed +1
Grey World			Manufacturing +1
White World			Energy +1
Black World			Defense +3
Violet World			Start game with 3 extra Tokens












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