INTERGALACTIC
INTRODUCTION
List 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 List and turn Sequence.
The Stages in order are:
I. Research Stage
II. Exploration Stage
III. Development Stage
IV. Buildup Stage
V. Conflict Stage
DICE
Six and 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
20 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
RACE RECORD
Each player needs pencil and paper to record his Technologies, Worlds,
Developments, Fleets, Maneuvers, and Attributes.
ADVANCED TECHNOLOGIES & DEVELOPMENTS
Some technologies and developments and Fleets have requirements that must
be met in 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
Have common unmarked Stage Lists.
Have Race Records for each player.
Players roll high on 1D10 to determine turn order.
Each player selects a Race and a Homeworld.
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RESEARCH STAGE
Players take turns.
On your turn gain 1D6 IT.
On your turn roll 1D100 (Research roll) once on the Research Technolgy List.
Add 2 to your roll for each level of Intelligence you have.
Record on your Race Record all your Technologies.
The Stage ends when each player has had 10 Turns.
You may spend 1 IT to increase or decrease a Research Roll by that amount.
You may spend 5 IT to get an extra Research Roll.
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EXPLORATION STAGE
Players take turns.
On your turn gain 1D6 IT. Add 1 for every level of Scan you have.
On your turn roll 1D100 (Exploration roll) once on the Explore Worlds List.
Add 1 to your roll for each level of Intelligence and Energy you have.
Add 2 to your roll for each level of Scan and Speed you have.
Record on your Race Record all your Discoveries.
The Stage ends when each player has had 10 Turns.
You may spend 1 IT to increase or decrease a Exploration Roll by that amount.
You may spend 5 IT to get an extra Exploration Roll.
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DEVELOPMENT STAGE
Players take turns.
On your turn gain 1D6 IT. Add 1 for every level of Finances you have.
On your turn roll 1D100 (Development roll) once on the Development List.
Add 1 to your roll for each level of Intelligence, Speed, and Energy you have.
Add 2 to your roll for each level of Terraforming, Finances, and Population you have.
Record on your Race Record all your Developments.
The Stage ends when each player has had 10 Turns.
You may spend 1 IT to increase or decrease a Development Roll by that amount.
You may spend 5 IT to get an extra Development Roll.
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.
On your turn gain 1D6 IT. Add 1 for every level of Manufacturing you have.
On your turn roll 1D100 (Buildup roll) once on the Buildup Fleet List.
Add 1 to your roll for each level of Population, Speed, and Energy you have.
Add 2 to your roll for each level of Metals, Finances, and Manufacturing you have.
Record on your Race Record all Fleets you build.
The Stage ends when each player has had 10 Turns.
You may spend 1 IT to increase or decrease a Buildup Roll by that amount.
You may spend 5 IT to get an extra Buildup Roll.
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CONFLICT STAGE
Players take turns.
Each turn has 7 Phases:
1. Logistics Phase
2. Challenge Phase
3. Tactics Phase
4. Advantage Phase
5. Battle Phase
6. Resolution Phase
7. Galaxy Phase
LOGISTICS PHASE
Gain 1D6 Tokens.
Gain 1 extra Token per 5 Levels you have in Strategy (rounding up).
CHALLENGE PHASE
Declare which opponent you are attacking.
You are the attacker. He is the defender.
TACTICS PHASE
The Attacker rolls once on the Conflict Strategem List.
Next The Defender rolls once on the Conflict Stratagem List.
Players may spend 1 IT to increase or decrease their Conflict Roll by that amount.
Important note: The attribute bonuses provided by Strategems only last the current
battle and are then lost.
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 +5 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 +10.
You have the advantage in Defense, Intelligence, Scan, Fleet
Size, and Terraforming so you have a BAT +25.
The player with the most Advanced Techs and Fleets gets +5 to the BAT.
Players may now spend IT to increase their BAT by the amount spent.
BATTLE PHASE
Both Attacker & Defender roll 1D100 (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.
The bonuses provided by Strategems are now lost.
RESOLUTION PHASE
The Loser discards 1 of his own Fleets of his choice.
The winner takes control of 1 World (of his choice) of the loser OR
causes 1 Development (of his choice) of the loser to be eliminated, whichever he
has more of (Example: If the loser has more Developments in play than
Worlds, the winner must pick a Development to be lost).
If Battle Phase was a tie, Attacker & Defender both lose 1 Fleet (Each player
chooses which of his Fleets is lost) and that is all.
GALAXY PHASE
You may play 5 IT to attack again starting at Challenge 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 5 or less the game ends.
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ELIMINATION RULE
If you lose your last Fleet, you automatically lose and are eliminated
from the game. Note that a Fleet is considered to be any buildup
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 Technology you have in play.
(Some Technologies are worth extra)
Gain 1 VP for every World you have in play.
(Some Worlds are worth extra)
Gain 1 VP for every Development you have in play.
(Some Developments are worth extra)
Gain 1 VP for every Fleet you have in play.
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RESEARCH TECHNOLOGY LIST
DC-Name: Notes:
10-Progress Get +10 to next Roll
20-Research Get +25 to next Roll
27-Advanced Research Get +50 to next Roll
28-Atmospheric Converters Terraforming +1
29-Comet Diverters Terraforming +4 (Req Speed 1+)
30-Geothermal Venting Terraforming +2
31-Weather Control Terraforming +3
32-Rotational Suppressors Terraforming +5 (Req Speed 2+)
33-Antigravity Projectors Terraforming +6 (Req Energy 1+)
34-Meson Cannons Weapons +1
35-Particle Accelerators Weapons +2
36-Nuclear Missiles Weapons +3
37-Plasma Generators Weapons +6 (Req Energy 1+)
38-Gamma Ray Lasers Weapons +4
39-Disruptor Banks Weapons +5
40-Photon Torpedoes Weapons +7 (Req Speed 1+)
41-Phaser Emitters Weapons +8 (Req Int 1+)
42-Mass Drivers Weapons +9 (Req Metals 1+)
43-Nova Bombs Weapons +10 (Req Energy 1+)
44-Material Shielding Defense +4 (Req Metals 1+)
45-Force Fields Defense +5 (Req Energy 1+)
46-Inertial Deflectors Defense +1
47-Energy Dissipaters Defense +2
48-Ultra Dense Armor Defense +6 (Req Metals 1+)
49-Albedo Screens Defense +3
50-Cloaking Technology Defense +1 Strategy +1 (Req Scan 1+)
51-Holography Defense +1 Strategy +1
52-Cybernetics Population +6 (Req Int 1+)
53-Artificial Photosynthesis Population +1
54-Androids Population +7 (Req Int 1+)
55-Advanced Bioharvesting Population +2
56-Medical Immortality Population +3
57-Genetic Engineering Population +4
58-Accelerated Cloning Population +5
59-Secrets of the Universe VP +2
60-Utopian Society VP +3
61-Warp Engines Speed +6 (Req Energy 1+)
62-Hyper Drives Speed +5
63-Jump Drives Speed +7 (Req Scan 1+)
64-Ion Drives Speed +1
65-Impulse Drives Speed +2
66-Teleportation Speed +8 (Req Int 1+)
67-Reactionless Drives Speed +3
68-Tachyon Drives Speed +4
69-Positronic Brains Intelligence +1
70-Artificial Intelligence Intelligence +2
71-Quantum Computers Intelligence +3
72-Mind Duplicates Intelligence +4
73-Genetic Augmentation Intelligence +5 (Req Pop 1+)
74-Sentient Uplift Intelligence +6 (Req Pop 1+)
75-Nanotech Miniaturization Manufacturing +2
76-Advanced Robotics Manufacturing +1
77-Composite Construction Manufacturing +4 (Req Metals 1+)
78-Self Assembly Manufacturing +3
79-Xeno-Psychology Marketing Finance +1
80-Meta Data Encryption Finance +2
81-Infinite Prosperity Finance +4 (Req Strategy 1+)
82-AI Investment Modeling Finance +3 (Req Int 1+)
83-Matter Replicators Metals +1
84-Planetary Core Mining Metals +5 (Req Scan 1+)
85-Advanced Alloys Metals +2
86-Zero-G Refining Metals +3
87-Exotic Metallurgy Metals +4 (Req Int 1+)
88-Radiation Dampers Energy +1
89-Antimatter Reactors Energy +4 (Req Int 1+)
90-Fusion Reactors Energy +2
91-Quantum Stream Technology Energy +3
92-Ultimate Superconductors Energy +5 (Req Metals 1+)
93-Long Range Probes Scan +1 Strategy +1
94-Passive Sensor Arrays Scan +1 Defense +1
95-Survey Ships Scan +1 Fleet +1
96-Energy Scanners Scan +2
97-Scout Ships Scan +1 Fleet +2 (Req Speed 1+)
98-Drones Scan +1 Weapons +1
99-Precog Computers Strategy +3
00-Telepathy Strategy +5 (Req Int 1+)
101+ Pick one of the Above
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EXPLORATON WORLD LIST
DC-Name: Notes:
20-Empty Void Get +5 to next Roll
35-Scan the Heavens Get +10 to next Roll
50-Boldly Go Get +15 to next Roll
51-Fringe World Speed +1
52-Worm Hole Speed +2
53-Outer System Speed +3
54-Gateway World Speed +4
55-Patron Race Population +1
56-Main Line World Population +2
57-Agri World Population +3
58-Prime World Population +4
59-Inner System Population +5
60-Alien Refugees Population +6
61-First Contact Intelligence +1
62-Minor Race Intelligence +2
63-Progenitor Ruins Terraforming +1
64-Plague World Weapons +3
65-Infestation World Weapons +4
66-Derelict Ships Fleet +1
67-Ship Graveyard Fleet +2
68-Alien Ruins Roll on the Research List +30
69-Archival World Roll on the Research List +40
70-Strategic Sector Strategy +3
71-Neutral Zone Strategy +4
72-Solar Beacon Scan +2
73-Mystic World Scan +1 Strategy +1
74-Distant World Scan +3
75-Living World Defense +1 Scan +1
76-Mining World Metals +1
77-Rocky World Metals +2
78-Crystal World Metals +3
79-Alien Energy Source Energy +1
80-Radioactive World Energy +2
81-Gas Giant Energy +3
82-Cosmic Anomaly Energy +4
83-Ice World Defense +1
84-Desert World Defense +2
85-Jungle World Defense +3
86-Rift World Defense +4
87-Lost World Defense +5
88-Black Hole Defense +6
89-Nova Defense +7
90-Rebel World Defense +8
91-Dead World Defense +1 Scan +1
92-Volcanic World Defense +9
93-Unstable World Defense +1 Strategy +1
94-Binary System Defense +10
95-Alien Monolith VP +1
96-Monument World VP +2
97-Miracle Planet VP +3
98-Garden World VP +4
99-Wonder World VP +5
00-Holy Worlds VP +6
101+ Roll Twice
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DEVELOPMENT LIST
DC-Name: Notes:
20-Gradual Development Get +15 to next Roll
30-Speed Up Economy Get +30 to next Roll
40-Massive Investment Get +45 to next Roll
41-Biosphere Megastructures Population +6 (Req Metals 1+)
42-Space Cities Population +1
43-Fast Growing Colonies Population +7 (Req Speed 3+)
44-Generation Ships Population +2
45-Bio Domes Population +3
46-Hive Worlds Population +4
47-Core Worlds Population +5
48-Outposts Scan +1 Defense +1
49-Deep Space Observatories Scan +2
50-Space Platforms Speed +4 (Req Metals 1+)
51-Space Lanes Speed +1
52-Star Gates Speed +2
53-Space Ports Speed +3
54-Military Bases Strategy +3
55-Forward Bases Strategy +1 Scan +1
56-War Industries Weapons +3 (Req Fin 1+)
57-Military Buildup Weapons +2 Fleet +2 (Req Maunf 1+)
58-Armaments Weapons +2
59-Fortified Worlds Defense +3
60-Invention Matrix Roll on the Research List +35
61-Galactic Think Tanks Roll on the Research List +45
62-Universal Universities Intelligence +3 (Req Pop 3+)
63-Discovery Spheres Intelligence +2
64-Psionic Institutes Intelligence +1
65-Prototypes Fleet +3
66-Orbital Shipyards Fleet +4
67-Planetary Engineers Roll on the Research List +50
68-Xeno Museums VP +1
69-Entertainment Complexes VP +2
70-Cultural Edifices VP +3
71-Galactic Arenas VP +4
72-Space Casino Resorts VP +5
73-Alien Embassies VP +6
74-Cosmic Consulates VP +7
75-Industrial Complexes Manufacturing +1
76-Perpetual Factories Manufacturing +4 (Req Energy 1+)
77-Manufacturing Centers Manufacturing +2
78-Robot Worlds Manufacturing +3
79-Machine Worlds Manufacturing +5 (Req Int 2+)
80-Nebula Condensers Energy +1
81-Singularity Rings Energy +2
82-Mining Operations Metals +1
83-Collider Forges Metals +5 (Req Energy 1+)
84-Asteroid Refineries Metals +2
85-Space Elevators Metals +3
86-Extractor Modules Metals +4
87-Wealthy Sector Finances +1
88-Luxury Exports Finances +2
89-Merchant Worlds Finances +3
90-Interstellar Trade Routes Finances +6 (Req Speed 2+)
91-Galactic Stock Exchange Finances +4
92-Sector Banking Centers Finances +5
93-New Economies Finances +7 (Req Pop 2+)
94-Black Market Finances +1 Criminal
95-Space Smugglers Manufacturing +1 Criminal
96-Piracy Metals +1 Criminal
97-Raiding Scan +1 Criminal
98-Privateers Fleet +1 Criminal
99-Slavers Population +1 Criminal
00-Weapon Merchants Weapons +1 Criminal (Req Weapons 4+)
101+ Roll Twice
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BUILDUP FLEET LIST
DC-Name: Notes:
14-Research & Design Get +15 to next Roll
16-Attack Fleet Fleet +2 Weapons +4
18-Light Fleet Fleet +2 Intelligence +1 Scan +1 Speed +2
20-Main Fleet Fleet +3 Weapons +2 Strategy +1
22-Fast Fleet Fleet +2 Speed +4
24-Fringe Fleet Fleet +3 Speed +2 Scan +1
26-Core Fleet Fleet +6
28-Bulwark Fleet Fleet +4 Defense +2
30-Heavy Fleet Fleet +4 Weapons +1 Defense +1
32-Great Fleet Fleet +5 Strategy +1
34-Major Fleet Fleet +5 Speed +1
36-Dreadnaught Fleet Fleet +4 Weapons +2 (Req Metals 2+)
38-Battleship Fleet Fleet +3 Weapons +1 Defense +1 Energy +1
40-Minor Fleet Fleet +2 Speed +3 Defense +1
42-First Line Fleet Fleet +3 Speed +1 Weapons +2
44-Second Line Fleet Fleet +2 Defense +2 Weapons +1 Population +1
46-Planetary Defenses Defense +5 Weapons +1 Strategy +1
48-Orbital Minefields Weapons +3 Defense +3 Strategy +1
52-Space Armada Fleet +5 Weapons +1 (Req Manuf 2+)
54-Cruiser Squadrons Fleet +3 Weapons +1 Speed +1 Strategy +1
56-Invasion Fleet Fleet +3 Population +3
58-Expeditionary Force Fleet +2 Scan +1 Weapons +1 Speed +2
60-Stockpiles Weapons +5 Strategy +2
62-Escort Ships Fleet +2 Defense +3 Scan +1
64-Space Rangers Fleet +2 Speed +2 Intelligence +2
66-Space Marines Fleet +3 Population +2 Weapons +1
68-Battle Stations Fleet +1 Defense +3 Scan +1 Weapons +1
70-Destroyer Packs Fleet +2 Speed +1 Weapons +2 Scan +1
72-Corvette Raiders Fleet +2 Speed +3 Weapons +1
74-Interceptor Fleet Fleet +3 Defense +1 Scan +1 Speed +1
76-Space Forts Fleet +1 Weapons +1 Defense +4
78-Flagship Fleet +1 Weapons +1 Speed +1 Def +1 Strat +2
80-Space Patrol Fleet +1 Scan +3 Speed +2
82-Carrier Fleet Fleet +3 Weapons +3
84-Command Center Intelligence +3 Strategy +4
86-Early Warning Network Scan +5 Intelligence +1 Strategy +1
88-Reserve Fleet Fleet +3 Strategy +3
90-Fighter Bases Fleet +2 Defense +3 Weapons +1
92-Ragtag Fleet Fleet +3 Defense +1 Speed +1 Population +1
94-Task Force Fleet +4 Strategy +1 Speed +1
95-Troop Transports Fleet +2 Population +4
96-Last Line of Defense Fleet +3 Defense +3
98-World Killer Fleet +3 Terraforming +3 (Req Energy 2+)
00-Planet Buster Fleet +1 Terraforming +5 (Req Energy 2+)
101+ Pick one of the Above
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CONFLICT STRATAGEM LIST
DC-Name: Notes:
20-Lost Opportunity -
40-Tactical Advantage Strategy +5
58-Superior Tactics Strategy +5 Speed +5
59-Feint Strategy +5 Speed +5 Defense +5
60-Pincer Movement Strategy +10 Speed +5
61-Envelopment Strategy +5 Speed +10
62-Attrition Strategy +5 Population +5 Fleets +5
63-Decoy Strategy +5 Intelligence +10
64-Breakthrough Strategy +5 Speed +5 Weapons +5
65-Assimilation Strategy +5 Population +10
66-Conquest Strategy +5 Weapons +5 Population +5
67-Space Siege Strategy +5 Terraforming +5 Population +5
68-Annexation Strategy +10 Fleets +5
69-Occupation Strategy +5 Population +5 Defense +5
70-Asteroid Ambush Strategy +10 Intelligence +5
71-Surrounded Strategy +5 Fleets +10
72-Galactic Blitz Strategy +5 Weapons +5 Fleets +5
73-Suicide Mission Strategy +5 Weapons +10
74-Invasion Strategy +5 Population +5 Fleets +5
75-Defense in Depth Strategy +10 Defense +5
76-Perimeter Defense Strategy +5 Defense +5 Scan +5
77-All Out Attack Strategy +10 Weapons +5
78-Exploit Breach Strategy +5 Weapons +5 Speed +5
79-Counter Attack Strategy +6 Weapons +3 Speed +6
80-Hide And Seek Strategy +6 Scan +6 Speed +3
81-Extermination Strategy +5 Terraforming +10
82-Concentrate Forces Strategy +3 Fleets +12
83-Last Stand Strategy +3 Defense +12
84-Border Skirmishes Strategy +10 Scan +5
85-Infiltration Strategy +5 Scan +5 Speed +5
86-Recon in Force Strategy +3 Scan +3 Speed +3 Int +3 Fleets +3
87-Enslavement Strategy +6 Weapons +3 Population +6
88-Legendary Captain Strategy +9 Intelligence +6
89-Dropship Assault Strategy +5 Intelligence +5 Population +5
90-Intruder Alert Strategy +5 Intelligence +5 Scan +5
91-Reserves Roll on Fleet Table +15
92-Wartime Production Roll on Fleet Table +15
93-Alien Allies Roll on Fleet Table +15; Discard at end of turn
94-Alien Mercenaries Roll on Fleet Table +15; Discard at end of turn
95-Wartime Research Roll on Research List +30
96-Steal Technology Gain Technology known by any Opponent
97-Diplomacy You may prevent Battle this Turn
98-Truce You may prevent Battle this Turn
99-Sabotage Destroy 1 Target Fleet
00-Jam Communications Opponent gets -50 to his Conflict Roll
101+ Pick one of the Above
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RACE DECK CARD LIST
DX-Name: Notes:
01-Humans (Bipedial Mammals) Finance +1 Intelligence +1
02-Thorax (Insectoid Hives) Manufacturing +1 Population +1
03-Glish (Plantlike Beings) Population +1 Terraforming +1
04-Moungwoawn (Empaths) Defense +3 Scan +1
05-Karnor (Reptillian Warriors) Weapons +3 Strategy +3
06-Sos Zhani (Fishy Nomads) Fleet +1 Speed +1
07-Nemids (Android Collective) Manufacturing +1 Intelligence +1
08-Flil (Energy Consciousness) Energy +1 Weapons +3
09-Chaitians (Crusty Fanatics) Population +1 Strategy +3
10-Yiff (Avian Traders) Speed +1 Finance +1
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HOMEWORLD DECK CARD LIST
DX-Name: Notes:
01-Blue World Finance +1
02-Red World Strategy +3
03-Green World Population +1
04-Brown World Metals +1
05-Yellow World Intelligence +1
06-Orange World Scan +1
07-Indigo World Speed +1
08-Grey World Manufacturing +1
09-White World Energy +1
10-Black World Defense +3