STAR FIEFS
INTRODUCTION
Card game version of Emporex.
Opposing Noble Houses vie for domination in this quadrant of space.
SETUP
Determine turn order by coin flips.
Shuffle the common deck.
Each Player starts with one Homeworld card and 1 Leader Card.
Each player starts with 4 Power tokens.
Each player draws a hand of 8 cards.
Homeworlds and Leaders not used, are removed from play.
VICTORY
Players who lose their Homeworld are eliminated.
A player may win by eliminating all of his opponents or…
The first player to accumulate 8 Power Tokens is the winner and
becomes the Governor of the Sector.
TURN SEQUENCE
Players alternate turns.
The player whose turn it is, is called the active player.
A turn consists of the following 8 phases:
1. Draw Phase
2. Intrigue Phase
3. Duel Phase
4. Event Phase
5. Attack Phase
6. Production Phase
7. Recruit Phase
8. Discard Phase
DRAW PHASE
Draw 1 card.
You may pay 10 Ecos to draw another card.
If the deck runs out, shuffle the discard pile, and continue play.
INTRIGUE PHASE
Leaders are considered to be personas.
--You may put a card with the Seduction, or Intrigue trait back in your hand to spy:
Look at opponents hand.
--You may put a card with the Psychic trait back in your hand to look at
opponents hand and next card in deck.
--You may put a card with the Sabotage trait back in your hand:
Target opponent must discard 1 random card from his hand.
If the discarded card is a psypower or event the saboteur is discarded also.
--You may put a card with the Seduction trait back in your hand:
Target opponent's male persona is put back in his owner's hand.
That male persona is immune to this effect for the rest of the game.
--You may put a card with the Assassination trait back in your hand:
Discard the top card of the deck:
If it is a psypower or event the Assassin is discarded.
If it is a Persona, then a target opponent's persona in play is killed (discarded).
If it is any other type of card than nothing happens.
A player may only make one Assassination attempt per turn.
A player may discard a persona card from play or his hand to negate
a successful assassination.
EVENT PHASE
Certain Events and psypowers may be played during this phase.
You may play a psypower card if one of your cards already in play has
the trait of psychic.
Discard these cards as soon as they are used.
DUEL PHASE
If you have a Duelist in play, he may duel an opponent's duelist that is also in play.
A Leader may only duel if there are no other duelists on his side.
Each player in turn discards the top card of the deck:
The military value of the discarded card is that duelist's attack value.
Some duelists have a dueling value on the persona's card. This adds to their attack value
The duelist with the highest attack value wins.
Certain event and psypower cards may be played to modify these values.
If the cards are tied, then discard again.
The losing duelist is killed (discarded).
A player may initiate a maximum of one duel per turn.
ATTACK PHASE
The active player is the attacker.
The active player may choose not to attack or to attack one target opponent player.
Attacker chooses attack mode: Military (M) or Political (P)
A card with the transport trait may be played to initiate an extra
attack phase that is a military attack. The card is part of the attack.
A card with the intrigue trait may be played to initiate an extra
attack phase that is a political attack. The card is part of the attack.
MILITARY ATTACKS
The attacker must target a world controlled by his opponent.
Both players may commit cards he has in play to the battle.
Cards committed may include Leaders, Personas, and Armies.
The attacker must pay 1 Eco per such cards he commits.
The defender must commit the attacked world.
Defender cards can only be used by the defender.
A player may play a psypower card if one of his deployed cards has the trait of psychic.
Events may be played if applicable.
In a multiplayer game, other players may play cards in support of the attacker
or the defender at their invitation.
Starting with the attacker, cards are committed until neither player wants to commit any
more cards.
The winner is the player with the highest total military value.
Only cards in play (not discarded) count towards the total values.
In case of a tie the defender wins.
If the Attacker wins he puts the target planet into his hand.
If the Defender wins, he remains in control of the world.
The loser must discard one committed Army card. Other cards remain in play.
POLITICAL ATTACKS
The attacker must target one of his opponents.
Both players may commit cards he has in play to the struggle.
Cards committed may include any card with a Political value.
A player may play a psypower card if one of his deployed cards has the trait of psychic.
Events may be played if applicable.
In a multiplayer game, other players may play cards in support of the attacker
or the defender at their invitation.
Starting with the attacker, cards are committed until neither player wants to commit any
more cards.
The winner is the player with the highest total political value.
Only cards in play (not discarded) count towards the total values.
In case of a tie the defender wins.
The loser must place one of his non-homeworld committed cards back into his hand.
If the Attacker wins he gains control of one of his opponents Political power tokens.
PRODUCTION PHASE
The basic monetary unit is the Eco.
Use coins to represent Ecos. (1 penny = 1 Eco)
Gain a number of Ecos equal to the Economic value of all of your cards in play.
RECRUIT PHASE
Put Armies, Personas, Worlds and Organizations into play.
A card costs a number of Ecos equal to 1 + its combined Military, Political, and Economic value.
DISCARD PHASE
Pay 1 Eco for each army you control or place that army back in your hand.
Maximum hand size is 10 cards. Discard excess cards.
CARD LIST
CARD NAME VALUE NOTES
Homeworld 10E/12M/8P -
Baron Gurati 7M/5P Leader / Duelist/ Intrigue
Duke Lortran 6M/7P Leader / Duelist+3
Countess Kadesh 6P Leader / Duelist+2/ Seduction
Lord Nitrix 5P/4E Leader / Duelist+1/ Psychic
Imperial Army 5M Army
General Khor 3M Persona/ Duelist +1/ All your Army cards +2M
Sisteria 9P Organization/ Psychic/ Intrigue
Mistress Diva 7P Persona/ Psychic/ All your persona +1P/ Sisteria/ Intrigue
Emporex 12P Persona/ Psychic/ Intrigue
Emperors Daughter 8P Persona/ Seduction
Mercenary Guild 2E Organization/ Pays upkeep of all your armies
Assassins Guild 4E Organization/ Assassination
Weapon Merchants 7E Organization/All your Army and World cards +2M
Imperial Navy 9M Army/ Transport
Spacing Guild 9P/10E Organization/ Transport/ Intrigue
Guild Master Nosovo 8P Persona/ Psychic/ Discard to negate an event
Church of Mankind 11P Organization/ Psychic
Technopope 10P Persona/ Psychic/ Church/ Opponent cannot play Church cards
Mercantile Consortium 8E Organization/ All your World cards +2E
Brotherhood of Machines 8P Organization/ Intrigue
Galactic Inquisition 8P Organization/ Assassination/ Church
Inquisitor Travis 7P Persona/ Assassination/ Church/ Duelist
Black Market Smugglers 7E Organization/ Pay X to discard X cards to draw X cards
Crime Lord 6E Persona/ Duelist/ Sabotage
Imperial Secret Police 4P Organization/ Assassination
House Prodigy 3M/5P Persona/ Duelist+3/ Psychic
House Lesser Son 4E/4M Persona/ Duelist+2
House Prince 4M Persona/ Duelist+1/ Intrigue
Computus Android Advisor 4E/2M/2P Persona/ All your cards +1P
Sector Governor 2E/2M Persona/One of your World cards gets +4E
House Diplomat 8P Persona/ Intrigue
House Agent 3P Persona/ Assassination/ Duelist
House Duel Master 4M Persona/ Duelist+3/ Replace target Duelist
House Mentalist 2P/4M Persona/ Psychic
House Consort --- Persona/ Seduction
House Daughter 4P Persona/ Duelist/ Seduction
Imperial Concubine 3P Persona/ Seduction
House Spy --- Persona/ Intrigue/ Duelist
Imperial Senate 7P/8E Organization/ Your Imperial Cards +2P
Senator Vahn 7P Persona/ +2P per Opposing Card in political battle/ Intrigue
Elders of Pyreen 4P Organization/ Psychic
Colonial Council 4P/7E Organization/Your World cards +2E
Colonial Lobbyist 4P/2E Persona
5th Sector Rebels 4M/5P Army/ Sabotage/Transport
Rebel Leader 5M/6P Persona/ Duelist/Your Rebel cards get +2M & +2P
Surgeons of Silex 7E Organization/Pay 10 to put dead persona in your hand
Paswa Silexian Demagogue P7 Persona/ Duelist/ Assassination
Discordian Heretics 3M/6P Army/ +2M and +2P vs Church cards
Imperial Beaurocracy 5P Organization/ Sabotage
Imperial Aristocracy 9P/6E Organization/ Intrigue
House Troops 4M Army/ +2M When Defending
Psychic Veterans 6M Army/ +6M vs Psychic opponent
Anthrosynthetic Berserkers 7M Army/ +5M When Attacking
Cyborg Commandos 4M Army/ Assassination/Sabotage
Fanatics 2M/3P Army/ +1M per opposing card
Warrior Priests 5M/6P Army/ Psychic
Suicide Squads 3M Army/ +7M When Attacking
Desert Warriors 5M Army/ +3M When Defending
Ice Barbarians 3M Army/ +5M When Defending
Jungle Fighters 1M Army/ +7M When Defending
Prisoner Soldiers 1M/3E Army/ +1M per card you discard
Subterranean Mutants 4 M Army/ Psychic
Solar Templars 7M/5P Army/ Psychic
Feral Amazonians 5M Army/ Seduction
Computus Robot Death Machines 7M Army
Clone Soldiers 1M/4E Army/ +1M per card in your hand
Colonial Rangers 7M Army/ Transport
Colonial Legionnaires 5M Army/ Discard to draw 1 card
Imperial Shock Troops 6M Army/ +4 When Attacking
Imperial Centurions 6M/3P Army/ +3 When Defending
Imperial Death Squads 4M Army/ Assassination
Imperial Conscripts 1M Army/ +4 when Defending
Rimspace Pirates 4M/5E Army/ Transport
Fringe World Partisans 3M/3P Army/ +4 When Defending
Transhuman Supersoldiers 10M Army/ Flip coin. If you lose -20M
Off World Mercenaries 6M Army/ +2M per card you discard
Rebel Freedom Fighters 4M/4P Army/ Sabotage/ +2M vs Imperial cards
Sea Monsters 8M Army/ Defender
Miners 2M/6E Army/Defender
Psychic Natives 2M Army/ Psychic/ Defender
Lava Projectors 10M Army/ Defender/ +2M per card you discard
Stellar Pilgrims 6P Organization/ +2P per card you discard
Space Traders 6E Organization/ Discard a card for 4 Ecos
Quayat - Desert World 10M/3E -
Parallax- Industrial World 10E -
Mercurium- Mining World 8E -
Sanctuary- Ice World 8M/2E Put 1 of your persona in play into your hand
Computus- Machine World 9E/6P Pay 10 to look at top 2 cards of deck
Bolavor -Jungle World 5E/4M -
Aquara-Ocean World 4E/3M -
Punah-Pleasure World 7E Seduction
Griddox-Prison World 2E -
Yoravar-Shipyard World 12E Transport
Fah- Living World 12M/4E Psychic
Zenceti-Alien Ruins World 4P/3E Psychic
Eden-Church World 10P/8E Intrigue
Mox-Gem World 11E -
Hellish-Radioactive World 6M/4E -
Dalton-Research World 7E Pay 8 to draw 1 card
Bazarium-Commerce World 10E -
Seedeen-Hive World 9E -
Pyreen-Pacifist World 6P/3E -
Scorch-Volcanic World 4M/2E -
Marx-Clone World 8E -
Probability Shift --- Psypower/ All players discard their hands & Draw 5 cards
FuturePast --- Psypower/ Search discard for 1 card
Time expansion --- Psypower/ Take another turn after this one
Dimensional Rift --- Psypower/ Opponents discards 3 cards
Teleportation 7M Psypower/ Transport
Precognition --- Psypower/ Look at next 7 cards in deck
Cosmic Transference --- Psypower/ Take 1 random card from opponent's hand
Molecular Disruption 9M Psypower
Mind Slave --- Psypower/ Take control of target personality
Psychic Persuasion 10P Psypower
Clairvoyance --- Psypower/ Look at opponents Hand
Telekinetic Maelstrom --- Psypower/ Target Army destroyed
Domination --- Psypower/ Take control of target army this battle
Sympathetic Convergence --- Psypower/ Search deck for 1 card
Imperial Veto 7P Event
Armageddon Virus --- Event/ Destroy all armies in play
Planetary Revolt --- Event/ Take control of target World
Betrayal --- Event/ Take control of target organization
Infiltration --- Event/ Target organization goes back to owners hand
Traitor --- Event/ Take control of target persona
Pax Imperia --- Event/ No Military Attacks next 2 turns
Psychic Nexus --- Event/ No Psypowers next 3 turns
House Bodyguard --- Event/ Negate Assassination
Poisoned Blade --- Event/ Discard during Duel to get Duel +3
Progenitor Artifact --- Item/ Psychic