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, Q W K H Y D V W H [ S D Q V H R I W K H F R V P R V \ R X V W D Q G D V W K H I R U P L G D E O H ( P S H U R U R I ( W H U Q D O ( P S L U H < R X U H P S L U H K D V I O R X U L V K H G I R U W K R X V D Q G V R I \ H D U V
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ARCHON GAME — Rules
When choosing your Archons, the only restriction is that the total number of command dice among them cannot exceed four (or eight).
Each Archon is associated with either a white cube or a red cube, or a combination of both. These cubes signify the number of command dice that Archon contributes to the pool. Each turn, and directly affects the number of actions that you can do each turn. While both white and red dice serve as command dice and can be used for actions, they have slight differences in functionality. See page [Page Number] Additional.
Additionally, smaller blue cubes indicate the amount of Prestige each Archon adds to your starting Prestige value on the tracker.
Each Archon also has a unique special ability. For more information on using special abilities, see page [Page Number].
Forces are a resource that reflects your military strength and empire power. Some actions and events reduce your Forces, while consolidating actions and special abilities can increase them. The Forces tracker is used to track your Forces. Your Forces cannot exceed a total of seven, and any extra Forces are discarded.
These sector sheets contain the sector map, the event chart, the timeline, and the VP tracker.
In addition, these sector sheets contain the three action boxes: advance, suppress, and consolidate. For you to place your command dice on each turn.
PAGE
[Page Number]
For example, here is the Archon card of Commander Drakonis Hegrant. You have a white command die and three starting prestige. In addition, his special ability allows you to sacrifice a prestige to reroll two of your command dice of any color this turn.
In addition to Drakonis, you decide to choose Tulio Prime and Elora Voss for your Archons, and therefore you would have four command dice: white, white, red, and a total of seven starting prestige for the game.
Here is the Prestige tracker that keeps track of your Prestige during the game. Use a plastic cube to track your prestige count.
Here is the Forces tracker that tracks your Forces during the game. Use a plastic cube to track your Prestige count.
TIP: If you ever fall to zero Forces or Prestige, you simply remove the cube from the card to reflect a value of zero.
This is an example of the Segment usage sector sheet with the sector map at the bottom, the event chart at the top right, the timeline and VP tracker in the middle. The action boxes are located on the top left.
For example, the advance action costs 1 Force resource.
FOREVER dice placed inside the box. In addition, if you place any dice that have a result of 1 or less, you lose Prestige as well.
Prestige serves as a resource reflecting your empire's reputation and authority across the galaxy. You cannot ever surpass your starting Prestige value. Certain actions and events diminish it, while consolidation actions and special abilities can boost it. The Prestige tracker is used to track your Prestige.
In addition, during the end turn phase, if you are
In addition, during the end turn phase, if you are ever at zero Prestige, you lose the game.
[Number] [Number] [Number]
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3 O D F H \ R X U F K R L F H L Q W K H F H Q W H U : H U H F R P P H Q G V W D U W L Q J Z L W K W K H 6 H J P D Q W X V 6 H F W R U I R U \ R X U I L U V W J D P H
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7 REGIMEN THE TURN THE WHITE EVENT DICTATOR DETERMINE THE UPCOMING EVENT CONSULT THE EVENT CHART ON THE SECTORS SHEET USING THE DIFFERENT RESULT DEPENDING ON THE EVENT OUTCOME YOU MIGHT GAIN OR LOSE RESOURCES LIKE PRESTIGE FORCES OR COMMAND DICTATE COMMAND DICTATE APPLY THE EVENT RESULT IMMEDIATELY BY ADJUSTING YOUR COMMAND POOL AND TRACKERS ACCORDINGLY DURING THE COMMAND PHASE ROLL ALL COMMAND DICTATOR RED AND WHITE ASSIGNING EACH ROLL TO CHOSEN ACTION BOXES ON THE SECTORS SHEET IN ORDER TO ACTIVATE THOSE ACTIONS HIGHER DICTATOR ROLLS ENHANCE THE EFFECTIVENESS OF ASSIGNED ACTIONS YOU MAY CHOOSE TO NOT ASSIGN ONE OR MORE DICTATE IF YOU WISH IN ORDER TO SAVE RESOURCES OVERSTREET RULE FOR EACH RED DICTATOR ROLLING GAIN THE COMMAND PHASE LOSE A SINGLE PRESTIGE BY ADJUSTING THE PRESTIGE TRACKER AND IN ADDITION YOU CANNOT ASSIGN THIS DICTATE TO AN ACTION BOX THIS TURN ADVANCE ADVANCE THE ADVANCE ACTION ENABLES MOVEMENT TOWARDS A PLANET TO QUELL REBELLION FOLLOW ALONG THE DESIGNATED YELLOW ARROWS ON THE MAP AND UPON REACHING THE PLANETS OR ORBIT BY USING THIS ACTION THE PLANET BECOMES UNLOCKED INDICATED BY MARKING THE LARGE CIRCLE NEXT TO IT THE PLANET ONCE UNLOCKED CAN NOW BE SUPPRESSED SUPPRESS THE SUPPRESS ACTION PERMITS YOU TO SUPPRESS ALL RESISTANCE ON A PLANET THAT YOU HAVE ALREADY UNLOCKED RESISTANCE ON A PLANET THAT YOU HAVE ALREADY UNLOCKED CONSOLIDATE THE CONSOLIDATE ACTION GRANTS THE PLAYER ADDITIONAL RESOURCES BY FOCUSING ON REBUILDING FORCES OR ENGAGING IN PROPAGANDA TO INCREASE PRESTIGE DURING THE ACTION PHASE ACTIVATE AND RESOLVE ALL COMMAND DICTATE ONE BY ONE IN ANY ORDER OF YOUR CHOICE AND PAYING THE COST AND PENALTIES OF EACH ACTION AS YOU GO WHENEVER THE GAMER REFERS TO ROLLING 'D' THIS MEANS TO HAVE THE RESULT OF THE D6 SIDED DICTATOR ROLLING DOWN FOR EXAMPLE ROLL OF ROLL OF ROLL OF ROLL OF PAGE M V X M THE EVENT CHART IS FOUND ON THE SECTORS SHEET AND THERE ARE USUALLY THREE POSSIBLE EVENTS FOR EXAMPLE IF YOU HAD ROLLED DURING THE EVENT PHASE THIS WOULD RESULT IN THE 'TEMPORAL SHIFT' EVENT WHICH ADDS TO ALL OF YOUR COMMAND DICTATE THIS TURN TIP TIP IF IT'S NOT POSSIBLE TO APPLY THE RESULT IMMEDIATELY SUCH AS THE RESULT OF 'TEMPORAL SHIFT' YOU MAY PLACE THE EVENT DICTATE DIRECTLY ON TOP AS A REMAINDER TO ADD TO ALL COMMAND DICTATE ROLLS DURING THE COMMAND PHASE YOU HAVE ROLLED A RED AND IN THE COMMAND PHASE AND DECIDE TO ASSIGN ALL BUT ONE OF THESE DICTATE TO ACTIONS YOU CHOOSE BY PLACING EACH DICTATE INSIDE THE APPROPRIATE ACTION BOX YOU ALSO DECIDE NOT TO ASSIGN THE DICTATE AS IT WOULD NOT BE WORTH THE COST IN RESOURCES TO ASSIGN IT AND PLACE IT OFF TO THE SIDE L M N F Y X M
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THE CONSOLIDATE ACTION ALLOWS YOU TO REGAIN RESOURCES.
PRESTIGE FORCES EACH DICE ROLL IN THE ACTION BOX CONVERTS TO DANG YOU GAIN THAT VALUE IN RESOURCE OF YOUR CHOICE. EITHER PRESTIGE FORCES NO COMMAND DICE CAN BE USED FOR A CONSOLIDATE ACTION.
FIVE KEY POINTS
THE ADVANCE ACTION UNLOCKS PLANETS ON THE SECTOR MAP BY SPENDING FORCES. PLACING A DIE IN THE ADVANCE ACTION BOX IS AN AUTOMATIC SUCCESS BUT IF THE ROLL IS LESS YOU ALSO LOSE PRESTIGE.
ONCE A PLANET IS UNLOCKED MARK THE LARGER CIRCLE NEXT TO THAT PLANET. NOTE: YOU CAN'T ADVANCE PAST A PLANET THAT HASN'T BEEN FULLY SUPPRESSED.
IF THE LARGER CIRCLE IN THE ORBIT OF THE PLANET HAS A SYMBOL YOU MUST PAY ADDITIONAL FORCES TO ADVANCE TO THIS PLANET.
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HTSWTQLIYM01
AFTER CAPTURING, YOU DECIDE TO ADVANCE TO THE TIDE AND ASSIGN THE WHITE DICE TO THE ADVANCE ACTION BOX AND PLACE IT INSIDE THE BOX. YOU PAY THE REQUIRED FORCES TO DO THIS ACTION AND BECAUSE THE DICE ROLL IS LESS YOU LOSE PRESTIGE.
BECAUSE THE DICE ROLL IS LESS YOU LOSE PRESTIGE AS WELL. IN ADDITION THERE IS A HAZARD CONNECTED TO THE PLANET'S ORBIT CIRCLE AND SO YOU MUST PAY AN EXTRA FORCES AS WELL. ADJUST THE PRESTIGE AND FORCES TRACKERS TO REPRESENT THESE COSTS AND PENALTIES.
AFTER PAYING THE RESOURCES YOUR ADVANCE ACTION ACTIVATES AND YOU MARK OFF THE LARGER CIRCLE ORBITING THE PLANET.
IN THIS EXAMPLE YOU HAVE ROLLED YOUR FOUR COMMAND DICE IN THE COMMAND PHASE AND ROLLED AND BECAUSE YOU HAVE ROLLED A DIE YOU IMMEDIATELY LOSE PRESTIGE BECAUSE OF THE OVERSTRETCH RULE.
YOU HAVE ASSIGNED YOUR DICE ROLL TO THE SUPPRESS ACTION AND WILL NOW SUPPRESS THE REBELS. THE TIDE.
YOU PAY THE FORCES AND BECAUSE THE ASSIGNED CONVERTS TO A RESULT AND BECOMES A.
YOU MARK OFF TWO RP CIRCLES ON.
THE TIDE BUT BECAUSE YOU FINISH THIS SUPPRESSION ACTION BY MARKING OFF AN RP WITH A SKULL SYMBOL YOU LOSE PRESTIGE IN THE PROCESS.
NOTE
NOTE: IN THE NEXT TURN IF YOU MANAGE TO FULLY SUPPRESS THE TIDE BY MARKING OFF THE OTHER FOUR RP CIRCLES YOU ADD THREE VP'S. THE TIDE HAS THREE STARS NEXT TO IT'S NAME TO YOUR TOTAL ON THE VP TRACKER.
ONCE CAPTURED YOU MAY NOW FOLLOW THE ARROWS AND ADVANCE TO EITHER ORION'S GRACE OR LUNARIS OR BOTH.
THE FINAL DICE AWARD WAS PLACED ON THE CONSOLIDATE ACTION BOX AND GRANTS YOU RESOURCES.
THE DICE RESULT BECOMES WHEN CONVERTED TO AND YOU DECIDE TO GAIN.
FORCES. YOU ADJUST THE FORCES TRACKER TO SHOW THE CHANGES.
THE SUPPRESS ACTION SUPPRESSES THE REBELS ON A PLANET BY SPENDING FORCES PER DIE IN THE SUPPRESS ACTION BOX USING NATURAL DICE ROLLS AS D'S. EACH RESULT CORRESPONDS TO MARKING OFF SMALL WHITE CIRCLES KNOWN AS REBEL POINTS OR RP'S FROM LEFT TO RIGHT ON THE PLANET.
IF ANY OF THE DICE IN THE SUPPRESS ACTION BOX ARE ROLL OVER YOU ALSO LOSE PRESTIGE.
WHEN USING THE SUPPRESS ACTION IF THE LAST RP CIRCLE MARKED OFF IN A SUPPRESS ACTION IS ADORNED WITH A SYMBOL YOU LOSE AN ADDITIONAL PRESTIGE.
ONCE ALL RP'S ARE MARKED OFF THE PLANET IS FULLY SUPPRESSED AND CONSIDERED CAPTURED. ANY STARS VP'S NEXT TO THE PLANET'S NAME ARE ADDED TO YOUR TOTAL ON THE VP TRACKER AND ANY RESOURCE ICON TO THE APPROPRIATE TRACKER. YOU ARE THEN ALLOWED TO ADVANCE FROM THE PLANET BY FOLLOWING THE YELLOW ARROWS ON THE SECTOR MAP TO OTHER PLANETS.
IF THE PLANET BEARS A SYMBOL ALL DICE ROLLS USED TO SUPPRESS THIS PLANET RESULT IN YOU LOSING AUTOMATICALLY PRESTIGE INSTEAD OF ONLY ROLL OVER.
[TEXTO_ILEGIVEL]
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CHECK PRESTIGE AT THE END TURN PHASE IF IT'S LESS THAN ONE YOU LOSE THE GAME
END THE TURN BY MARKING A BOX ON THE TIMELINE
IF THE BOX YOU MARK OFF IS THE VERY LAST "GAME END" BOX ON THE TIMELINE THE GAME ENDS IMMEDIATELY
THIS EXAMPLE SHOWS YOU HOW TO MARK THE TIMELINE FROM LEFT TO RIGHT
ONCE YOU MARK OFF THE LAST "GAME END" BOX ON THE TIMELINE DEPENDING ON YOUR CHOICE OF GAME DIFFICULTY THE GAME ENDS IMMEDIATELY
HERE ARE TWO ARCHON CARDS COMMANDER
NYX UMBRA AND COMMANDER DRAKONIS
NYX HAS A PASSIVE ABILITY "GALACTIC KNOWLEDGE" WHICH CAN WORK MULTIPLE TIMES THROUGHOUT YOUR TURN
DRAKONIS' ABILITY "FEROCIOUS COMMANDER" IS A "ONCE PER TURN" ABILITY
HERE IS AN EXAMPLE OF THE VP TRACKER THAT SHOWS THAT YOU HAVE ENDED THE GAME DUE TO RUNNING OUT OF TIME ON THE TIMELINE YOU HAVE A TOTAL OF VP AND SO HAVE ACHIEVED A VICTORY HAD YOU DONE MORE VP YOU WOULD HAVE ACHIEVED A BRILLIANT VICTORY
EACH OF YOUR THREE CHOSEN ARCHONS HAS A SPECIAL ABILITY THAT COULD BE USED TO CRUSH THE REBELLION BY MODIFYING GAME RULES DICE ROLLS OR REGRANTING ADDITIONAL RESOURCES
MOST ABILITIES ARE ALWAYS ACTIVE OR CAN BE USED ONCE PER TURN BUT THERE ARE SOME ABILITIES THAT ARE ONCE PER GAME AFTER USING A ONCE PER GAME ABILITY YOU CAN FLIP THE CARD OVER TO REMIND YOU THAT IT HAS ALREADY BEEN USED
THE GAME ENDS UNDER THESE CONDITIONS
MARKING THE VERY LAST GAME END BOX ON THE
TIMELINE
CAPTURING ALL PLANETS ON THE SECTOR MAP
HAVING LESS THAN ONE PRESTIGE DURING THE END TURN PHASE LEADING TO AUTOMATIC LOSS
AFTER THE GAME ENDS ASSESS VP ON THE TRACKER
AFTER THE GAME ENDS ASSESS VP ON THE TRACKER
REACHING THE SYMBOLS SIGNIFIES VICTORY WHILE ACHIEVING A BRILLIANT VICTORY IF YOUR REACHORS SURPASS THE SYMBOL
FAILING TO REACH THESE VP MILESTONES RESULTS IN DEFEAT AND LOSING THE GAME INDICATING THE SURVIVAL OF THE REBELLION IN THIS SECTOR
THE GAME CONCLUDES WHEN THE TIMELINE STIME EXPIRES IF YOUR VICTORY POINT VP FALL SHORT OF THE REQUIRED AMOUNT FOR A VICTORY OR A BRILLIANT VICTORY YOU LOSE
FURTHERMORE HAVING ZERO PRESTIGE DURING THE END TURN PHASE ALSO RESULTS IN YOU LOSING THE GAME
PAGE
1/2 1
0/1 1
1/1 1
1/1
WINNING THE GAME REQUIRES CAPTURING SUFFICIENT PLANETS TO EARN VICTORY POINT VP FOR EITHER VICTORY OR BRILLIANT VICTORY BEFORE THE TIMELINE EXPIRES BY MARKING THE VERY LAST "GAME END" BOX
0/1 -1
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