Full manual text

Table of Contents Elements
Components - pg. 1
Setup - pg. 2
A: Event Deck / Fame Point Track - pg. 3
B: Exploration Tokens - pg. 3
C: Economy - pg. 3
D: 2-Player Variant - pg. 3
E: Sectors + Missions - pg. 4-5
F: Outfits / Mods - pg. 6
G: Rule Streamlines / Tweaks - pg. 6
Lore: Embers of a Forsaken Star - pg. 7
Recognition and Thanks - pg. 7
Quick Reference - pg. 8
This expansion is grouped into different
elements which can be added to the base
game of Xia at your discretion. It might
be easiest to add a few elements to start with, rather than all of them at once,
though we leave it up to you. Here are the elements grouped by category:
Expansion Elements
A) Event Deck / New Fame Point Track
B) New Exploration Tokens
C) Economy Board
D) 2 Player Variant Rules
E) New Sectors + New Missions
F) New Outfits
G) Rule Streamlines / Tweaks (Changes from the base game)
pg. 1
Components
Cody Miller & Ira Fay
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0 62 4
1 73 5
8624
11 773355
0 8
Armed
Disarmed
Price: 1,000%
Hold: 11
Impulse: 3
Vagabond
0 62 84 10
1 73 95
62 84 10
1 73 95
0
Armed
Price: 5,000%
Hold: 13
Disarmed
Impulse: 3
SkImmer
0 6 122 8 144 10
1 7 133 95 11
6 122 8 144 10
1 7 133 95 11
0
Armed
Disarmed
Price: 8,000%
Hold: 15
Impulse: 2
CArrIAk
1 Game Box
1 Rulebook
1 Solo Rulebook
7 New Miniatures w/Flight Stands
New Ship Mats
60 Ice Damage Markers
15 New Ember Cargo Cubes
1 Replacement Fame Point Track
11 New Sector Tiles
15 Relic Tokens
32 New Mission Cards
20 New Outfits (10 each type)
45 Mod Tiles
22 New Event Cards
20 Solo Variant Cards
1 Economy Board
8 Event Tokens
3 New Ship Ability Cards
1 New NPC Card
30 Replacement Exploration Tokens
3 Replacement Ability Cards
10 New Title Cards
5 Replacement How to Win Cards
10 Metal 1,000 Credit Coins
1 Giant Comet Tile
(Rikishi Event)
1 First Player Token

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Setup
Fame Point Track
Event Cards
Setup is the same as the base game, with
a few changes, which are marked in bold:
1. Find the Sector tile ‘Nyr’, place it
face up in the center of the play area. Shuffle the Sector Tiles and place
them face down in a stack within reach of all players. Deal one Sector tile
per player, placing them face up in the center of the play area adjacent to
Nyr, matching up the edge symbols to Nyr’s.

If a Sector without a Spawn Point is drawn, re-shuffle it into the deck and draw another tile.
2. Shuffle the Relic Tokens and Exploration Tokens and place them face
down within reach of all players. Place an Exploration Token face down on any Exploration Spaces on the starting tiles. Use only the new Exploration Tokens with this expansion, and none of the base game Exploration Tokens.
3. Shuffle the Mission Cards, Title Cards and Event Cards. Place the decks
face down within reach of all players.
4. Place the Cargo Cubes, Damage/Ice Damage Markers, Outfits (organized
by shape), Credits, and Dice within reach of all players.
5. Give each player one new How To Win Card and 4,000% worth of
Credits (4 silver coins).
6. Place The Kiln’s NPC card in the play area and its miniature on the
rules space of the Nyr sector tile. Shuffle the three NPC Cards and deal
one face up to each player. (In a 4 or 5-player game, not everyone will get one.) Players take the corresponding NPC miniature and place it on the NPC Card.
7. Place the new Fame Point Track and the Economy Board in the play
area. Players now decide the number of Fame Points needed for victory. Place the Victory Marker on the Fame Point Track to indicate the winning total. Determine the number of starting cubes for each cube type on the Economy board by rolling the
£ [d6] for each cube type
and placing that number of cubes on that space.
8. Separate the blue Tier 1$ Ship Mats and matching Ability Cards. (Set
the green Tier 2^ and purple Tier 3& mats and cards aside for now.) Each player rolls the Ï[d20]. The player with the highest roll chooses a Tier 1$ Ship Mat and takes the matching Miniature and Ability Card. This continues counter-clockwise around the table until each player has chosen. All players then place their Miniatures on the Spawn Point of the Sector Tile closest to them.
9. Each player now takes an Impulse Token, and a set of Markers.
• The Impulse Token is placed on the Impulse Space of the Ship Mat face
up (yellow side).
• One Marker is placed on the Fame Point Track at 0 (Unknown).
• One Marker is placed on the highest number of the Ship Mat’s Energy
Meter.
• The remaining four Markers are placed on the Ship Mat, filling out the
Armed section.
10. In the same order as ship selection, each player may now spend their
Credits to purchase Outfits. The Outfits are placed in their Ship Mat’s Hold. Players may only purchase what will fit in the Hold. Players are not required to spend all or any of their Credits at this point.
The game is now ready to start! The player who picked their ship last takes the First Player token then takes the first turn.
pg. 2
Setting up the game: Numbers correspond to Setup Steps.
1
1
2
3
5
5
5
6
6
6
7
8
4
9
6
2-Player 3-Player 4-Player 5-Player

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Fame Point Track
Event Cards
Exploration Tokens
Economy Board
2-Player Rules
The new Fame Point
Track replaces the old
Fame Point Track. The
new Fame Point Track is similar to the old one, except that
it now adds pink Event spaces that show you when to draw Event Cards.
Event cards come
out much like
Titles - but change
the game in dynamic and powerful ways. The first
player to reach or pass an Event space on the Fame Point Track, will draw an
Event Card. During the Status Phase of that player’s turn, they draw one Event
card, read the card aloud to all players, and resolve any effects.
Rounds: Many Events last for a limited number of “rounds,” which must be
tracked. In this case, the card is placed to the right of the First Player and any
‘round’ rules on the card activate before the First Player’s turn.
Event cards have two sections:
• While this card is in play: This section shows the rules for when this
card is in play - these rules often override normal rules.
• This card leaves play when: This section shows the rules for when this
card will leave play (often after a set number of rounds, or when a
certain action is taken.)
Example:
During Cody’s status phase, he draws an Event that will leave play after 3
damage are placed on the card, and states that one damage is placed on the card each
round. The card is placed to the right of the First player, at the end of this round, we’ll
place 1 damage on the card. If Cody is the last player, we place a damage on the Event
now, since it’s the end of the round.
Event Tokens: There are 8 Event Tokens with pink “EV” printed on them -
you can place these on the game board as a reminder that an event is taking
place (for example on Tigris Gate during “Re-Tethered”).
Remove the entire set of original
Exploration Tokens, replacing them
with the new Exploration Tokens.
When you collect an Exploration Token, place it face up on your ship mat and
immediately resolve the token.
Cargo Cube: Take a matching Cargo Cube from the supply and place
it in your hold - if you do not have space in your hold, the cube is
placed in your space on the board (as if jettisoned).
Energy: Immediately refill your energy meter to maximum.

Ice Damage: Immediately take 1 ice damage (blockable with a
shield).

Movement: Immediately gain up to +5 Movement.

these on the game board as a reminder that an event is taking place for example on Tigris Gate during Re Tethered Remove the entire set of original Exploration Tokens replacing them with the new Exploration Tokens When you collect an Exploration Token place it face up on your ship mat and immediately resolve the token Cargo Cube Take a matching Cargo Cube from the supply and place it in your hold if you do not have space in your hold the cube is placed in your space on the board as if jettisoned Energy Immediately refill your energy meter to maximum Ice Damage Immediately take 1 ice damage blockable with a shield Movement Immediately gain up to 5 Movement

Captain In Need: Draw the top mission card and read the Deliver To
mission point ( # ); ignore everything else on the card. To complete
Captain in Need, transport the captain to the Deliver To #. On completion, you
earn 1@ and 1,000%. Captain in Need takes up an Active Mission slot; you
may discard an existing mission to make a slot available. If you do not wish to
accept the Captain in Need, you may discard the mission card (keep the token
on your ship mat either way).
After resolving an Exploration Token, keep it face up on your ship mat.
Whenever you have 2 Exploration Tokens face up on your ship mat, after
resolving the one you just collected, discard both tokens (remove from the
game) and gain either 1@ OR 2,000%.
Setup: Determine the number of starting
cubes for each cube type by rolling the
£[d6] for each cube type and placing that
number of cubes on that space.
Supply: Whenever a player wants to purchase
cubes from a “Buy” space, the cubes must come
from the Economy Board. Those cubes are
removed and placed into your ship’s hold.
Consume/Produce: When you sell cubes, each
cube sold is consumed by the planet you are
selling it to and placed back into supply; that
planet (except for Loath) then produces a new cube of the type the planet
generates, taking it from supply and placing it on the Economy Board. Each
resource section on the Economy Board may only hold a maximum of 6 cubes
of that type. When a resource section is full, any additional production of that
resource type generated, remains in supply (though you can still keep selling).
Example:
You take the
Sell action on the Sell
space on Neo Damascus,
which currently has 4
Plasma Cubes on the
Economy Board. You
sell 3 Spice, which are
consumed (place the 3
Spice into supply). Neo
Damascus then produces
3 cubes of its type
(Plasma); the first 2 are
placed onto the Economy
Board, but since we’re
at the maximum for that
cube type (6) the last
cube is left in supply.
Demand: If any resource section of the Economy Board is empty (contains
no cubes) during the status phase of a player’s turn, place
1,000% in the empty resource section. That resource type is
now “in demand”. The next player to generate that resource
(as a result of selling the associated consumed resource)
receives the 1,000% bonus. If a resource section on the
Economy Board is already “in demand”, do not place
another 1,000% in this space (max. 1,000%).
Squander: When selling cubes to Loath the cubes are
consumed (returned to supply), but no new cubes are produced.
Trade: The planet Kei has a special space that allows you to trade cubes. To
Trade, place any number of cubes in your hold onto the Economy Board, then
take an equal number of cubes from the Economy Board, other than types you
placed this turn. (e.g. if you placed Cyber onto the Economy Board this turn,
you cannot take any Cyber this turn.) If you place cubes that are in Demand,
you also gain the 1,000% reward.
The 2-Player Variant has the same rules as a
normal game except:
• NPCs count as players for mission target purposes (just like solo play)
with the exception of The Kiln. If playing without NPCs, the opposing
player is always your mission target.
• ‘Lone Drifter’ Auto-Pilot Ability: In 2-Player: Add +2 movement to
successful rolls.
pg. 3
A: Event Deck / Fame Point Track
B: Exploration Tokens
C: Economy
D: 2 Player Variant

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Anomalies
Dead Worlds
Nyr / The Kiln
Relic Tokens Ice Asteroids / Comets
Ice Damage
Gravity Paths (Purple/orange dashed
glowing paths).
Anomaly sectors have
very concentrated gravity, represented by dashed/glowing
paths. Some Anomaly sectors have multiple paths (either
orange, or purple).
Entering: Whenever a player (not NPC) enters a gravity
path (on any space of that path) they must roll the die
specified on the rules space for that path. Their ship then
moves along that path the number of spaces rolled. You
must roll for entering any space of the gravity path, including the special rules
space.
Moving: After making the roll for entering the path, if your ship is still on
that gravity path, you may move along the path (with the arrows or against
the arrows) or exit the path without rolling again for that path. You retain any
surplus movement you had before you entered the path, and can use it after
you finish your forced path movement. Once you move off the path, if you re-
enter it later, you’ll need to roll again.
Pushed off: Most paths will push you through a negative border if you are
pushed all the way to the end of that path. If you roll any number that would
push you off of the end of the path, your ship is pushed all the way off the
path, and any excess “path movement” is discarded. You must apply the effects
of the space that you move into, as if you had moved there normally.
Actions: Players may not take any actions (minor or otherwise) while the
gravity forced movement is being resolved. After the forced movement is
resolved, the players can take actions normally (and perhaps backtrack along
the path to take desired actions).
Example:
A ship moves onto the outer path (purple) of
Ferren’s Call with 4 movement left over.
The ship immediately rolls for the purple gravity path, rolling
the d12 (specified on the rule space for that path). The roll is a
8, moving the ship 5 spaces along the path, the 6th movement
causes the ship to move off of the end of the path, the extra 2
movement from the gravity path is discarded.
The ship has now entered the inner (orange) ring and must
immediately roll the d6 and move along that path.
After the d6 forced movement is resolved, the player
can still use the 4 movement they had left over when
entering the path in the first place (that is, assuming
they weren’t just destroyed by the black hole at the
center!).
Excavate / Relic Tokens
Players can take
an Excavate action
on Excavate spaces of Dead Worlds. You must have 2
orthogonally adjacent empty spaces in your cargo hold to
take an Excavate action.
When excavating roll the
Ï[d20]:
• On a 1-10, take the number rolled as Ice Damage.
• On 11-20 you gain 1 Relic Token placed in your hold,
face down, without looking at the contents.
Relic Token Space: When a Dead World is discovered, place
the number of Relic Tokens specified on this space (3 or
4). Each time a player succeeds at an Excavate action on
this sector, they take the top Relic Token from the stack.
When there are no more tokens in the stack - that site has
collapsed and cannot be Excavated any more this game.
These spaces otherwise act as normal space that is
occupied while tokens are present (you can fly through
it, but cannot end movement there.) The tokens here cannot be interacted with
and merely act as a timer for the Relic site.
No Business Phase: You cannot take a Buisiness Phase on a Dead World like
you can on normal planets.
The Kiln: The Kiln
is a space station
NPC that orbits
the star Nyr. Ships can dock with The Kiln (similar to
landing on a planet).
Setup: During setup, The Kiln is placed on the special
rules space of the Nyr sector tile.
Docking: You may dock with The Kiln from any space adjacent to The Kiln
miniature, at the cost of 1 movement. Place your
ship on any space on the NPC card.
Orbit: When a player’s ship docks with The
Kiln, it will orbit the star Nyr. Immediately roll
the
£[d6] and move the station along its path a
number of spaces equal to the roll. The Kiln cannot
end movement in an occupied space; it will instead
reduce its move by 1 until it ends in an unoccupied
space.
Sift Action: While docked with the station with
a Relic Token in your hold, you may take the “Sift” Action. When you Sift
a token, it is removed from your hold and revealed, at which point you pick
which reward to receive, either 1@ or some financial gain.
Embers: The white Cargo Cube, Ember, can be sold on the Sell space here at
a rate of 2,000% per cube. Selling all your cargo of Ember (minimum 2 cubes)
will award 1@, the same as selling cargo on a planet.
Inside: Similar to being “on” a planet, players outside of The Kiln cannot
interact with players inside of The Kiln. When two or three ships are inside
The Kiln, they are considered adjacent. NPCs can enter The Kiln, just as they
can with a Neutral planet. When inside The Kiln you can move by spending
movement, same as if you were on a planet. You may exit The Kiln from any
space inside the station, this costs 1 movement, and you’ll place your ship on
the game board in any space adjacent to The Kiln.
Business Phase: Ships that end their action phase docked with the station may
take their normal business phase actions (as if on a planet).
Station’s Turn: The Kiln does not take turns like normal NPCs (it moves
when activated by a ship Docking with it). The Kiln cannot be affected,
attacked, or damaged by other ships. In the unlikely event that The Kiln is
destroyed (e.g. if struck by Rikishi), all ships currently docked are destroyed
as well. The Kiln respawns on the special rules space of Nyr at the start of the
next player’s turn.
Relic Tokens take up
2 cargo spaces in your
hold. While in your
hold they act similar to Cargo Cubes (can be stored inside of Cargo Pods), and
can be removed by the Jettison Cargo (Minor) Action, and if a space holding
a Relic Token is damaged, that token is automatically jettisoned. If a Relic
Token is jettisoned (either by taking the Action, or by damage - that token is
destroyed (remove from game).
Sift: While docked with The Kiln, as an action, you may Sift any Relic Tokens
in your hold. When you Sift a token, it is removed from your hold, flipped face
up, and you must choose to receive 1@ OR the rewards shown. Any rewards
that will not fit in your hold (cubes/mods) are ignored.

hold While in your hold they act similar to Cargo Cubes can be stored inside of Cargo Pods and can be removed by the Jettison Cargo Minor Action and if a space holding a Relic Token is damaged that token is automatically jettisoned If a Relic Token is jettisoned either by taking the Action or by damage that token is destroyed remove from game Sift While docked with The Kiln as an action you may Sift any Relic Tokens in your hold When you Sift a token it is removed from your hold flipped face up and you must choose to receive 1 OR the rewards shown Any rewards that will not fit in your hold cubes mods are ignored

Sifted Relic Tokens are worth:
● 1@ OR 3,000%
● 1@ OR 2,000% + 2 Specified Cubes
● 1@ OR 2,000% + Specified Mod
pg. 4
E: Sectors + Missions

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* Ember Ice Asteroids / Comets
Ice Damage
Mission Cards
A new type of Cargo Cube -
Ember. Ember can be quarried
from special Quarry spaces on
select Ice Asteroid sectors.
To take the Quarry action, you must be on the Quarry Space of the sector tile
and have at least one free space in your Hold.
To take the Quarry action, roll the
Ï[d20]:
• 1-10: Ice Damage equal to the number rolled (blockable by
shields).
• 11-20: Receive 1 Ember Cargo Cube placed in your hold.
Ember can be sold at The Kiln’s “Sell” space, when docked with the station
for 2,000% per cube. If you sell all of your Ember, and sell at least 2, you will
gain 1@ (same as other cubes).
Comets and Comet
Paths (Light blue
dashed glowing paths).
Comets move along a specific path. Each Ice Asteroid
sector contains 1 Comet. When the sector is first revealed,
place a comet on the special rules space.
Whenever any player (not NPC) moves onto any space on the path of a
Comet, immediately roll the
£ [d6] and move that Comet
the number of spaces rolled along the path. If a ship
enters a space containing a Comet, or if a Comet ends
movement on a space with a ship/Cargo Cube, that ship/
cube is instantly destroyed (same rules as a Star border).
Assuming the ship wasn’t destroyed by the comet’s
movement, the ship may continue moving normally.
After the initial comet movement, the comet won’t move again until the ship
moves off the path and back onto it, or a 2nd ship enters the path.
Actions: Players may not take any actions (minor or otherwise) after triggering
the comet movement, until the comet movement is resolved.
Example:
A ship moves onto the comet path with
5 movement remaining. The player immediately
rolls for the comet, rolling a 5, so the comet moves
5 along the path. The player continues movement,
and can continue safely along the path without
triggering the comet again. If the ship moves off
the path and back on it, the comet will move again.
Example 2: A ship moves onto a comet path,
directly in front of the comet and rolls a 2. The
comet moves two spaces, passing through the
ship’s space and ending on the space just past the
ship. The ship is not harmed by the comet.
In the unlikely event that a comet is destroyed, the comet respawns on the
special rules space at the start of the next player’s turn.
Ice Asteroids
Ice Asteroid spaces have solid white borders and blue ice
asteroid artwork inside. Ice Asteroids block line of sight.
Players must roll
Ï[d20] when entering an Ice border:
• 1-10 take that number as Ice Damage (blockable with
shields)
• 11-20 nothing happens
Ice Damage (blue gems)
Ice damage counts as normal
damage with the following exceptions:
Melting: During your business phase you may remove all ice damage for free
(must be on a planet or docked to space station to take a business phase).
Freezing: During your status phase: Place 1 Ice damage in every space that is
orthogonally adjacent to ice damage. If, due to Freezing, your hold is entirely
full of damage (ice damage, and/or regular damage) your ship is destroyed.
When Freezing, spaces with normal damage should be ignored; Ice damage
does not spread into spaces containing normal damage.
New Mission Types
There are four new mission types - two
lawful and two outlaw.
Cargo (Lawful)
1. Collect Mission Cubes (by any means)..
2. As an Action: Deliver cubes to Delivery #; payment is
determined by the Cargo Cubes you deliver.
3. Receive Payment on Mission Card.
Private Eye (Lawful)
1. Fly to specified Mission Point.
2. As an Action: Reveal Mission Card and collect intel by
drawing and discarding the top three mission cards off the
deck.
3. Payment is determined by number of Outlaw missions discarded. Place
Credits equal to the specified Payment on Mission Card.
4. As an Action: Deliver intel to Delivery #.
5. Receive Payment on Mission Card.
Arms Dealer (Outlaw)
1. Pickup Outfit type (or use Outfit currently in hold).
2. As an Action: Deliver (undamaged) Outfit to Delivery #; payment is
determined by Outfit delivered. (Remove Outfit from Hold and place back in
supply, any markers on it go to Disarmed.)
3. Receive Payment on Mission Card.
Coerce (Outlaw)
1. Fly within range of target ship.
2. As an Action: Declare Mission and make an attack as
normal.
3. Payment is determined by total damage dealt to target.
Place Payment on Mission Card.
4. As an Action: Deliver goods to Delivery #.
5. Receive Payment on Mission Card.
pg. 5
During the status phase, place ice
damage in every space orthogonally
adjacent to existing ice damage.
Example: Persistent Memory has 5 ice
damage.

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Rule Changes
Outfits
Mods
Mission Drawing / Discarding
When taking the “Draw Missions” (Minor)
Action, you draw the top 3 cards off the
mission deck and place them face down in front of you without looking at
them. You may take this (Minor) Action once per Mission Point per turn. After
your turn ends (during other players’ turns), you may look at all the mission
cards you drew and decide which to keep before the start of your next turn.
As normal, you can only take the draw action if you have capacity for at least
one active mission, and you can only keep as many missions as your capacity
(default 1) You may discard active missions at any time.
• Dying with drawn missions: If your ship is destroyed, discard all
drawn missions without looking at them.
Example:
You don’t have any missions. You fly over 2 Mission points, drawing 3 twice,
for a total of 6 cards (looking at none of them). After your turn ends, you look at all 6
cards and keep 1. If you had a M-Comp mod, you could keep up to 3 instead.
Trading
You do not need to sell all your Cargo Cubes to gain a @; instead, you must
sell at least 2 cubes and all of the cubes in your hold that location will buy.
(You may sell less than all the cubes that location will buy, but you will not
gain a @.)
Assassin Missions
You may complete an Assassin mission if the target ship is destroyed for any
reason, even if were not the one to destroy it.
Respawn
You no longer lose a turn when respawning; instead, you respawn on your
next turn with a set amount of damage (unblockable) depending on your tier
of ship:
• Tier 1 ships respawn with 1 damage.
• Tier 2 ships respawn with 2 damage.
• Tier 3 ships respawn with 3 damage.
Tier 3 Ship Re-Balances
Three ships from the base game have had their abilities
re-balanced: Long Haul, Manchester, and Nightshade.
Cargo Pod / Armor Plating
These outfits are unique because only one
space of the outfit actually sits inside the
cargo hold (the green space with the white arrow on it) – the rest of the outfit
sits outside the hold, adding additional
spaces to your ship. Multiple of these
special outfits cannot overlap outside the
ship’s hold.
Cargo Pod
All 4 spaces of the cargo pod
can only hold Cargo Cubes
and Relic Tokens. Only
the space that connects to the ship’s hold may be damaged. The three spaces
outside of the ship’s hold cannot hold damage markers. If the connecting space
is damaged, all spaces within the cargo pod are also treated as damaged (and
any cargo there is jettisoned). The cargo pod won’t be able to hold any cargo
until the damage is repaired. Relic Tokens must be stored entirely inside the
cargo pod (you cannot have half in the hold half in the pod).
Armor Plating
Each space on the armor plating outfit can hold 1 damage (and
only damage). This outfit increases your ship’s durability and
allows you to take more damage than normal before your ship
is destroyed. Ice damage will only spread via the green connection space to/
from the armor plating.
M-Comp (Mission Computer)
Placed in the cargo hold.
Every undamaged M-Comp in your hold allows you to carry +2
Active Missions. If your M-Comp is damaged you must discard active
missions down to your current available number of active missions.
Example:
You take the Draw Missions action while having 1 undamaged M-Comp in
your hold, you’ll draw 3 missions (same as normal). When choosing to keep missions
(which has been moved to after your turn, see the “Mission Drawing / Discarding”
section), you’d be able to keep up to 3 missions (1 normal + 2 for the M-Comp).
Enviro-Shld (Environmental Shield)
Placed over a Use Space on a Shield Outfit. This
space continues to be a Use Space for that Shield
Outfit, but also gains the following:
Activate: When you activate an Enviro-Shield, the Shield
Outfit automatically rolls it’s maximum value vs. non-
combat damage or energy loss (e.g. damage or energy
loss from borders or actions like Mine, Harvest, Quarry,
etc.) Enviro-Shields do not affect combat damage (roll normally).
Example:
You take a Mining action and roll an 8 - you are about to take 8 Non-
Combat Damage. You spend an Armed Marker on an Enviro-Shield on top of your d6
Shield Outfit. You automatically roll 6 for that shield. 8 Non-Combat Damage - 6 Shields
= 2 Total Damage taken.
Mods are special 1x1 sized outfits that have
special abilities. As with normal outfits, if
the Mod takes damage, it stops functioning
until the damage is repaired. Mods can be
stored in the hold at any time, (though some are only usable when attached
to, or on top of an Outfit) and can be rearranged, sold and transferred to a new
ship as per the base game rules.
Piercer (Shield Piercer)
Placed over a Use Space on a Blaster/Missile Outfit,
this space continues to be a Use Space for that
Outfit, but also gains the following:
Activate: When you make an attack using a Shield Piercer,
shields rolled against it are reduced by -4. This ability can
stack with multiple Piercers, but cannot reduce defensive value below 0.
Example:
You make an attack by placing two markers: one on the normal Use Space
of a d6 blaster, and one on a Piercer attached to the same d6 blaster, and your opponent
defends with 1d8 shield. You roll a 1 and a 3, your opponent rolls a 3. Your Piercer
reduces your opponent’s shield defense: 3 - 4 = 0 (cannot go below 0) total defense
value. You now assign combat damage as normal (4 attack - 0 defense = 4 damage).
Example 2: You make an attack by placing two markers on 2 shield piercers attached
to a d6 blaster, and your opponent defends with 2d8 shield. You roll a 4 and a 1 for 5
total attack, your opponent rolls a 7 and a 4 for 11 total shields. Your 2 Piercers reduce
your opponent’s shield defense: 11 - 8 = 3 total defense value. You now assign combat
damage as normal (5 attack - 3 defense = 2 damage).

You roll a 1 and a 3 your opponent rolls a 3 Your Piercer reduces your opponent s shield defense 3 4 0 cannot go below 0 total defense value You now assign combat damage as normal 4 attack 0 defense 4 damage Example 2 You make an attack by placing two markers on 2 shield piercers attached to a d6 blaster and your opponent defends with 2d8 shield You roll a 4 and a 1 for 5 total attack your opponent rolls a 7 and a 4 for 11 total shields Your 2 Piercers reduce your opponent s shield defense 11 8 3 total defense value You now assign combat damage as normal 5 attack 3 defense 2 damage

GTS (Gravitational Thrust Stabilizers)
Placed in the cargo hold.
Each GTS orthogonally adjacent to an Engine Outfit
increases that Engine’s rolls by +2 to all rolls with
this outfit. However, the outfit roll may never exceed the
maximum die roll for that outfit.
Example:
You have a Tier 1 Engine with 1 GTS adjacent in the
hold. You activate the engine to take a move action and roll a 2, the GTS makes it a
4. You activate the Engine again and roll a 5 - the GTS makes it a 6 (cannot increase
beyond the maximum roll for that dice).
Example 2: You have a Tier 1 Engine that has 1 damage on it with 1 GTS adjacent in
the hold. You activate the Engine to take a move action and roll a 2, the damage reduces
the roll to a 1, then the GTS increases it to a 3. You activate the Engine again and roll
a 6 - the damage makes it a 5, then the GTS makes it a 6 (cannot increase beyond the
maximum roll for that dice).
pg. 6
F: Outfits / Mods
G: Rule Streamlines / Tweaks

---

Backstory
Ô Nyr
Ø The Kiln
Ferren’s Call
Æ The Grinder
Ò Samara Gate
Æ Blench
Æ Neo Vostok
Calakus
Tafjur
The Ruins of Drelmoth
> Kei
Ø Tig
Credits
Special Thanks
* Ember
Rikishi
A ‘baby’ black hole, beginning to form. Named for the fearless
reporter, Ferren, who took it upon himself to report from
as close as possible as the anomaly began. Ferren’s last transmission was something strange, he
explained that he could feel the horizon calling to him, and then it ended in a high-density burst of
code. Most agree he had simply gone mad, but where did the code come from, and why can’t anyone
decipher it?
This once harmless sector was home to the misty, unremarkable
nebula, “GR-11D”. After the Turn, only the most fearless, or
suicidal, venture into this glacial death trap. Asteroids collide off one another as comets swirl and
orbit the fringes of this deadly sector.
For eons the Samara Gate has lingered, a silent sentinel of
a forgotten age. Unpowered and inoperative, many tried to
salvage its unyielding husk, but not even mil-spec laser drills could cut through the strange metallic
plating. As the Xia system drifts closer, the gate slowly blinks to life, an ancient leviathan waking to
serve once again.
The rich metals and precious ores of the Blench system’s
asteroids have been hidden beneath layers of a strange ice.
Ships brave enough to try and harvest the metal at the asteroid’s core have had thrust modules frozen
solid, only to be shattered moments later by passing comets. The mining outpost here has been all but
abandoned.
The heavily shielded scientific outpost of Neo Vostok is the last
mainstay of the scientific community here in the Nyr system.
Those obsessed with discovering the secrets behind the Turn flock here. The outpost is packed with
the brightest minds, spinning, fevered in an attempt to diverge the Turn from their system, and
perhaps regain what was lost to them.
Below the surface of the vast oceans of Calakus, the Calakai
lived in near tranquility. Centuries ago, a colony ship landed
on the planet, hoping for a better world. However, less than 3% of the surface was land mass, and
the planet was evacuated by all but a few colonists. These few began an under-ocean village in the
remains of the colony ship. Over the years a slow trickle of pioneers joined the colony, towing old
broken down starships. No longer fit for spacefaring, but still water-tight, these craft were welded on
to the village, like some sort of starship-coral-reef. After the Turn, those on Calakus survived longest,
perhaps there is a flicker of life still beneath the frozen waves. Explorers who have returned to the
frozen shell of a planet have reported hearing noises coming from the depths of the once great city...
We know that Tafjur was the first casualty of the Turn. Perhaps
the core of the planet was inverted, or the grav-well fluctuated,
no one is certain. What we do know, is that rotation of the planet was drastically altered and an entire
continent was ripped off and thrown into space like some large scab. The continent crumbled to
pieces as it froze, and now remains nearby as an ice asteroid field, looking down upon the decimated
remains of Tafjur.
Drelmoth, the once bustling manufacturing giant, now lies still
and heavy. Layers of ash and ice intermingle on its scarred
surface. The unions of Drelmoth were locked in an eternal cold war, an ever increasing arms race
over subsidies, wage gaps, and tax breaks. Many a retired smuggler has Drelmoth to thank for his
livelihood.
The small spectral anomaly near the market world of Kei has
grown to a giant rift in space. Nicknamed the Chasm, most
of the original merchant clientele of Kei have disappeared, forcing the planet to embrace the black
market, just to get by. While not truly a hotbed of crime, Kei is a beautiful planet, forced outside the
law to survive. The natives cling to hope that the anomaly will dissipate, and their peaceful, law-
abiding lives will return to ‘normal’ - though there’s little sign this will be the case.
Tig is a back-world swamp planet on the edge of a high
density nebular anomaly. Most inhabitants are natives, who’ve
grown up among the toxic-swamps, never knowing life on an un-hostile planet. Natives often see
otherworlders as soft, weak, and generally inept. Many born on Tig go on to be mercenaries or
soldier-kings. As a rite of passage, all who come of age are shunted out to the center of the largest
swamp and left to find their way back to civilization. Those who make it back are welcomed into
Tig society - the less fortunate are welcomed into the belly of a Thurp-Beast, or find themselves the
victim of some other swamp-based misfortune.
Every once in a cycle, Xia will drift through another star
system. Usually these brief pairings spur economic growth and
prosperity, but this is different; entire planets are radio silent, a strange cold fills the void, tales of
ships freezing up on the edge of space. Out of the mists, a single remnant of civilization appears; a
space station, glowing with rare technologies. You are needed, Captain! Choose your ship, customize
your loadout, and explore the mysteries of this abandoned system, in Xia: Embers of a Forsaken Star!
Only a hecto-cycle ago, Nyr was a common white dwarf. The
sudden cataclysmic change of Nyr is now known as the ‘Turn’.
No one is quite sure what happened, perhaps the polarity of the star changed, or the dynamic horizon
of Ferron’s Call altered its state. All we truly know is the system is drastically different then the
reports we had. Nyr is dying, and taking the entire system with it.
A last bastion of civilization, The Kiln hovers in near-orbit
around the dying star. The Kiln was the system’s mobile
government capital. It would make its way between sectors, bringing peace and order, governance
and direction where it was most needed. During the Turn a snap-decision was made to abandon the
rest of the system and move into orbit around Nyr. Those aboard The Kiln have lost friends and
families, but they keep hope alive that the Turn can be reversed, and the system restored.
Cody Miller: Designer / Artist / Publisher
Ira Fay: Designer / Developer / Solo Ruleset
---
Steve “Coolhand” Tyler: Box Art / Ship Models / Ship Art / Gate Ar
t
Peter Wocken: Graphic Design / Layout / Artwork
Justin Howlett: Metal Coin Models / Flight Stand Model
Tess Miller: Photographer
Roy Cannaday: Solo Card Design
Some icons made by Lorc. Available on http://game-icons.net ---
Creative Advisors: Andrew
 Ronzino, Nicolas Thériault-Langelier, Shawn Charney.
Lead Testers: Brandon Patton, Brendan Mayhugh, Carlos de Miguel, David Anderson, Erik Brown,
Jacob Williams, Steve Bagnall, Xenothon Stelnicki.
Testers: James Hoover, Ryan Allen, Drew Buring, Matthew Bayer, Evan Stanfill, Adam Scartozzi, Alex Richard, Alexandrea Eldrige,
Alfred Wolfe, Alosia Sellers, Amy Locke, Jordan Runyan, Andrew Civis, Andrew Graves, Andrew Nicolau, Andy Graves, Ashley Miller,
Barrett Bolivar, Barry Siebenthall, Bartholomew Burcham, Ben Crawford, Ben Harding, Ben Hemler, Beorn Theissen, Brad Blitstein,
Brad Lewis, Braxton Brown, Brent Lindeburg, Brett Petersen, Brian, Brian Modreski, Bruce Woods, Bryan Beach, Bryan Gustin,
Cam McFarland, Camden Anderson, Candice Domzalski, Canyon Lynn, Carey Fagerstrom, Carlo Gozzi, Charlie Holloway, Chase Curtis,
Chris Cannaday, Chris Iverach-Brereton, Chris Skalicky, Chris Venuti, Christian Krugler, Christian Wakeman, Christian Wilson,
Christopher Hughes, Chuck Polenzani, Claire Rice, Cody Rogers, Cory Cook, Curt Fried, Curtis Wachs, Dakota Noelke, Dan Allbaugh,
Daniel Watson, Darryl Woods, Dave Eaton, David Augason, David Sears, Dean Carter, Dean Folkening, Deanna Bressler, Dennis Adcox,
DerekDyer, Devin Scott, Diana Carrier, Doug Cowell, Edward Jones, Elaine Schertz, Ella and Jeffrey Smaka, Elliot Watson, Emily Anderson,
Eric Lowman, Eva Lo, Evan Coolen, Evan Dude, Garrett Massersmith, Garrison Locke, Gary Rhodes, Georgia Trimmer, Gordon Smoak,
Greg Douglass, Greg Kelley, Ian “Joe” Spears, Ian Anderson, Ian Moor, Ian Saunier, Iris Rohr, Isaah Vincent, Ivan A. Newship,
Jacob Stick, James, James Stewart, Jan Pretnar, Jared Demartini, Jared Veazey, Jason Jones, Jason Warmonger, Jeff Bleam, Jen McFarland,
Jennifer Iverach-Brereton, Jeremiah Wamboldt, Jeremy, Jesse Pierce, Jill Greiner, Jim Larson, Jon, Jon Zeigler, Jonathan Carter,
Jon-Michael Porter, Jordan Booth, Jordan Goldfarb, Jordan Hansen, Jordan O’Neill, Josh Bywater, Josh Java, Joshua Ostrander,
Justin Beasley, Justin Cannaday, Justin Schubert, Kathryn Eldrige, Katja Link, Keenan Gore, Keiran Theissen, Keith Otto, Kennan Gore,
Kenyon Noelke, Kevin Berent, Kevin L. Kitchens, Kim Nisenshal, Kimberly Malone, Kortnee Lewis, Kristen Hurlbut, Kristin Gozzi,
Leslie Napora, Lily Johnson, Lisa Bagnall, Lisa Bjornseth, Luc Des Groseillers, Luke Stick, Marc Muehling, Marc R. Furman,
Mark Ellersick, Mark Gartland, Martin Piringer, Marty Strubczewski, Mashelle Kirkman, Matt, Matt Goodwin, Matt Horst, Matt Koelbl,
Matt Rabinowitz, Megan Anderson, Melanie Reeves, Melissa Ellersick, Mia Ellersick, Michael Feeney, Michael Pate, Michael Ruff,
Mike Rittenhouse, Mike Stanton, Monday Nighters and More, Mystik Storm, Natalie Riggins, Nate Johnson, Nate Simons, Nathan Ward-
T
yrrell, Nick
 Guagliardo, nmgara, Noah Johnson, Owen Bagnall, Paige Watson, Patchen Noelke, Patrick Wood, Paul Chamberland,
Paul Kellett, Paul Thomas, Pedro Pereira, Peter Steenbeke, Pirate Pete, Prof. Melvin Fenwick, Rich Ramage, Richard Bush, Richard Collins,
Richard Mathis, Rob Ellman, Rob Mesotten, Rob Ross, Rob T, Robert Dijkman Dulkes, Robert Taylor, Rod King, Roger Rigby, Ross Bolivar,
Russel Price, Sam Klein, Samuel Gustin, Santiago Alberto, Sarah Stick, Scott Briscoe, Scott Clayton, Scott Lewis, Scott Wennerdahl,
Sean Huck, Shantay Cannaday, Shirley Douglass, Stephanie Fisher, Stephen Didon, Steve Cergizan, Steve Chubaty, Steven Freund,
Susan Collins, Susan Stoner, Teresa Daxböck, Terry Bagnall, Terry Sherman, Therron Thomas, Thomas Frede, Thomas J. Behrens Jr.,
Thomas Stahlie, Tim Wilson, Todd Duggan, Troy Donovan, Wayne Nash, William Cartas, Lena Schroeder, David Tomczyk, Sam Thibault,
Mayhew Seavey, Gabe Cohn, Jessica Taft, Andre Pereira, Iolanda Leite.
Proof Readers: Alan Young, Andrew Ronzino, Barry Siebenthall, Brandon Fulco, Brent Buckalew, Charlotte Morriso, chris DeBoe,
Chris Lowry, Christopher Grace , Connor Sheehan, Dallon Feldner, Dan Zielinski, Daniel Straitt, Dave NeWaza, David Cooper,
Dominik Badawi, Esben Kyed, Iain Odlin, James Schroder, James Washer, Jason Rodney, Jay Caracappa, Jeremy Soard, Jon Becker,
Jonas Hartmann, Juha Julkunen, Kent Pritchett, Mario Abad, Michael Montes, Mike Clover, Nathaniel Dalton, Nick Brown, Nick Hart,
Owen Sullivan, Per Holmström, Peter Mulholland, Robert Peoples, Robert Stewart, Rogério De Leon Pereira, Roland Steiner,
Rory Fitz-Gerald, Schuyler Eastin, Scott Bowen, Shannon Taylor, Shawn Charney, Steven Rawlins, Timothy Hancock, Tor Sverre Lund,
V
ictor
 Luchangco, William Hyatt III.
Ira would like to thank his wonderful wife Ruth and his two children
Sam and Sara for their support, love, and enthusiasm. He’d also like
to thank Marshall, Faye, Alex, Lisa, Brandon, Lena, Gabe, Jess, Dave, and everyone else who played Xia with
him. Finally, he’d like to thank Caleb Grace and the other designers of Lord of the Rings LCG for inspiring solo
gameplay, and Cody for so generously sharing his awesome sandbox full of fun toys!
Cody would like to thank: Abby - my mysterious, enrapturing earth-angel! My love for you burns hotter than Eta
Carinae! My children, Zealan, Judah and Zoey! I love you to the moon and back! Pops & Mum - for all you do
and have done! God - I’m humbled to be alive, you hold the stars in your hands!
And thank you, fellow gamer, for purchasing Xia!
Cheers, -Cody
For more information, questions, suggestions visit the Far Off Games website at:
www.faroffgames.com
©2017 Far Off Games, LLC
In the deepest pockets of the mysterious cold emitted by the
dying star, a new and powerful compound has been discovered.
Ember is sought by all, and many believe it holds the secret of the Turn. The value of Ember cannot
be overstated, and the peril one must endure to obtain it keep it in high demand.
Rumors have been circling the local spaceport pubs, tales of an
ice behemoth, lurking below the blue fires of Nyr. Some say the
dying star is hiding a deadly secret, a giant comet, only visible in the ebbs of the flames. Others are
quick to deny it, stating the worst is over, and it’s time to focus on the future. Perhaps it’s just a myth,
or a trick of the eye, but the thought of a planet-sized comet gives you space-goose bumps.
pg. 7
Lore: Embers of a Forsaken Star
Recognition and Thanks

the Turn The value of Ember cannot be overstated and the peril one must endure to obtain it keep it in high demand Rumors have been circling the local spaceport pubs tales of an ice behemoth lurking below the blue fires of Nyr Some say the dying star is hiding a deadly secret a giant comet only visible in the ebbs of the flames Others are quick to deny it stating the worst is over and it s time to focus on the future Perhaps it s just a myth or a trick of the eye but the thought of a planet sized comet gives you space goose bumps pg 7 Lore Embers of a Forsaken Star Recognition and Thanks

---

Action Phase
Business Phase
Status Phase
Normal Space
Æ Asteroid
Ú Nebula
 Debris
Ô Star
< Ø > Planet
Ò Gate
Combat
@ Fame Points
Icon Key
Æ Ice Asteroid
Gravity Path
Æ Comet Path
1. Declare
2. Spend / Roll / Draw
3. Resolve
Available Actions
Move
• Engines
• Impulse (even if Stranded)
Attack
• Blasters
• Missiles
• Ram
Missions
• Draw Missions (Minor)
• Mission Objectives
• Complete a Mission
Board Spaces
• Buy Cargo Cubes
• Collect Cubes (Minor)
• Mine/Salvage/Harvest/Quarry/Excavate
• Sell Cargo Cubes
• Trade Cargo Cubes
• Sift Relic Tokens
Explore
• Scan Sector
• Blind Jump (Minor)
• Collect Exploration Tokens (Minor)
Other
• Special Abilities
• Rescue a Stranded Player
• Jettison Cargo (Minor)
• Recharge Energy - Free
• Repair Damage
$Tier 1: 1,000%
^Tier 2: 1,000%
&Tier 3: 2,000%
• Buy Outfits
Small: 1,000%
Medium: 2,000%
Large: 3,000%
• Sell Outfits
Small: 1,000%
Medium: 1,000%
Large: 2,000%
• Rearrange Hold - Free
• Buy New Ship
^Tier 2: 5,000%
&Tier 3: 8,000%
• Buy Fame: 5,000% for 1@
1. Freeze
2. Claim Fame
3. Draw Titles/Events
4. Refresh and Demand on Economy Board
5. Arm Markers
1. Acquire Target
• Range
• Line of Sight
2. Declare Attack
3. Declare Defense
4. Roll
5. Resolve
6. Re-arm
Explore
Trade in 2 Exploration Tokens for 1@.
Complete Missions
Each Mission you complete is worth
1@.
Combat
Destroying another ship earns you
Fame Points:
$ Tier I Ships are 1@.
^ Tier II Ships are 2 @.
& Tier III Ships are 3 @.
Trad
e
Sell all the Cargo Cubes that location
will buy (minimum 2) - receiv
e 1@.
Ships
Purchasing a new ship earns you 1@.
Wealth
You may purchase 1@ for 5,000%.
Kindness
Rescue a stranded player - By giving
Energy to a Stranded player you
receive 1@.
Titles
Complete Title Objectives and earn
the @ that accompany it.
Luck
Earn 1@ whenever you roll a natural
20 on a ¶[d20].
Events
Some Event cards grant @ as rewards.
Relics
You can choose 1@ as a reward when
you Sift Relic Tokens.
Damage: }
Fame Point: @
Credits: %
Mission Point: #
Ship Tiers: 1$, 2^, and 3&
Dice: £[d6] ¢[d8]
§[d12] ¶[d20]
Bounty: = Exploration Token: { Sector Types: ¥Gate, ªVoid,
ÂDebris, ÆAsteroid, ÚNebula,
ÔStar, <Lawful, >Outlaw,
ØNe
utral, Anomaly,
Æ Ice Asteroid, Dead World
pg. 8
1-10 =
11-20 =
1-10 =
11-20 =
Roll for instant death
No special rules
Roll for Damage
Roll for Energy loss
Instant Death
Shield: Roll for
Damage, passage, &
Bounty.
Special Movement
Line of Sight

Line of Sight
X
Line of Sight

Line of Sight
X
Line of Sight
X
Entrance
< Lawful Entrance: If Bounty, can’t enter.
> Outlaw Entrance: If Innocent,
+1,000% Bounty.
Quick Reference
Line of Sight

1-10 =
11-17 =
18-20 =
+No Move
1-3 =
4-20 =
Line of Sight
X
Line of Sight
X
Line of Sight

Line of Sight

Roll for Ice Damage
Roll for Forced Movement
Roll for Comet Movement
=
1,000%
1-10 =
11-20 =

---