Turn Summary

Fantasy Flight Edition

1. (Start Turn) Regroup - Retrive a ship from the Warp.

2. Destiny - Draw from the Destiny deck.

3. Launch - Load and point the Hyperspace Gate.

4. Alliance - Offense, then Defense invite. Allies accept/decline.

5. Planning - Cards are chosen, and played face down.

6. Reveal - Cards are revealed.

7. Resolution - Resolve encounter and discard played cards.

Eon Edition

1. Collecting Lucre:
At the start of your turn collect one Lucre from the box to your Star Disc. You do not col- lect a Lucre on your second challenge during that turn.

2. Buying Tokens for Lucre:
You may use Lucre to buy (on a one-for-one basis) your tokens back from the Warp to any of your bases and/or to buy your tokens from the Praw back up to the Warp. Lucre payments are made to the box.

3. Regaining Lost Tokens:
If you have any tokens in the Warp or the Praw, you may either take one out from the Warp and put it on any of your bases, or you may raise one token from the Praw up to the Warp. If you have no bases, you may release a token from the Warp or the Praw into the cone. You may move a token in one of these ways just before each of your flips of the Destiny Pile. (If you are playing a game without the Praw, you may regain a token only at the start of each challenge.)

4. Turning the Destiny Pile:
Now, turn over the top disc in the Destiny Pile. The color of this disc indicates the defensive planet system in which you will now make a challenge. For example, if your color is red and you turn over a green disc, you must make a challenge somewhere in the green system. Note: If the Star Disc has a "reverse cone" sticker on it, turn the cone so the Reverse Cone side is up. If if does not, make sure the cone is right side up.

5. Deciding: Planet or Moon Challenge:
You must now announce if you are going to challenge a planet or a Moon, so that the defensive player can be determined. If you decide on a planet challenge, you must chal- lenge the player whose color you turned up on one of that player's home planets. If you decide on a Moon challenge, you may occupy an unoccupied Moon in that system or you may challenge any player on a Moon in that system.

6. Gathering Tokens:
You now take from one to four of your tokens from any of your bases and place them on the offensive (oval) end of the cone. You may take tokens from your home planets or from bases you have established elsewhere.

7. Pointing the Cone:
Point the cone at the Moon or Planet you choose in the defensive system.

8. Buying Cards for Lucre:
Either main player (offensive or defensive) may buy up to four cards from the deck for Lucre on a one-for-one basis during the challenge.

9. Defending:
If you are the defensive player, you must defend the planet or Moon at which the cone is now pointing with whatever tokens you have there. You can neither add tokens to nor subtract tokens from the tokens you already have on the defending planet or Moon.

10. Inviting Offensive Allies:
If you are the offensive player and are challenging a planet, you may now invite offensive allies, if you wish. You choose which (if any) players you wish to have as allies by naming them. Those players must wait for the defensive play- er's invitations (if any) before deciding whether or not they will ally with you.

11. Inviting Defensive Allies:
If you are the defensive player and are defending a planet, you may invite defensive allies after the offensive player has made alliance invitations (if any). You may invite any players you wish to have as allies by naming them. 12. Accepting Alliance Invitations:
Players accepting or declining invitations to ally do so, in order, starting with the player to the left of the offensive player. So long as you are not one of the two main players in the chal- lenge, you may accept an invitation to ally with one of these players, but not with both of them. To do so, place one to four of your tokens, taken from any of your bases, onto the cone.

place their tokens in the oval end of the cone along with the offensive player's tokens.

place their tokens on the ring around the pointed end of the cone, NOT on the challenged planet itself. Of course, you may choose not to ally at all.

13. Playing Kicker Cards:
Kicker cards are played face down just before challenge cards are played in a chal lenge. Each main player may play one Kicker in a chal lenge and only main players may play Kicker cards. You must announce that you are playing a Kicker as you do so. If one player plays a Kicker, the other player as a chance to play a Kicker as well. Kickers are dis- carded along with other non-challenge cards before collecting a new hand.

14. Playing Challenge Cards:
After alliances have been formed and Kickers (if any) have been played, the offensive player and the defensive player each choose a Challenge card (Attack or Compromise) from their respective hands and play them face down.

15. Revealing Challenge Cards and Kickers:
Both Challenge cards are revealed simultaneously. Kickers, if any, are revealed along with the Challenge cards.

Mayfair Edition

icon 1. Collect Lucre
Advance one level in a Tech of your choice
Advance or bump Planetoids
Raise a token from the Warp
Raise a token from the Praw to the Warp
Raise a Prisoner from opposing player's Star (optional Rule)
Advance Quark State Indicator one space
Rotate Asteroids
Rotate Macroscope
Draw Hazard (if making a second challenge)
icon 2. Draw from the Destiny Pile
Prisoner Exchange
Move Dreadnaughts
Announce type of challenge (planet, moon, etc)
icon 3. Place tokens on the cone and select the base to challenge
Offensive player may hire Rogues
icon 4. Offensive player tries to recruit allies
icon 5. Defensive player tries to recruit allies
Defensive player may hire Rogues
icon 6. Players accept or decline alliance invitations
icon 7. Main players play Challenge Cards (and Kickers) face down
icon 8. Reveal Challenge Cards simultaneously, resolve the challenge, apply results
Reinforcements may be played by any player involved in the challenge
  • If both cards are Attack Cards, the higher total of tokens and cards wins (Defense wins ties).
  • If one card is an Attack Card and the other is a Compromise Card, the player with the Compromise loses, but gets to take consolation.
  • If both cards are Compromise Cards, the main players have one minute to make a deal, allies go home.
  • If one card is a War Card, and the other an Attack card, the player with the Attack card loses, but gets to take consolation.
  • If one card is a War Card, and the other a Compromise Card, the player with the War Card loses, and the player with the Compromise Card not only wins, but gains consolation as well.
  • If both cards are War Cards, both players lose.
  • icon 9. Discard the Challenge Cards (as well as Kickers and Reinforcements) that were played
    icon 10. Play passes to the offensive player's second challenge or to the next player