ALIEN EMPIRES
INTRODUCTION
Use the special abilities of your Race to dominate your opponents.
OBJECT
Control all 20 of the worlds on the map.
THE MAP
Use a starfield hex map.
MAP SETUP
Distribute 20 World (Planet/System) chits (tokens, markers) onto the map.
Two planets cannot occupy the same space.
CARDS
The common deck contains 3 types of cards:
Force cards
Race cards
Event cards
All cards are mixed together.
See the card list.
CHITS
Each player has a set of 50+ control chits (units, markers, tokens).
Each player has a unique color.
PLAYER SETUP
All players roll 1D10. Reroll ties.
In order of the rolls, each player picks one World to be his homeworld.
A player places 10 markers on his Homeworld.
Players start with 10 cards.
Each player plays 3 Race cards from his hand face up onto the table.
These are the Abilities, Traits or Powers that this player will have for
the remainder of the game.
These Race cards are called the Racial Destiny Cards.
Players may discard Race cards with conflicting rules.
If a player does not have 3 Race cards, he may draw cards until he does.
Players discard down to 10 cards.
ROUNDS, TURNS, & PHASES
Players take turns.
Turn order is the reverse order of that determined in player setup.
The time it takes for all players to take a turn is called a round.
The player whose turn it is currently is known as the active player.
Turns are divided into 4 phases:
TURN SEQUENCE
1. Fate Phase
2. Genesis Phase
3. Migration Phase
4. Conflict Phase
FATE PHASE
The active player may draw 5 cards.
Discard down to 10 cards.
GENESIS PHASE
Each planet colonized by the active player gains 1 token.
MIGRATION PHASE
Active player only.
All of your markers may move once per turn.
Markers may move 2 spaces.
Any world you have tokens on is considered to be colonized.
CONFLICT PHASE
All conflicts in this phase must involve the active player.
The active player decides the order in which conflicts are resolved.
Only one conflict is allowed per space per turn.
The active player may initiate a maximum of 3 conflicts this phase.
The attacker and defender are known as the primary players.
Tokens in the same space and adjacent spaces may participate.
Other players with tokens in those spaces may add tokens to the attacker or
defenders side, if the primary player allows it. These are ally tokens.
The defender draws one card.
Primary players take turns playing race cards and event cards that can affect
The outcome of the conflict.
Players simultaneously reveal one or more force cards, if they have any.
Each token is worth 1 point of force.
Each side adds up its force total = population tokens in stack + force card
value + other race & card effects.
The side with the highest force total wins.
Losing tokens are destroyed.
All played cards are discarded.
Players allied to the winning side get to draw a card.
RACE CARD LIST
Card Name Special Ability:
Tachyonic Travel Tokens may move twice in Migration Phase
Hive Society Worlds produce 2 population tokens in Genesis Phase
Symbiotic Each two tokens generate +1 Force
Traveler Each token has move range +2 in Migration Phase
Assassination Kill one population token anywhere in Migration Phase
Fanaticism Each token +2 Force when attacking on worlds
Berserking Discard a card to generate 4 Force during Conflict
Aggressive This player may initiate any number of attacks in his conflict phase
Spacer Each token +2 Force when attacking in Space
Carapace Each token +2 Force when defending on Worlds
Jinx One of opponents tokens is Force = 0 during Conflict
Mass Each token +1 Force and move range -1
Reductionism Opponent may play only 1 Force card in conflict
Limit Opponent must discard 1 card at start of conflict
Tactician Draw one extra card at start of conflict
Neutralize Opposing race cannot use one of its powers during the conflict
Eliminate Sacrifice to make opponent discard 1 card during conflict
Spies Look at opponent’s hand at start of conflict after defender draws his card
Burnout Sacrifice to draw a card
Emulate Copy power of any other player not in combat
Copycat Copy power of opponent on same world
Vampirism Gain 1 token if you win the conflict
Doubler Double value of one Force card you use
Feedback Sacrifice to duplicate the effect of a card used by opponent
Booby Trap Kill half of enemy tokens after conflict if you loose
Scavenger Draw one card if you win the conflict
Strategy One target stack you control gets a second Migration and Attack Phase
Resurrection Sacrifice to take top card of discard pile in Fate Phase once per round
Rearguard You may retreat all of stack except 1 token at start of conflict phase
Mind Control Take control of one opposing token at start of conflict
Opportunists Steal random card from opponent at start of conflict
Reinforcement At start of conflict add one friendly token from up to 3 spaces away
Escape Artist Retreat one friendly token from conflict if you lose.
Gatherer All movement towards one target planet chosen this turn is at +3
Breeder Discard a card to add two tokens on world you have colonized
Memory Your hand size +2
Projection Discard 2 tokens to place a third token onto any world in Migration Phase
Thinker Draw +1 card in Fate phase
Psychic Look at top 7 cards in deck after you draw in Fate phase
Worldships Move one world you control one space per round
Martyr Sacrifice to give all your other tokens +1 force during conflict
Precognition You may pick your battle card after opponent reveals his
Repulsion Move up to 3 of opponents tokens on your Migration phase
Collectors Draw 1 extra card in Fate Phase
Anarchy You may exchange hands with opponent at start of conflict
Minimalist The side with the lowest Force card wins the conflict
Pacifist Use Force cards of 8+ to prevent a conflict
Second Chances If you lose the conflict, your tokens remain and a second conflict is fought
Teaser Force enemy stack on same world to attack at Force –2
Clean Slate At start of conflict you may discard and redraw up to 5 cards
Repatriations If you lose the conflict steal one card from opponent
Diplomat Opponent must discard 2 cards to attack
Deporter Cause two enemy tokens on same world to retreat in Migration Phase
Trader Switch 1 card with opponent in Fate Phase
Inconspicuous One of your tokens if alone in space cannot be attacked.
Scourge Opponents Hand size -1
Foundation Give another player a card at any time
Mercenary Your tokens may move up to 3 spaces away to ally
Distress Call Any player may give you a card at any time
Contagion Your tokens can move with an opponents moving token
Toll Keeper Opponents tokens on same world as yours cannot move
Contraceptives Opponents tokens on same world as yours may not reproduce
Plea Maker Force up to 3 non-primary token to ally
Propagandist Take control of one of opponent’s tokens on same world
Time Control At the beginning of the round you may change the turn order
Notes: Sacrifice = Discard token.
Notes: Retreat = Move token(s) in same stack 1 space. These tokens may not attack.
FORCE CARDS LIST
Force # Notes:
1 15
1 12
1 10
3 9
5 8
7 7 Discard to prevent the conflict
9 6 Discard to let your stack retreat at start of conflict
11 5
13 4
15 3
# = Number in Deck
EVENT CARDS LIST
Card Name- Effect
Mutation- Your Race loses one old power and gains a new one from your hand.
Population Explosion- Genesis Phase: Target world gains +5 tokens
Power up- Value of target Force card is doubled.
Universal Peace- No conflicts this round. Play in opportunity Phase
Temporal Nexus- You may take another turn this round
Supernova- Destroy all tokens on target non-home world
Worm Hole- Move target stack you control to any planet
ALIEN EMPIRES EXCEL SPREADSHEET
By Peter Cobcroft.
with some handy tools for running a PBeM version of Alien Empires.
Go Here for file.
VARIANTS
Add, delete, and alter cards.
Start with fewer or more race abilities.
Technology Advances: Every 10 turns gain a Racial Ability.
Terrain: Add obstacles: black holes, supernovas, nebulas to map.
Setup: Bid for Race Abilities.
Background: Detail several races with set racial abilities.
Divide deck up between players.
Add force multiplier cards.
Give individual planets special rules.
Go to Old version of rules