GALACTIC CIVILIZATIONS






INTRODUCTION
Board game for 2-4+ players.
The galaxy is home to 8 major Alien Civilizations.
Each player has 4 client races. 
Help your client races fulfill their Ultimate Destinies.

THE MAP
Use a 10 x 10 grid.
Each square is a "Sector". 

DICE
Use Ten sided dice (D10). 

CONTROL MARKERS
Each race has a set of control markers of a unique color.

THE DECKS
There are 2 decks: The Client Deck & the Galactic Deck.
Both are common decks.

THE CLIENT DECK
The client deck has 2 cards for each of the 8 races.
If there are 5+ players, let the deck have 4 cards for each race.

SET UP
Determine the starting locations of all the races:
Roll 1D10 to get the X & Y coordinates. 
Place a control marker for that race into the indicated sector.
Each player draws 4 client cards. Discard duplicates and redraw.
This determines which 4 races are a players client races during the game.
Players may keep their Races secret until the last turn.

RACE TYPES
#	Race Name: 
1	Generalists
2	Cowards
3	Warriors
4	Cryptic Ones
5	Travelers
6	Xenophobes
7	Pacifists
8	Slavers

VICTORY & SCORING
When the board is filled up (no empty spaces remain) roll 1D10 at the 
end of each following turn. On a roll of 9 or 10 the game ends. 
Each race gets 1 point for each sector it controls.
Each race earns extra points for special race specific victory conditions.
If one of your races has the highest Psych level gain 10 VP. 
If one of your races has the higest Tech level gain 10 VP. 
If one of your races was eliminated lose 10 VP. 
Player with highest total VP score wins.

SPECIAL VICTORY CONDITIONS
Generalists - If one of your client races is the Generalists get 20 VP’s if the 
Generalists are Adjacent to all other races. 
Cowards – If one of your client races is the Cowards get 20 VP’s if the Cowards are 
Adjacent to only your other client races and/or the cryptic ones.
Warriors – If one of your client races is the Warriors gain 2 VP’s instead of 1 for 
each sector the Warriors control.
Cryptic Ones – If one of your client races is the Cryptic Ones get 20 VP’s if 
they are Adjacent to only your non-client races and/or the cowards.
Travelers - If one of your client races is the Travelers gain 20 VP’s if they 
Control at least one sector on every row and column of the board. 
Xenophobes – If one of your client races is the Xenophobes gain 10 VP’s for 
each race eliminated from the game.
Pacifists – If one of your client races is the Pacifists get 20 VP’s if all 8 races
are still in play at the end of the game.
Slavers – If one of your client races is the Slavers gain 5 VP’s for 
each race that controls less territory than the Slavers.

SPECIAL ABILITIES & LIMITATIONS
Generalists – Generalists can use Trade cards as any card 
type except Evolution, Expansion-2 or 3. 
Cowards – If a War starts against them, move each of their adjacent control markers 
to an adjacent empty sector if possible. (They flee en mass) Cowards may not initiate 
Wars. The Cowards can use War or Trade cards as Research or Treaty cards.
Warriors – The Warriors get +2 to War Resolution Rolls. 
Warriors cannot use Treaty cards. Warriors may use Trade cards as War cards.
Cryptic Ones – Cryptic ones start with +1 Levels in Psychic & Technology.
Cryptic Ones can use a Trade card to cause 1 adjacent marker of an adj race to 
dissappear or cause one of their own markers (adj to another race) to dissapear. 
Travelers – Travelers use Trade cards as Expansion-2 cards OR to place a 
Marker on any empty space on the Board.
Xenophobes – Xenophobes can use Trade cards as any card type except Treaty, 
Expansion-2 or 3 OR to move 1 of their markers to any empty adjacent space. 
Pacifists – The Pacifists may not initiate Wars. Pacifists may use War & Trade 
cards as Evolution or Treaty cards. 
Slavers – Slavers can use Trade cards as War or Expansion-1 cards. They get 
Technology +1 every time they win a war if their opponent had a higher 
Tech level. They get Psych +1 every time they win a war if their opponent 
had a higher Psych level.

TECHNOLOGY & EVOLUTION
Each race starts the game with a technology & psychic levels = 1.

TURN SEQUENCE
Players take turns. 
Each turn has 7 phases:
1. Fate Phase
2. Expansion Phase
4. War Phase
5. Research Phase
6. Evolution Phase
7. End Phase

FATE PHASE
Draw 3 cards.
If the deck runs out, shuffle the discard and draw from it.
Roll once on the Target Race Table. 
This is the Race you will control this turn!

TARGET RACE TABLE
1D10	Race:
1	Generalists
2	Cowards
3	Cryptic Ones
4	Warriors
5	Pacifists
6	Travellers
7	Xenophobes 
8	Slavers
9	Opponent to your left picks one
10	Pick one or reroll

EXPANSION PHASE
Play expansion cards.
Each expansion card has a number.
This is the number of adjacent empty sectors the target race can expand into.
Add control markers of the chosen race to the target sectors.
Control markers cannot stack. 
Only one race per sector.

WAR PHASE
You may Play a War card to have the target race attack an adjacent race.
Another player may play a treaty card to negate the War card!
Both sides roll 1D10. This is the War Resolution Roll.
Each race adds its Technology level to the roll.
The race with the higher Psych level may reroll the War roll once. 
The higher total wins. (nothing happens if there is a tie)
The winner converts ALL enemy sectors adjacent to his own 
Sectors into his own color. (replace control markers) 

RESEARCH PHASE
You may Play a Research card on the target race.
The Race gets Technology level +1

EVOLUTION PHASE
You may Play an Evolution card on the target race. 
The Race gets Psychic Level +1.

END PHASE
Discard down to 5 cards.

ALL FILLED UP
If the board is completely full, use expansion cards as War cards. 

ADJACENCY
Sectors that share a side are adjacent. 
Sectors that share a diagonal are not adjacent. 


GALACTIC DECK CARD LIST
Card Name:			#
Expansion-1			5
Expansion-2			4
Expansion-3			3
War 				8
Treaty				5
Research       			5
Evolution			5
Trade				10
# = number of that card in the deck


OPTIONAL TERRAIN RULES
Stargates: Connected to other Stargates on the map
Supernovas: Impassable
Progenitor Ruins: First race to occupy gets Technology +1.






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