STAR FIEFS







INTRODUCTION
Card game version of Emporex.
Opposing Noble Houses vie for domination in this quadrant of space.

SETUP
Determine turn order by coin flips.
Shuffle the common deck.
Each Player starts with: 1 Homeworld card, 1 Leader Card, 
1 House Troops Card, 1 Lesser Son Card
Each player starts with 4 Power tokens.
Each player draws a hand of 8 cards.
Homeworlds and Leaders not used, are removed from play.

VICTORY
Players who lose their Homeworld are eliminated.
A player may win by eliminating all of his opponents or…
The first player to accumulate 8 Power Tokens is the winner and
becomes the Governor of the Sector.

TURN SEQUENCE
Players alternate turns. 
The player whose turn it is, is called the active player.
A turn consists of the following 8 phases:
1. Draw Phase
2. Intrigue Phase
3. Duel Phase
4. Event Phase
5. Attack Phase
6. Production Phase
7. Recruit Phase
8. Discard Phase

DRAW PHASE
Draw 1 card.
You may pay 10 Ecos to draw another card.
If the deck runs out, shuffle the discard pile, and continue play.

INTRIGUE PHASE
Leaders are considered to be personas.
--You may put a card with the Seduction, or Intrigue trait back in your hand to spy:
Look at opponents hand.
--You may put a card with the Psychic trait back in your hand to look at 
opponents hand and next card in deck.
--You may put a card with the Sabotage trait back in your hand:
Target opponent must discard 1 random card from his hand.
If the discarded card is a psypower or event the saboteur is discarded also. 
--You may put a card with the Seduction trait back in your hand:
Target opponent's male persona is put back in his owner's hand.
That male persona is immune to this effect for the rest of the game.
--You may put a card with the Assassination trait back in your hand:
Discard the top card of the deck: 
If it is a Psypower or Event the Assassin is discarded.
If it is a Persona, then a target opponent's persona in play is killed (discarded). 
If it is any other type of card than nothing happens.
A player may only make one Assassination attempt per turn.
A player may discard a persona card from play or his hand to negate 
a successful assassination.

EVENT PHASE
Certain Events and psypowers may be played during this phase.
You may play a psypower card if one of your cards already in play has
the trait of psychic.
Discard these cards as soon as they are used.

DUEL PHASE
If you have a Duelist in play, he may discard a card to duel an opponent's 
duelist that is also in play. Leaders may not start Duels. 
A Leader may only duel (in Defense) if there are no other duelists on his side.
Each player in turn discards the top card of the deck: 
The military value of the discarded card is that duelist's attack value.
Some duelists have a dueling value on the persona's card. This adds to their attack value
The duelist with the highest attack value wins.
Certain event and psypower cards may be played to modify these values.
If the cards are tied, then discard again.
The losing duelist is killed (discarded).
A player may initiate a maximum of one duel per turn.

ATTACK PHASE
The active player is the attacker.
The active player may choose not to attack or to attack one target opponent player.
Attacker chooses attack mode: Military (M) or Political (P)
A card with the transport trait may be played to initiate an extra 
attack phase that is a military attack. The card is part of the attack.
A card with the intrigue trait may be played to initiate an extra 
attack phase that is a political attack. The card is part of the attack.

MILITARY ATTACKS
The attacker must target a world controlled by his opponent.
Both players may commit cards he has in play to the battle.
Cards committed may include Leaders, Personas, and Armies.
The attacker must pay 1 Eco per such cards he commits.
The defender must commit the attacked world.
Defender cards can only be used by the defender.
A player may play a psypower card if one of his deployed cards has the trait of psychic.
Events may be played if applicable.
In a multiplayer game, other players may play cards in support of the attacker 
or the defender at their invitation.
Starting with the attacker, cards are committed until neither player wants to commit any 
more cards.
The winner is the player with the highest total military value.
Only cards in play (not discarded) count towards the total values.
In case of a tie the defender wins.
If the Attacker wins he puts the target planet into his hand.
If the Defender wins, he remains in control of the world.
The loser must discard one committed Army card. Other cards remain in play.

POLITICAL ATTACKS
The attacker must target one of his opponents.
Both players may commit cards he has in play to the struggle.
Cards committed may include any card with a Political value.
A player may play a psypower card if one of his deployed cards has the trait of psychic.
Events may be played if applicable.
In a multiplayer game, other players may play cards in support of the attacker 
or the defender at their invitation.
Starting with the attacker, cards are committed until neither player wants to commit any 
more cards.
The winner is the player with the highest total political value.
Only cards in play (not discarded) count towards the total values.
In case of a tie the defender wins.
The loser must place one of his non-homeworld committed cards back into his hand.
If the Attacker wins he gains control of one of his opponents Political power tokens.

PRODUCTION PHASE
The basic monetary unit is the Eco.
Use coins to represent Ecos. (1 penny = 1 Eco)
Gain a number of Ecos equal to the Economic value of all of your cards in play.

RECRUIT PHASE
Put Armies, Personas, Worlds and Organizations into play.
A card costs a number of Ecos equal to 1 + its combined Military, Political, and Economic value.
If your Leader is dead, you may discard a Son card to bring him back into play for free. 

DISCARD PHASE
Pay 1 Eco for each army you control or place that army back in your hand.
Maximum hand size is 10 cards. Discard excess cards.

RECURRING LEADER RULE
If your Leader is killed or discarded put him into your hand instead.


CARD LIST
CARD NAME                       VALUE           NOTES
Homeworld                       10E/12M/8P      4 copies in Deck. Pay 4 to search deck/discard for House card
Baron Gurati                    7M/5P           Leader / Duelist/ Intrigue/ Sabotage/ Assassination
Duke Lortran                    6M/7P           Leader / Duelist+2
Count Kadesh                    6P/5M/3E        Leader / Duelist+1 
Lord Nitrix                     5P/4E           Leader / Duelist/ Psychic
Imperial Army                   5M              Army
General Khor                    3M              Persona/ Duelist +1/ All your Army cards +2M
Sisteria                        9P              Org/ Psychic/ Intrigue
Mistress Diva                   7P              Persona/ Psychic/ All your persona +1P/ Sisteria/ Intrigue
Emporex                         12P             Persona/ Psychic/ Intrigue
Emperors Daughter               8P              Persona/ Seduction
Mercenary Guild                 3E              Org/ Pay 3 to search deck/discard for Mercenaries
Assassins Guild                 4E              Org/ Assassination
Weapon Merchants                7E              Org/All your Army and World cards +2M
Imperial Navy                   9M              Army/ Transport
Spacing Guild                   9P/10E          Org/ Transport/ Intrigue
Guild Master Nosovo             8P              Persona/ Psychic/ Discard to negate an event
Church of Mankind               11P             Org/ Psychic
Technopope                      10P             Persona/ Psychic/ Church/ Opponent cannot play Church cards
Mercantile Consortium           8E              Org/ All your World cards +2E
Brotherhood of Machines         8P              Org/ Intrigue
Galactic Inquisition            8P              Org/ Assassination/ Church
Inquisitor Travis               7P              Persona/ Assassination/ Church/ Duelist+1
Black Market Smugglers          7E              Org/ Pay X to discard X cards to draw X cards
Crime Lord                      6E              Persona/ Duelist/ Sabotage
Imperial Secret Police          4P              Org/ Assassination
House Prodigy (Son)             3M/5P           Persona/ Duelist+3/ Psychic
House Lesser Son                4E/4M           Persona/ Duelist+2 (4 in Deck)
House Prince (Son)              4M              Persona/ Duelist+1/ Intrigue
Computus Android Advisor        4E/2M/2P        Persona/ All your cards +1P
Sector Governor                 2E/2M           Persona/ Duelist/ One of your World cards gets +4E
House Diplomat                  8P              Persona/ Intrigue/ Duelist
House Agent                     3P              Persona/ Assassination/ Duelist+1
House Duel Master               4M              Persona/ Duelist+3/ Replace target Duelist
House Mentalist                 2P/4M           Persona/ Psychic/ Duelist
House Consort                   ---             Persona/ Seduction
House Daughter                  4P              Persona/ Duelist/ Seduction
Imperial Concubine              3P              Persona/ Seduction/ Duelist
House Spy                       ---             Persona/ Intrigue/ Duelist+1
Imperial Senate                 7P/8E           Org/ Your Imperial Cards +2P
Senator Vahn                    7P              Persona/ +2P per Opposing Card in political battle/ Intrigue
Elders of Pyreen                4P              Org/ Psychic
Colonial Council                4P/7E           Org/Your World cards +2E
Colonial Lobbyist               4P/2E           Persona/ Intrigue
5th Sector Rebels               4M/5P           Army/ Sabotage/Transport
Rebel Leader                    5M/6P           Persona/ Duelist/Your Rebel cards get +2M & +2P
Surgeons of Silex               7E              Org/Pay 5 to put dead persona in your hand 
Paswa Silexian Demagogue        P7              Persona/ Duelist/ Assassination
Discordian Heretics             3M/6P           Army/ +2M and +2P vs Church cards
Imperial Beaurocracy            5P              Org/ Sabotage
Imperial Aristocracy            9P/6E           Org/ Intrigue
House Troops                    4M              Army/ +2M When Defending (5 in Deck)
Psychic Veterans                6M              Army/ +6M vs Psychic opponent
Anthrosynthetic Berserkers      7M              Army/ +5M When Attacking
Cyborg Commandos                4M              Army/ Assassination/Sabotage
Fanatics                        2M/3P           Army/ +1M per opposing card
Warrior Priests                 5M/6P           Army/ Church/ Psychic
Suicide Squads                  3M              Army/ +7M When Attacking
Desert Warriors                 5M              Army/ +3M When Defending
Ice Barbarians                  3M              Army/ +5M When Defending
Jungle Fighters                 1M              Army/ +7M When Defending
Prisoner Soldiers               1M/3E           Army/ +1M per card you discard
Subterranean Mutants            4 M             Army/ Psychic
Solar Templars                  7M/5P           Army/ Psychic
Feral Amazonians                5M              Army/ Seduction 
Computus Robot Death Machines   7M              Army
Clone Soldiers                  1M/4E           Army/ +1M per card in your hand 
Colonial Rangers                7M              Army/ Transport
Colonial Legionnaires           5M              Army/ Discard to draw 1 card
Imperial Shock Troops           6M              Army/ +4 When Attacking
Imperial Centurions             6M/3P           Army/ +3 When Defending
Imperial Death Squads           4M              Army/ Assassination
Imperial Conscripts             1M              Army/ +4 when Defending
Rimspace Pirates                4M/5E           Army/ Transport
Fringe World Partisans          3M/3P           Army/ +4 When Defending/ Rebel
Transhuman Supersoldiers        10M             Army/ Flip coin during battle. If you lose -20M
Off World Mercenaries           6M              Army/ +2M per card you discard
Rebel Freedom Fighters          4M/4P           Army/ Sabotage/ +2M vs  Imperial cards
Sea Monsters                    8M              Army/ Defender
Planetary Core Miners           2M/6E           Army/ Defender
Psychic Natives                 2M              Army/ Psychic/ Defender
Lava Projectors                 10M             Army/ Defender/ +2M per card you discard
Stellar Pilgrims                6P              Org/ +2P per card you discard
Space Traders                   6E              Org/ Discard a card for 4 Ecos
Quayat - Desert World           10M/3E          Pay 3 to search deck/discard for Desert Warriors
Parallax- Industrial World      10E             -
Mercurium- Mining World         8E              Pay 3 to search deck/discard for Core Miners
Frigaria- Ice World             8M/2E           Pay 3 to search deck/discard for Ice Barbarians
Computus- Machine World         9E/6P           Pay 3 to search deck/discard for Death Machines
Bolavor -Jungle World           5E/4M           Pay 3 to search deck/discard for Jungle Fighters
Aquara- Ocean World             4E/3M           Pay 3 to search deck/discard for Sea Monsters
Punah- Pleasure World           7E              Seduction
Griddox- Prison World           2E              Pay 3 to search deck/discard for Prison Soldiers
Yoravar- Shipyard World         12E             Transport
Fah- Living World               12M/4E          Pay 3 to search deck/discard for Psychic Natives
Zenceti- Alien Ruins World      4P/3E           Psychic
Eden- Church World              10P/8E          Pay 3 to search deck/discard for a Church card 
Mox- Gem World                  11E             -
Hellish- Radioactive World      6M/4E           Pay 3 to search deck/discard for Sub Mutants
Dalton- Research World          7E              Pay 8 to draw 1 card
Bazarium- Commerce World        10E             -
Majorie- Imperial World         4E/4P           Pay 5 to search deck/discard for Imperial card
Halstead- Colony World          2E/3M           Pay 4 to search deck/discard for Colonial card
Seedeen- Hive World             9E              Defending Armies get +1M
Pyreen- Pacifist World          6P/3E           Intrigue       
Scorch- Volcanic World          4M/2E           Pay 3 to search deck/discard for Lava Projectors
Marx- Clone World               8E              Pay 3 to search deck/discard for Clone Soldiers
Probability Shift               ---             Psypower/ All players discard their hands & Draw 5 cards
FuturePast                      ---             Psypower/ Search discard for 1 card
Time expansion                  ---             Psypower/ Take another turn after this one
Dimensional Rift                ---             Psypower/ Opponents discards 3 cards
Teleportation                   7M              Psypower/ Transport
Precognition                    ---             Psypower/ Look at next 7 cards in deck
Cosmic Transference             ---             Psypower/ Take 1 random card from opponent's hand
Molecular Disruption            9M              Psypower
Mind Slave                      ---             Psypower/ Take control of target personality
Psychic Persuasion              10P             Psypower
Clairvoyance                    ---             Psypower/ Look at opponents Hand
Telekinetic Maelstrom           ---             Psypower/ Target Army destroyed
Domination                      ---             Psypower/ Take control of target army this battle
Sympathetic Convergence         ---             Psypower/ Search deck for 1 card
Imperial Veto                   7P              Event
Armageddon Virus                ---             Event/ Destroy all armies in play
Planetary Revolt                ---             Event/ Take control of target World
Betrayal                        ---             Event/ Take control of target organization
Infiltration                    ---             Event/ Target organization goes back to owners hand
Traitor                         ---             Event/ Take control of target persona
Pax Imperia                     ---             Event/ No Military Attacks next 2 turns
Psychic Nexus                   ---             Event/ No Psypowers next 3 turns
House Bodyguard                 ---             Event/ Negate Assassination
Imperial Intervention           ---             Event/ Negate a Duel
Poisoned Blade                  ---             Event/ Discard during Duel to get Duel +3
Progenitor Artifact             ---             Item/ Psychic 








Return to Warpspawn Mainpage