Intergalactic constitution

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Victory Conditions

contained topics:
goal of the game - achieving victory - special game scenarios

Scoring

contained topics: scoring methods - prohibited methods of scoring - types of achievements for which points are awarded

Civilizations

contained topics:
distinctive features
of civilizations

Movement on the game map

contained topics:
types of cells on the playing field - movement speed - portals

Skip turn (building phase)

contained topics:
restrictions -
possibilities

Planet colonization

contained topics: colonization of neutral planets - additional conditions for capturing other players' planets

Special colonies

contained topics: starting headquarters planet - dock - base

Fleet

contained topics: types of ships -
ship building

Conflicts

contained topics: space battles - capture of enemy planets - prohibition of aggression

Technologies

contained topics:
technology development

Diplomacy

contained topics: deals - protection treaties - dispute resolution

Freight transport and piracy

contained topics: freight transport - piracy

Foreword

If there are controversial situations and there is no answer in the rules, you can come up with a solution to this situation (precedent). If the parties cannot find a compromise on the issue that has arisen, lots can be cast.

Players who are too gambling and/or prone to excessive offense, sweeping chips from the field, etc. are not allowed to play. The most important rule of galactic calm: "It's just a game".

  • 1 VICTORY CONDITIONS

1.1 GOAL OF THE GAME

1.1.1 In a normal game scenario, the goal is to score the most victory points. Points are awarded for various achievements.

1.1.2 The game sets a counter of moves, during which you need to have time to implement your plans, however, the game can end ahead of schedule if someone scores a number of points agreed as sufficient to win.

1.1.3 In the standard case, you need to score 100 points to count the victory. If the winning number of points is not scored by anyone, the one who has the most points on the last turn wins.

1.1.4 The game can also end early if all players recognize the leadership of the player who has scored a large number of points and it seems impossible to challenge the advantage.

1.2 ACHIEVING VICTORY

1.2.1 A player who has reached the winning number of points (100 or more) becomes immune to the attacks of other players, his points cannot be reduced.

1.2.2 If someone reaches the winning number of points, the game ends on the last player's turn anyway. The last players have the opportunity to score more points and thus dislodge the winner.

1.3 SPECIAL SCENARIOS OF THE GAME

1.3.1 The game may have other, modified options (MODs), as well as other victory conditions.

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  • 2 SCORING

2.1 SCORING METHODS

2.1.1 Points can be issued in the form of special chips-points. When declaring victory, the player provides the full number of declared points. The first person to claim victory wins.. The player does not hide his point tokens from others.

2.1.2 Scores can be recorded on paper/electronic device after each player's turn. With this method, throughout the game, everyone knows the exact number of points of each player. The first person who reaches the winning number of points wins.

2.2 FORBIDDEN WAYS OF SCORING POINTS

2.2.1 It is forbidden to transfer your points to another player "as a gift", without explaining your own benefit. Thus, points or points equivalents (planets, etc.) can only be transferred as a result of mutually beneficial transactions and agreements.

2.2.2 It is forbidden to transfer your points or points equivalents (planets, etc.) to another player if as a result that player scores the winning number of points.

2.3 TYPES OF ACHIEVEMENTS FOR WHICH POINTS ARE AWARDED

2.3.1 Planet colonization. Planet 1 level: 1 point; planet level 2: 3 points; planet level 3: 5 points. When planets are lost, points are taken away and counted in favor of the conqueror. Universal for all civilizations.

2.3.2 Construction of special colonies (bases and docks). 5 points for each object. Certain types of special colonies may be available to some civilizations and not to others.

2.3.3 Scientific achievements. Technology development: 10 points. Development conditions are different for civilizations.

2.3.4 Peacemaker Bonus. 10 points (15 points if the number of players is between 6 and 9) for not attacking other players' fleets and planets. It is awarded to some civilizations at the beginning of the game and is taken away in case of aggression (if it is not retaliatory).

2.3.5 Influence Bonus. 15 points for having special colonies and/or planets of level 3 in all 4 sectors of the playing field. If the player loses the bonus, he can return it when the necessary conditions are reached again. Universal for all civilizations.

2.3.6.1 Victory in space combat. From 1 to 3 points for a victory. Accrual conditions are different for civilizations. It may also matter which civilization is defeated and whether any technology was used in the battle.

2.3.6.2 Space battle victory. Heroism Bonus. From 1 point. If the player is attacked first by another player and then someone else joins in the attack (also attacks first), then the attacked player receives a bonus of victories in each space battle +1 point (three attackers +2, etc.). This is compensation for fighting many opponents. 

2.3.7 Capturing a planet of other player. From 1 point. They are awarded in addition to points for colonization in the form of an additional bonus. The conditions for accrual are different for civilizations, they are not available to some civilizations.

2.3.8 Diplomatic compensation. More details are described in the paragraph "Diplomacy".

2.3.9 Specific achievements of Civilizations. Described on the player card.

2.3.9.1 Freight transport and piracy. More details are described in the paragraph "Freight transport and piracy".

2.3.10 Bonus against ignorance - if there are only 2 players in the game and one of them is for Anarchy, then the other player (not Anarchy) gets 5 points at the beginning of the game.

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  • 3 CIVILIZATIONS

3.1 DISTINCTIVE FEATURES OF CIVILIZATIONS.

3.1.1 Each game civilization, in addition to the general conditions stipulated in the rules of the game, has its own characteristics that distinguish it from other participants.

3.1.2 All features, individual for each civilization, are registered in the player's card. Players should keep their cards with them so they know what they can use and what restrictions they have. The player's card, in addition to these rules of the game, is a document confirming the rights of players to certain actions.

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  • 4 MOVEMENT ON THE GAME MAP

4.1 TYPES OF CELLS ON THE PLAYING FIELD

4.1.1 The usual cell of the field. A cell available for the movement of ships. More than 1 ship cannot be placed on one cell at the same time. A space occupied by a ship can be crossed by another ship if the movement speed permits.

4.1.2 Planet. The cell is not movable (it cannot be occupied by a ship). Available to place colonies and build special colonies. A planet tile can be crossed by a ship if the speed of movement allows.

4.1.3 Portal. The cell is not movable (it cannot be occupied by a ship). The portal square can be crossed by a ship if the movement speed allows.

4.1.4 Non-playing part of the field. The area along the edges of the field without cell markings. Can be used to place ships in reserve (waiting to enter the map).

4.2 MOVEMENT SPEED

4.2.1 The standard speed of movement of ships across the field is 3 cells horizontally and vertically (but not diagonally!). You can move at a lower speed. Cruiser movement speed is 2 tiles.

4.2.2 Logistics. This concept refers to how many individual ships a player can move in one turn. Standard logistics - 3 (3 ships can be moved).

4.2.3 Take off from the planet. All ships starting from the starting planet or another planet have a movement speed of 1 cell (entry into the planet's orbit (the planet's orbit is a radius of 1 cell around it)). At the start, the ship moves from the reserve (non-playing part of the field) to the map. Starting a ship costs 1 player logistics, just like moving around the board normally. At the start, you can not immediately use the portal.

4.2.4 Both speed and logistics are subject to change due to technology and other bonuses received by the player.

4.3 ПОРТАЛЫ

4.3.1 Portals allow you to quickly move around the map, regardless of the standard speed of ships.

4.3.2 Upon entering a portal zone (radius 1 cell around the portal), the ship can immediately move to another portal zone, but its move ends on moving (limited by the portal zone of the receiving portal).

4.3.2.1 A ship can move to another portal even if it has already spent 3 turns to reach the portal.

4.3.3 Several ships can move in the portal at once, but in one direction, into one portal.

4.3.4 Passing through the portal is associated with a certain risk of losing the fleet, indicated on the player card. The risk is determined by the dice.

4.3.5 Before using the portal, the player MUST inform the other players which ships they are going to transfer through the portal.

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  • 5 SKIP TURN (BUILD PHASE)

5.1 RESTRICTIONS

5.1.1 Skipping a turn means that all of the player's ships stand still, do not move, and do not start from the reserve.

5.2 POSSIBILITIES

5.2.1 Opportunities available ONLY when skipping a turn. When skipping a turn, the player can build special colonies, build a fleet, develop technologies.

5.2.2 Features available during the normal movement phase - the player can colonize planets and attack enemy ships if the player's fleet is not moving.

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  • 6 PLANET COLONIZATION

6.1 COLONIZATION OF NEUTRAL PLANETS

6.1.1 The rules for colonizing planets are determined by the player card for civilizations. The card indicates the probability of colonization success and the degree of risk of losing the fleet participating in the colonization.

6.1.1.1 Colonization success chance (determined by die number) may change due to technology and other factors, but in any case it is impossible for colonization success to be 100%. That is, there should be a minimum percentage of failure - 17% (if the number 1 falls on the die).

6.1.2 To colonize planets, you need to collect in orbit the number of ships equal to the level of the planet. Planet level 1 - 1 ship, level 2 - 2 ships, level 3 - 3 ships.

6.1.3 Ships participating in colonization spend their attack (cannot attack nearby enemies) and end their movement.

6.1.4 A player cannot make more than 2 attempts to colonize planets per turn.

6.1.5 The same ship can participate in the colonization of only one planet.

6.1.6 If there are any foreign ships in orbit of the planet being colonized, you need to ask the other player for permission to colonize this planet.

6.1.7 Before colonizing a planet, a player MUST inform other players which planet they are going to colonize.

6.1.8 The maximum number of colonies for a player is limited by the number of chips.

6.2 ADDITIONAL CONDITIONS FOR CAPTURING PLANETS OWNED BY OTHERS

6.2.1 A planet owned by someone can be colonized in the same way as a neutral one, but it requires 1 extra ship in orbit (it doesn't risk anyway).

6.2.2 Another player's planet cannot be taken away if their ships are in orbit protecting the planet.

6.2.3 An enemy planet can have defense bonuses, but it is impossible for a situation where the success of capturing of planet is 0%. That is, there should be a minimum percentage of luck - 17% (if the number 6 falls on the die).

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  • 7 SPECIAL COLONY

7.1 STARTING HQ PLANET

7.1.1 At the beginning of the game, the ships start from the orbit of the starting headquarters planet.

7.1.2 The headquarters planet can be chosen from planets of the 1st level, located within 1 cell from the edge of the field. This planet does not give points to the player.

7.1.3 For the loss of the headquarters planet, the player is penalized by 10 points. Conquered by the enemy as a level 3 planet, but gives points as a level 1 planet. A lost HQ planet can be rebuilt upon skipping a turn (building phase) on any other level 1 planet within 1 square of the edge of the board. Lost points are not returned.

7.2 DOCK

7.2.1 A special colony used as an additional planet that can launch ships from the reserve. Gives points for construction.

7.2.2 Dock construction requires a skip turn phase. The maximum number of buildings in the game is 3 docks, 1 in each sector (1/4 of the map). Can be built on planets of any level. You can build up to 3 docks for skipping a turn, as long as no bases are built.

7.2.3 When you skip a turn, you can move the built docks to your other planets.

7.2.4 If a planet with a dock is besieged by an enemy, only one ship can start from orbit.

7.3 BASE

7.3.1 A special colony built as an improvement to a regular colony. Gives extra points and a defense bonus to all player planets and ships in the sector (described on the player card). For peaceful civilizations (White, Blue, Purple), the presence of 3 bases each turn gives +2 points, for Anarchy, the presence of 3 bases gives protection throughout the entire map of the game, in all 4 sectors.

7.3.2 You can build a base if you have 2 planets in the sector (for Anarchy - 3 planets in the sector). The base is built on planets 2 and 3 levels.

7.3.3 When building a base, you need to skip a turn. The maximum number of buildings in the game is 3 bases, 1 in each sector (1/4 of the map). You can build up to 3 bases for skipping a turn, as long as you don't build docks.

7.3.4 When you skip a turn, you can move the built bases to your other planets.

7.3.5 With the loss of planets in the sector, the base does not disappear only if the planet with the base itself is selected.

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  • 8 FLEET

8.1 TYPES OF SHIPS

8.1.1 Base fleet. The usual fleet involved in the colonization of planets and in battles, in case of conflicts. All civilizations have base fleet.

8.1.2 Cargo fleet. Participates in cargo raids, earning points. Available in some civilizations and in different quantities. More details are described in the paragraph "Freight transport and piracy".

8.1.3 Cruisers. Special ships that outnumber other ships in strength. They are used mainly to support the fleet and planets in the sectors where they are located. There are 2 types of cruisers: defense and attack. All civilizations have them, but in different quantities. A detailed description of the properties of cruisers is given on a separate sheet of the supplement to the rules.

8.1.4 In additions to the game, there may be other types of ships.

8.2 SHIP BUILDING

8.2.1 Each civilization can build as many ships as the maximum fleet specified on the player card allows. The maximum fleet is the total maximum number of ships of the same type, located on the field of play and in reserve.

8.2.2 You can build ships only when you skip a turn (during the construction phase). In one pass, the player can build as many ships as indicated on the player card.

8.2.3 Ships lost during colonization, in portals or in battles are sent for repair and can only be returned to the reserve when a turn is skipped.

8.2.4 Some ships (the base fleet of Anarchy, cargo ships) do not leave the game when damaged, but immediately return to the reserve and can enter the field again on the next turn, if logistics allows.

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  • 9 CONFLICTS

9.1 SPACE BATTLE

9.1.1 Every ship on the field has the right to attack, whether it is moving or not. The ship can spend the attack on other ships or colonizing the planet (one choice out of two). One ship can make one attack per turn. On the attack, the actions of the ship ends.

9.1.2  You can attack an alien ship by standing next to it on an adjacent cell vertically, horizontally or diagonally.

9.1.3 The outcome of the battle is decided by the ratio of attack and defense numbers (numbers on the dice). If the attack is greater, the enemy ship disappears from the field. If the defense is greater than or equal to the attack, the enemy ship remains in place, as well as the attacking ship.

9.1.4 Ships can have defense and attack bonuses provided by technology, cruiser and base support, and other circumstances. All bonuses are taken into account when calculating the results of the duel.

9.2 CONQUERING ENEMY PLANETS

9.2.1 The rules for capturing enemy planets are similar to the rules for colonizing a neutral planet. More details in paragraph 6.2 "additional conditions for capturing planets owned by others".

9.2.2 Planets may have bonuses or defenses provided by technology, cruiser and base support, and other circumstances. All bonuses are taken into account when calculating colonization results.

9.3 PROHIBITION OF AGGRESSION

9.3.1 At any moment of the game, a player who is subjected to aggression (attack of planets or ships) can protest against aggression and the attacker undertakes to stop attacking attempts against THIS player. The attacker in this case is awarded a military superiority bonus: 10 points.

9.3.2 Only the player who during the game did not attack anyone first can claim the right to protest.

9.3.3 The right to protest can NOT be claimed by the player who is currently the leader in points scored.

9.3.4 The prohibition of aggression lasts until the end of the game, or until the protesting player becomes the leader in points. If the protester loses leadership, the ban on aggression is restored.

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  • 10 TECHNOLOGIES

10.1 TECHNOLOGY DEVELOPMENT

10.1.1 The conditions for the development of technologies are written in the player's card. Some civilizations have fixed technologies from the start of the game, others develop random technologies during the game (requires a 2-turn skip to develop one technology).

10.1.2 Each civilization cannot have more than 2 technologies. Anarchy can develop 1 technology, it can get the second only as a result of a deal.

10.1.3 The same technology cannot be owned by more than 2 players.

10.1.4 You cannot get rid of the created technology and create another one instead (in the process of sale, etc.)

10.1.5 A detailed description of the technology properties is given on a separate sheet of the supplement to the rules.

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  • 11 DIPLOMACY

11.1 DEALS 

11.1.1 During the game, participants can enter into transactions with each other, that is, exchange some objects or mutually beneficial conditions and actions among themselves.

11.1.2 When concluding transactions, players must take into account the restrictions indicated in paragraph 2.2 "prohibited methods of scoring". Other players may protest against a dishonest (not mutually beneficial) deal.

11.1.3 The terms of the deal must be clearly defined. For non-fulfillment of the undertaken obligations - a penalty of 3 points. Points are transferred to the player who fulfilled his part of the obligations.

11.2 PROTECTION CONTRACTS

11.2.1 Players can enter into special agreements among themselves to ensure their safety.

11.2.2 Non-aggression pact - one player promises not to attack the other until the end of the game or for a certain number of moves.

11.2.3 Peace treaty - an obligation to stop attacks on the fleet and planets until the end of the game or for a certain number of moves.

11.2.4 Protective alliance - one player promises another to declare war on the aggressor and attack his fleet for at least one turn. If the players agreed on mutual assistance before the attack, the peacemaker bonus (if any) is not deducted from the assisting player.

11.2.5 The terms of the contracts must be clearly defined. For non-fulfillment of the undertaken obligations - a penalty of 5 points. Points are added to the player who fulfilled his part of the obligations.

11.3 DISPUTES RESOLUTION

11.3.1 Any player's actions can be challenged by another player if the objection is supported by a quote from the rules or additions to the rules (player's card, description of ship properties and technologies, etc.). By agreement of the parties, the achievements of the violator of the rules may be canceled or bonuses may be given to other players. 

11.3.2 To resolve difficult issues, players can appoint a referee before the start of the game, if the candidate is familiar with the rules of the game. The referee may not participate in the game as a representative of civilization, especially if there are many players. 

11.3.3 If, due to inattention or ignorance, the rules of the game were violated or other inaccuracies were made, but several moves have already passed, someone's actions cannot be challenged.

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  • 12 CARGO AND PIRACY

12.1 CARGO TRANSPORTATION

12.1.1 Cargo transportation is carried out by civilizations that have a cargo fleet.

12.1.2 To get points, you need to send cargo ships to raid all sectors of the map. The ship starts from the headquarters planet or from the base and goes around the map in a clockwise direction, marking in each sector (it is possible with the help of portals). The raid ends in the orbit of the headquarters planet or in the orbit of the base. The return of each merchant ship is worth 5 points. If a base is used instead of headquarters, then it must be located in the same sector as the headquarters, and must not be located within a radius of 3 cells from the center of the field. 

12.1.2.1 With the number of players from 6 to 9, a cargo ship raid can start and end from any of its planets in the starting sector.

12.1.3 Cargo ships take up 1 logistics, meaning all ships can move, but this counts as one use of logistics.

12.1.4 Cargo ships do not participate in the colonization of planets.

12.1.5 Cargo ships can engage in combat and have a negative attack bonus of -1 and a positive defense bonus of +1. See also paragraph 8.2.4 for details.

12.1.6 Cargo ships do not use the central portal if it has one.

12.2 PIRACY

12.2.1 Anarchy ships can intercept cargo ships, boarding them.

12.2.2 To capture, you need 2 anarchy ships around the cargo ship (radius 1 cell). The success of the capture is determined by a die (1-3 no; 4-6 yes). Capturing each merchant ship is worth 5 points.

12.2.3 If an Anarchy ship tries to board a merchant ship, then it can no longer attack it in the usual way.

Distant Galaxy: Era of Expansion

The board game "Distant Galaxy: Era of Expansion" is a space-themed turn-based strategy game.

The main goal of the game in the standard scenario is to win on points in a competition organized by various Civilizations.

The game was developed in Latvia.

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Club membership also grants access to various bonuses for experienced players.

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